Combat Medic Archive
Thread: CU and our resources
Twam wrote:
I think it highly unlikely that they'd alter resource requirements - I'd assume that they are just shifting the crafting to BE without altering it. BEs are finally going to rake in that cash.
have you seen how much a crate of 5 brandy costs? avg is about 45-50k on my server
avg cost of stims for a crate of 5...10-15k tops...make BE's makemost ofour stuff stims go up to 50k a crate?
PsionicHawk wrote:
While I'd like fungi, insect meat, non-ferrous metal to remain needed for our products, let me pose a question.
How would you feel if the "rare" resources got removed as requirements.
Titanium Aluminum
Eleton Gas
Tolium Gas
Class 1 Radioactive
Liquid Petrochem
This isn't about the CU. I'm just posing a question. Personally I'd like to get our resource requirements toned down a bit.
guess you've never been armorsmith...our requirements are nothing...yes they dont spawn except once a year it seems like...but there not as bad as some professions
Message Edited by InsaneJosh on 03-30-2005 03:50 PM
PsionicHawk wrote:
While I'd like fungi, insect meat, non-ferrous metal to remain needed for our products, let me pose a question.
How would you feel if the "rare" resources got removed as requirements.
Titanium Aluminum
Eleton Gas
Tolium Gas
Class 1 Radioactive
Liquid Petrochem
This isn't about the CU. I'm just posing a question. Personally I'd like to get our resource requirements toned down a bit.
Having rare resources is what makes the difference between a veteran CM crafter and a new one. Personally, I don't want it changed. But then again, I like the resource hunt and crafting process more than the actual use of the final product. It would be better to have them spawn more often, so it won't go half a year between a class 1 radio spawn for example..
TyfoE wrote:
The following is written by the Ex-CM Correspondent in another thread;
"You won't need a BE to make the meds. The BE's make 'enhancers' that simply enhance your natural ability. They won't be required, they'll be optional.
As for sending Psi off to fight the battle... you all who are against it should go fight the battle in Blairs thread."
Sounds we will still have crafting.
vortexala wrote:
TyfoE wrote:
The following is written by the Ex-CM Correspondent in another thread;
"You won't need a BE to make the meds. The BE's make 'enhancers' that simply enhance your natural ability. They won't be required, they'll be optional.
As for sending Psi off to fight the battle... you all who are against it should go fight the battle in Blairs thread."
Sounds we will still have crafting.
I think you misunderstood what I wrote. We won't have crafting at all.
Our abilities(poison, disease, daze, healing) will not require any items whatsoever. They'll simply cost action/mind points and have warm-up/cool-down phases like other combat specials.
Our crafting will be given to BE along with Docs. BE's will craft enhanchers that will provide a boost to our innate ability, but the enhancers won't be required.
I think of it as kinda like magic. So think of it as you stareing at someone and making them get diseased/poisoned or whatever.
Wea-sel wrote:
I think of it as kinda like magic. So think of it as you stareing at someone and making them get diseased/poisoned or whatever.
Or you had some really rich enchiladas and ..... ![]()
Well on the bright side, advanced components are still in the med crafting trees but not sure if they'll go into the enhancers or just stim C's and D's. Additionally the CU med craft tree gives me Infection Amplifier, Dispersal Mechanism, and Resilience Compound schematics. No clue what they are used for atm. Maybe for the enhancers maybe not.
In other words, dont throw away your resources just yet. You might be able to price gank BE's first while they price gank us afterwards ![]()