Bio Engineer Archive

Thread: Any BE's add Master Force Crafting to their template?

therealrosh
Tue Oct 05, 2004 10:50 pm
#1

I did, and do I ever get a lot more amazing sucesses, however, I cannot craft in an experiment town, nor does it seem to make a difference in the final product, sincei think that is pretty much set before hand(ie, 117 ISN's will still turn out to be 117's, but ill have one more point left over)


Just wondering if anyone else has noticed this?



Aory
Owner and Proprieter of Voda Industries
Filling all your harvester needs
Based out of the
Flames Hold Mall
-2038 1553 Talus
Bendi_James
Wed Oct 06, 2004 10:04 am
#2

Hey..this is actually pretty cool news.


Do tell more as you see it happen.
CptAdder
Wed Oct 06, 2004 10:36 am
#3

I'm working on it just because I have four points left over that I can't put towards anything useful


Let you know how i goes



----------------------------------------------------------------------------------
Gorath Master TK/Master Bio-Engineer
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PlainWhiteSocks
Wed Oct 06, 2004 10:57 am
#4


therealrosh wrote:
I did, and do I ever get a lot more amazing sucesses, however, I cannot craft in an experiment town,



I'm confused. It won't let you craft or experiment in a research center city?



Corbis
Kauri
Ex-Master Bio-Engineer
ArthurDentOnBria
Wed Oct 06, 2004 11:08 am
#5

How many skill points did you have to use to get this ability (better success rate)? That is my main concern.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


NancyJ
Wed Oct 06, 2004 11:45 am
#6

Master Crafting is 16 skill points.
Just the assembly line would be only 4 points, there are no additional bonuses or skill point costs for the master boxes IIRC




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Paradisio
Wed Oct 06, 2004 1:08 pm
#7

I personally am not, a lot of my recipes are very specific, and getting a bunch of amazing successes would probably just mess things up.
GMANHNC
Wed Oct 06, 2004 4:34 pm
#8



NancyJ wrote:
Master Crafting is 16 skill points.
Just the assembly line would be only 4 points, there are no additional bonuses or skill point costs for the master boxes IIRC




Oh, and you need novice Artisan to get there so tack on another 15 skpts.



GMAN
I moved to Corellia I have no vendor and I don't know the coords to my house, but it doesn't really matter cause all my pets are in the tool box, I may have some in space, but that doesn't really concern you either.
therealrosh
Wed Oct 06, 2004 4:39 pm
#9


I'm confused. It won't let you craft or experiment in a research center city?





I can still craft in a research center city, but it cancels out the bonus's from both, so im far better off to move my shop out oftown for crafting purposes.


as far as why invest the points? because i got unlocks, and since I got it, 0 failures(either normal fails or critical fails), thats something I cant say about crafting foods.


I think eventually they will add something to the master box for this as well, other wise, its just a box to eat ap.


And i like it better than the chef bonus foods, Its passive, saves room in your inventory for all those nasty dna samples, but the devs need to add it as a tag since i think im the only person foolish enough to spend the ap on mastering.





Aory
Owner and Proprieter of Voda Industries
Filling all your harvester needs
Based out of the
Flames Hold Mall
-2038 1553 Talus
Subversive99
Thu Oct 07, 2004 12:05 am
#10

What's the point, if your final result is still capped out at the same amount? What do I care if I have 4 experimentation points left over, or 1? I don't get how that is useful.



Subversive - Master BE Flurry
ArthurDentOnBria
Thu Oct 07, 2004 12:09 am
#11


Well, apparently if you have an "amazing success", it may actually increase the final "max" result in some cases. That plus you may save yourself some grief with critical failures during pet crafting. And that would be nice to have. But as skill point strapped as I am, I look at possible things I could give up that would free up 4 skill points to use for that, and it doesn't seem like an equitable trade by any means. I'm certainly better off using those 4 skill points in non-FS related areas it seems to me.


Also, don't forget that you can "buy" this ability at no skill point cost simply by buying P. Cake. In general, I've found that when you're able to "buy" abilities with credits, you're better off doing that and using your skill points for abilities that cannot be bought.





Subversive99 wrote:

What's the point, if your final result is still capped out at the same amount? What do I care if I have 4 experimentation points left over, or 1? I don't get how that is useful.






Message Edited by ArthurDentOnBria on 10-06-2004 12:12 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


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