Chef Archive
Thread: wait a sec...which profession(s) depend on us for subcomponents...?
FelNuruodo wrote:
Ch's rely on us or scouts to get rid of "hungry" spam from their pets, does that count?
CH's can use foraged grubs and whatnot for this...
- BEs can make stims without advanced components
- Armoursmiths can make armour with AUK or WUK
So, I agree that it's not nescessary, but it would be nice to see.
Ezran wrote:
I can't think of any of those dependancies that are "required"
- BEs can make stims without advanced components
- Armoursmiths can make armour with AUK or WUK
So, I agree that it's not nescessary, but it would be nice to see.
Not quite sure I follow you on the armorsmiths. The dependency I was talking about was reinforced fiber panels from a tailor. AUK or WUK can replace those? To my knowledge certain armor requires though just to make a piece of armor, there might very well be a substitute but I wasn't aware of any.
DEs need MA components, otherwise some of their droids aren't possible to make
Armorsmiths need MA components otherwise they can't make PSGs
A BE can actually make all the advanced components they need. The power on them will just not be as high as a Master Doc.
well just thinking a little bit...and noticed that every single crafting profession can make something that is directly involved in the crafting process, or required in order to use certain skills of another professions:
tailor: armorsmith (RFP), chef (trim)
doctor/medic/cm: BE (advanced med components)...and their not really a pure crafting profession(s)
BE: chef (tissues), tailor (tissues)
armorsmith: smuggler (AUK)
weaponsmith: smuggler (WUK)
DE: architect (DSM)
architect: politician (city hall...yeah its a technicality...but you can't have a city without one...)
artisan: ok...I'm not even going to try listing everything here...lets just say...a lot.
probably missed a few more...
so that leaves chef...
the best you can do with chef is a weak (weaker than the architect/cm dependencies) indirect dependency that the combat professions...and to a certain extent BE have on mind buff chef foods (mainly because it takes too long to find a master mucisian/dancer that can/will buff...and even then it takes a while to get the buff).
so with devs having slapped chefs with dependencies on BE/tailor/master artisan (assuming barrels ever work)...how about throwing some things in to other crafting professions where they need chef components...
Message Edited by Dsabre on 02-23-2004 12:30 AM
Chef seems pretty well done to me. They can make good product without the use of BE/Tailor components. But if they do make products with the support of the other classes, you get some very excellent quality. Sounds good, but then again I havent been a chef long.
I wouldnt touch chef ![]()
SirVimes wrote:I thought of this too and brought it up with the developers. But reading this thread...something occured to me. Do we really need it?
We have an advantage over all the other crafting prfessions except possibly smugglers, and that is our products are consumable at a much higher rate. When you buy armor, you intend to keep that armor around for a while, right? Same with clothing and weapons and houses and droids. Nothing else in the game is as consumable as food and spices. Ok, medication...but that has it's own disadvantages.
We sell at a much higher rate than anybody else. We have more repeat customers than anybody else. I think the other professions have these dependencies because they don't have that many repeat customers. They sell their items and that is it, the customer does not need to return for a while.
Having these other items to sell to other crafters help make up for this, to help keep them busy. Since we sell in bulk, we don't need this...and really, would we even have the time to create it if we did?
its not that we really need it...but if the devs are going to push for more interdependency between the professions (come on electronic stuff for kegs...and trim for casks...???)...then they should at the very least make things a little more fair.
its more of a remove some of these subcomponents that don't make sense from chefs than put chef subcomps into other profession(s) craftable items as subcomponents...making electronic kegs is probably as sensible as adding a large glass to a 2h sword (and no I don't in any way think this should be done)...
as for AUK/WUK...AUK = armor upgrade kit...and WUK = weapon upgrade kit...the armor one is crafted by armorsmiths...the weapon one is crafted by weaponsmiths...
smugglers use these "kits" to slice weapons or armor...these aren't really subcomponents...but still required to use a skill, and they are essentially consumed by the skill much in the same way a subcomponent is consumed.
as for required...try talking to BE's and see if they can sell pet stims without those advanced components...or try seeing which chefs are still using glasses as opposed to casks...
sure you don't need these things...but if you want to be competitive...you do need them.
it makes sense that BE's need electronic master artisan components...but what use does a barrel have for electronics? insert tap, press tap...get product.
as for casks...ummm when was the last time any kind of beverage container had any kind of fabric on it except as maybe decoration for some of the really really really expensive stuff (hmmm wait no all the expensive stuff is just in crystal bottles).
having interprofession dependencies is fine...as long as they make sense.
combat professions depending on chefs for buffs...let me use this as an example...if there were a lot of master dancer/mucisians willing to buff...that could do so in oh...lets say 5 minutes...there wouldn't be any real "need" for brandy...and lets face it most of the rest of the new chef stuff isn't effective enough to be anything but situational. and if you want to look at it that way...theres a few more dependencies on the armorsmith/weaponsmith professions as well...and then you could also add a few more onto cm since mind poisons are the only realy way to win a huge PvP battle now...and doctors are the only real way to fight mind poisons...
but thats a whole nother issue.
I could really get into the whole BE tissue thing (since both chefs and tailors now rely on the same profession in order to be competitive...or make marketable items)...but at least that dependency makes sense...if they were to say that a keg required...a dispersal machanism, and a bio effect controller...it'd make more sense (I think both are medic items)..as for casks....I'm not sure...but trim just really doesn't make sense...
Dsabre wrote:
hmmm well at least the edit thing lets me make up for hitting the enter button too quickly...
well just thinking a little bit...and noticed that every single crafting profession can make something that is directly involved in the crafting process, or required in order to use certain skills of another professions:
tailor: armorsmith (RFP), chef (trim)
doctor/medic/cm: BE (advanced med components)...and their not really a pure crafting profession(s)
BE: chef (tissues), tailor (tissues)
armorsmith: smuggler (AUK)
weaponsmith: smuggler (WUK)
DE: architect (DSM)
architect: politician (city hall...yeah its a technicality...but you can't have a city without one...)
artisan: ok...I'm not even going to try listing everything here...lets just say...a lot.
probably missed a few more...
so that leaves chef...
the best you can do with chef is a weak (weaker than the architect/cm dependencies) indirect dependency that the combat professions...and to a certain extent BE have on mind buff chef foods (mainly because it takes too long to find a master mucisian/dancer that can/will buff...and even then it takes a while to get the buff).
so with devs having slapped chefs with dependencies on BE/tailor/master artisan (assuming barrels ever work)...how about throwing some things in to other crafting professions where they need chef components...
Message Edited by Dsabre on 02-23-2004 12:30 AM
Weak dependancy that the combat professions have on you?!?!? Have you played a combat class lately?
Just today during dead time at work I went through with a printout of sciguyCO's list-o-chef-yummies and wrote down all the ones I just HAD to have (like 15 of them). Granted some of them are situational use items (Flameout for example), but some like vasarian brandy I intend to have applied constantly when I fight. When I thought that the stomach decay was 30mins like the patch note says I figured I could keep 3 brandies applied at all times (but with the stupid 45+ minute timer its only 2
). I will be playing with the new food for quite some time, but let me tell you that I wouldn't even THINK about fighting even relatively easy MOBs without buffs of some sort. Sure I can get doc buffs and entertainer buffs but sometimes they're a pain to find (esp entertainer). Without food buffs I can go from completely full HAM to empty on all 3 bars in exactly 5 seconds. With food I can fire any special I want indefinitely. Honestly the difference for me in PvP between food and no food is nothing less than life or death. I can earn 200-300k an hour with food buffs grinding missions. I wouldn't even think about trying without them.
Like Sir Vimes said too, you sell a consumable. The only item that may get used more than food (esp once more of the population discovers its usefullness) is stims.
Personally, I'd be lost without you guys. Count me, and probably the rest of the rifle comunity, as dependends on your products.
Eaca wrote:Weak dependancy that the combat professions have on you?!?!? Have you played a combat class lately?
Just today during dead time at work I went through with a printout of sciguyCO's list-o-chef-yummies and wrote down all the ones I just HAD to have (like 15 of them). Granted some of them are situational use items (Flameout for example), but some like vasarian brandy I intend to have applied constantly when I fight. When I thought that the stomach decay was 30mins like the patch note says I figured I could keep 3 brandies applied at all times (but with the stupid 45+ minute timer its only 2
). I will be playing with the new food for quite some time, but let me tell you that I wouldn't even THINK about fighting even relatively easy MOBs without buffs of some sort. Sure I can get doc buffs and entertainer buffs but sometimes they're a pain to find (esp entertainer). Without food buffs I can go from completely full HAM to empty on all 3 bars in exactly 5 seconds. With food I can fire any special I want indefinitely. Honestly the difference for me in PvP between food and no food is nothing less than life or death. I can earn 200-300k an hour with food buffs grinding missions. I wouldn't even think about trying without them.
Like Sir Vimes said too, you sell a consumable. The only item that may get used more than food (esp once more of the population discovers its usefullness) is stims.
Personally, I'd be lost without you guys. Count me, and probably the rest of the rifle comunity, as dependends on your products.
actually I do play a combat class...and hunt rancors regularly...and kill an average of 40 or so a night (mainly enraged bull rancors)...
I can honestly say that my doctor buffs have a HUGE impact...health/action takes a lot of hits...mind rarely gets hit...most of the mind damage taken during PvE is from use of specials...if you don't use specials as much...you won't need to worry.
I'd rank combat dependency in the following order:
1) doctor buff
2) armor
3) weapon
4) stims
5) food (mind buff only) or entertainer buff or spice
food is good, and is very useful for giving that extra little edge...but thats all it really is...an extra little edge.
if you're talking about PvP...top grade armor/weapons are a must...stims are irrelevent since everyone targets the mind pool...doctor buffs are also an essential...so the only thing left to give someone an edge is a combination of food/entertainer buffs/spice.
PvP has always been about who can get the most "little advantages"...so of course food is a big part of that...its the easiest to keep on hand.
stims may be become more used...ummm not sure what server you play on...but stims ARE more used than food...just that stims are easier to make, have bigger crates (50 vs 25), and generally have a lot more uses.
Dsabre wrote:
actually I do play a combat class...and hunt rancors regularly...and kill an average of 40 or so a night (mainly enraged bull rancors)...
I can honestly say that my doctor buffs have a HUGE impact...health/action takes a lot of hits...mind rarely gets hit...most of the mind damage taken during PvE is from use of specials...if you don't use specials as much...you won't need to worry.
I'd rank combat dependency in the following order:
1) doctor buff
2) armor
3) weapon
4) stims
5) food (mind buff only) or entertainer buff or spice
food is good, and is very useful for giving that extra little edge...but thats all it really is...an extra little edge.
if you're talking about PvP...top grade armor/weapons are a must...stims are irrelevent since everyone targets the mind pool...doctor buffs are also an essential...so the only thing left to give someone an edge is a combination of food/entertainer buffs/spice.
PvP has always been about who can get the most "little advantages"...so of course food is a big part of that...its the easiest to keep on hand.
stims may be become more used...ummm not sure what server you play on...but stims ARE more used than food...just that stims are easier to make, have bigger crates (50 vs 25), and generally have a lot more uses.
as for rifleman focus problems...you don't have to spam specials...try using strategy...
if you engage in faction PvE...obviously as a ranged combat profession you have the ability to kite your target...even using a vehicle....with a good set of armor and doctor buffs...not using your specials you should still be able to kill most of the storm troopers or rebel marines or whatever before they really get close to killing you.
armor and the like is only really required because you are technically fighting something you shouldn't be able to solo (the red con means you shouldn't be able to solo it...supposedly)...so if you can take out even one of those solo...be happy...if it kills you, its to be expected.
and why use PvP armor for PvE...thats whats killing you. carry 2 suits...or maybe try some ubese or low encum 50% composite...its all you need....
if you kill yourself faster than the npc/creature can kill you...time to get lighter armor. a good light encum composite set may have 300-400 mind encum (forget those silly layers, and stun protection...you don't need them).