Chef Archive

Thread: Chefs Need Engineering a little long

Zukanze
Tue Sep 16, 2003 6:07 am
#1

I'm starting to feel, in a very bad way, the skill point crunch.


The deal is I'd like to start PvPing a bit more as well as exploring and hunting on some more dangerous planets. I'd also like to get master chef. AND I'd like to be a bit of a creature handler I realise I can't expect this to work very well and I'm not asking for enough skill points to be able to master all 3 or anything like that. It was just background for my post.


Some (most?)chef foods require artisan ingredients (from dom arts). Including 4 of the 7 in master chef. (according to the little chart i got from this forum.)


This means that to make good quality food we need all the experimentation possible for those base components and therefore need engineering IV.


I don't have a problem with this PER SE but my weaponsmith friend tells me that weaponsmiths don't actually need to use any components from artisan, and I remember reading that tailor items only use synthcloth which is a tailor item (rather than fiberplast panels which are the artisan 'equivilent').


So why do chefs need to use those 14 points on engineering?


Does anyone have an opinion on this?


I think there should be 2 components in the chef tree (anywhere, I don't mind, even if it's in master, but probably around tier III) that can be used in schematics as dough/carbosyrup. They could even be more effective (as per the different alcohols). That way once we can make the new components ('finely crafted dough' etc) we can forgo the 14 points of engineering.


I know a point in opposition to this is that the current systemsupports interdependance. I should get a master artisan friend to make my carbosyrup and dough. I agree with this and that's probably what I'll end up doing if I can find one to do me schematics.


Any thoughts? Just thought I'd start up some discussion, not seen a thread on this before.


PS: I have a feeling armorsmiths have the problem and much worse, as i think they require synthcloth, the tailor component to make their armor, so I guess I shouldn't complain.


- Tracy, Valcyn
- Accomplished Baker

Saitek
Tue Sep 16, 2003 6:15 am
#2

I am currently a Master Artisan as well as chef, and plan on dropping Master Artisan, Engerineering 4, and Surveying 4 so I can have the pts to make Master Carbineer. Perhaps if you arrange it so you dont have to give up all of engineering it won't be so bad.



Shop Smart, Shop S-Mart :: www.swgchef.com
::Voted Best Chef on Nartius NUNA's 2004::
Master Chef / Mayor of Mos Quito

:: Proud Member of RAID::

UdunMontoya
Tue Sep 16, 2003 11:23 am
#3

Get a master friend to make a carbosyrup schematic with hq ingredients and have him sell to your vendor and pay him a few bucks. Do the same with dough and whatnot.



::Udun Montoya
::Master Chef
::Ahazi :: Leader of TDA
::Location :: Naboo :: -5707 6819 :: NW of Theed

Ookoi
Tue Sep 16, 2003 11:45 am
#4

Yup agreed -- there are lots of master artisans out there who can make carbosyrup, dough etc schematics for you.
SFSith
Tue Sep 16, 2003 4:06 pm
#5

But why would a master arisan be able to make better dough than a master chef, this is the real question. And don't say because they have more points, because that doesn't work in real world application. Because you know business, engineering and surveying you can make better 'homestyle' drinks that a master chef? That is quite a rediculous setup.



Xiem, Master Chef, Shining Force
5100, -4000 Moenia, Naboo, Bloodfin
Niktok
Tue Sep 16, 2003 5:23 pm
#6

All 10 artisan experimentation points come from only engineering and domestic arts. Master artisans get no extra points to experiment on dom arts components, and getting business and surveying adds no experimentation points. So you don't have to be a master artisan for any artisan requiring base schematic experimentation. But this is a moot point being that I agree that an Engineer really doesn't make sense in the idea that they can experiment better on dough and carbosyrup. But then think about it from the other perspective, why does a engineer with Dom Arts get better experimentation on Bone Armor or basic Harvesters and Wind Generators? You could make arguments that armorsmithing is similar to tailoring but it falls apart for the generators and other engineering crafted lines. So basically you can't complain too much, unless they made it so that dom arts had 10 experimentation points and so did engineering, specific to those lines. But they don't want any one person to be completely interdependent they want some degree of dependency. With the removal of schematic revocation in beta we saw that weakened... go figure.



Age




Adost - Master Jack of all trades - Radiant

"Ehhh... I'm not a hologrinder - I'm a badge collector!!"

Mastered Professions:
Architect, Armorsmith, Artisan, Bioengineer, Bounty hunter, Brawler, Carbineer, Chef, Combat Medic,
Commando, Creature handler, Dancer, Doctor, Entertainer, Fencer, Droid Engineer, Image Desinger, Marksman,
Medic, Musician, Pikeman, Pistoleer, Ranger, Rifleman, Scout, Smuggler, Squad leader, Teras Kasi, Weaponsmith

.
ReblSoldier
Tue Sep 16, 2003 7:03 pm
#7

I think they need to add more components for chef period



give us alot more things to mix and match



the great thing about cooking in real life is you can use alot of diferent things to make the same "food" even though your might taste a whole lot diferent.



We should be able to use all dessert components for Carbosyrup and any Entries Component for dough.



I mean Puk is only usable for one item seems like a waisted component...

jaojyn
Wed Sep 17, 2003 12:16 am
#8

I am in agreement.. I believe all chef components should be on the chef skill tree and not the artisan.
Niktok
Wed Sep 17, 2003 12:42 am
#9

Weaponsmiths need items from the master artisan class. The SG82 and Tangle Pistols are completely uncraftable without micro sensor suites or control modules. So I wouldn't say that weaponsmiths don't need artisan skills, as a matter of fact they are worse off because they require master artisan craftables. Not that they couldn't find a master artisan to make these for them, but just trying to make you feel better about the skill point crunch. I think there are even a few more weapons that are dependent on master artisan stuff, but I can't recall which off-hand, it might even be that they are optional for a few others, but used by the weaponsmith nonetheless.



Age




Adost - Master Jack of all trades - Radiant

"Ehhh... I'm not a hologrinder - I'm a badge collector!!"

Mastered Professions:
Architect, Armorsmith, Artisan, Bioengineer, Bounty hunter, Brawler, Carbineer, Chef, Combat Medic,
Commando, Creature handler, Dancer, Doctor, Entertainer, Fencer, Droid Engineer, Image Desinger, Marksman,
Medic, Musician, Pikeman, Pistoleer, Ranger, Rifleman, Scout, Smuggler, Squad leader, Teras Kasi, Weaponsmith

.
PBN
Thu Sep 18, 2003 12:47 am
#10

I was thinking about the dough and carbosyrup problem, recently. One thing I noticed is that puffcake should supplant air cake. why do I mention that? Just as we go through an alcohol/sullastan (sp) gin/aludian progression, I believe there should be a dough/bantha butter (it's already used for another recipe) and carbosyrup/???? progression. This would serve 2 purposes. One, allow us to use Food Crafting components in our food, and two, Allow the chef to make a better air cake, soup, (forget the one that uses carbosyrup, no dough) than a "cook" - as gin makes better drinks than alcohol, and aludian better than gin (in general). I'd truly like this mentioned for when they do the "balance pass".



Misterie, pastry chef (to be)


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