Combat Medic Archive
Thread: FS Crafting Experimentation + CM Med Creation?
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AdiWanTinova
Wed Sep 29, 2004 9:08 am
#1
Hey, guys ... I've got a quick question for you fellas. I received a free-unlock back when I opened up my Force-Sensitive stuff, and per discussions, decided to take the free line in the Force-Sensitive Crafting Experimentation branch ( +20 Enhanced Experimentation ). With that said, I was wondering if there are any CM's out there that have done this, that make their own meds. If so, have you seen a tremendous enhancement in the quality of the poisons/diseases/ranged stims that you create?
I'm currently a Master Rifleman, and was previously a 4-0-0-4 CM (mixed with the Doc: 4-0-3-0 - yeah, that was great) ... and I've been missing the offensive firepower that Combat Medic brought to the table. I can't bring myself to dropRifleman, as it's my primary offense, but ... I've been toying with the idea of going:
Master Rifleman
CM: 4-0-4-4
(remainder in Force Sensitive blocks)
Here's the question - I know that I won't be able to craft master-level items, however ... I'll be able to craft my own Single-Poison C's, AoE-Poison B's, and up to Ranged Stim E's, but ... has anyone out there seen a tremendous benefit in the Force-Sensitive Crafting Experimentation? I'm enamoured with the idea, but ... have never been a serious crafter (always have been combat oriented).
Now, here's another intangible ... a local friendly guild has a request in from me to be able to utilize their CM-Crafting suit (which has a total of +20 Combat Medicine Crafting Experimentation), and I have a seperate few attachments that equal to +3 on top of that. With FS +20, and +23 from clothing attachments ... there HAS to have a tremendous effect, correct?
Can/Will anyone out there offer up the advice that I'm looking for? Should I get into this, having never been a big crafter? Will I get in too deep? Is it worth the chance to check the benefits? Any help would be extremely appreciated.
/salute
TheEpigoni
Wed Sep 29, 2004 10:51 am
#2
The suit will be a tremendous help because it gives you 2 extra points to work with. FS Experimentation is almost useless because it doesn't stack with research city bonus (and doesn't give any extra points) so it works as just a +5 when you're in a research city.
SolSpur
Wed Sep 29, 2004 11:19 am
#3
Being a jedi before the revamp I went for all the force crafting skills. Force experimentation isnt really noticable if it even works. It was ment to give you 2 more exp points but the devs scraped the idea calling it overpowered.
AdiWanTinova
Wed Sep 29, 2004 11:58 am
#4
>>> Double Post - See following Message <<<
Message Edited by AdiWanTinova on 09-29-2004 11:58 AM
TheEpigoni
Wed Sep 29, 2004 1:37 pm
#5
The problem isn't so much resources for the poisons/diseases themselves. The problem is mainly the components. You need all of the following to even hope to compete, and then they also need to be High Quality for you to actually compete:
Yavin Fiberplast
Class 2 Liquid Petro
Titanium Alluminum
Eleton Reactive Gas (This is the big on one starsider, 4 months since the last spawn, and the last spawn sucked)
Tolium Reactive Gas (This is also rare, but not as rare, also hard to get a good spawn of it though)
Class 1 Radioactive (I personally havn't had a problem with this but others have been saying that it Never spawns)
Also good quality insect meat, like any other meat is difficult to find.
So yeah, it might not be a good idea. Also 12pts is almost a requirement (and the 2 extra FS points WOULD be overpowered if they were implemented).
I personally got lucky because i caught 2 retiring CMs, one who sold me his suit for 9mil and his resources (all the required ones) for 2mil. Then another CM quit and gave me his resources practically for free (his friend was the CM who quit and just passed the stuff onto him, who didn't know what to do with it). So I'm in profit city =D.
SolSpur
Wed Sep 29, 2004 3:04 pm
#6
"and the 2 extra FS points WOULD be overpowered if they were implemented)"
IMO they wouldnt.
When crafting an item the final outcome of that product is determined by the resources used. A 10 point crafter with good resources would make a better product then a 12 point crafter with not so good resources. In most crafted products the general consensus is to max one tier and put the remaining points in another. The overall quality of the product or the state that matters most would remain unchanged. The only difference between a 12 point crafter and 14 point crafter of equal skill would be a few more charges or slightly increased duration. Not in anyway overpowered or game braking imo.
IMO they wouldnt.
When crafting an item the final outcome of that product is determined by the resources used. A 10 point crafter with good resources would make a better product then a 12 point crafter with not so good resources. In most crafted products the general consensus is to max one tier and put the remaining points in another. The overall quality of the product or the state that matters most would remain unchanged. The only difference between a 12 point crafter and 14 point crafter of equal skill would be a few more charges or slightly increased duration. Not in anyway overpowered or game braking imo.
Bamboozle
Wed Sep 29, 2004 6:31 pm
#7
TheEpigoni wrote:
The suit will be a tremendous help because it gives you 2 extra points to work with. FS Experimentation is almost useless because it doesn't stack with research city bonus (and doesn't give any extra points) so it works as just a +5 when you're in a research city.
Are you sure about that? Have any links to more info on it? 
somerandomuser
Thu Sep 30, 2004 2:46 am
#8
Bamboozle wrote:
TheEpigoni wrote:The suit will be a tremendous help because it gives you 2 extra points to work with. FS Experimentation is almost useless because it doesn't stack with research city bonus (and doesn't give any extra points) so it works as just a +5 when you're in a research city.Are you sure about that? Have any links to more info on it?
I'm not sure on the numbers.. but i'm certain i've read a couple places that the effects do no stack.. and that FS experimentation will take presedence over research center bonus
smae thing for FS assembly compared to the manufacturing city.. the FS takes precedence
santachristo
Thu Sep 30, 2004 1:32 pm
#9
ehm, i dont understand. if i have fs crafting, and i am in a research center. what would be the outcome?
what is the cap on assembly skillpoints?
what is the cap on assembly skillpoints?
somerandomuser
Sun Oct 03, 2004 1:25 pm
#10
if you have FS experimentation 4..
..and you experiment by your droid in the middle of nowhere.. you'll use the FS experimentation bonus to your experimentation rolls
..and you experiment by your crafting station in a research center player city.. you'll use the FS experimentation bonus to your experimentation rolls
if you have FS experimentation 1..
..and you experiment by your droid in the middle of nowhere.. you'll use the FS experimentation bonus to your experimentation rolls
..and you experiment by your crafting station in a research center player city.. you'll use the research center bonus to your experimentation rolls
if i recall correctly FS crafting 3 is equivalent to the bonus form research center.. so i'm not sure which bonus you would use but the outcome would be the same
hope that helps
..and you experiment by your droid in the middle of nowhere.. you'll use the FS experimentation bonus to your experimentation rolls
..and you experiment by your crafting station in a research center player city.. you'll use the FS experimentation bonus to your experimentation rolls
if you have FS experimentation 1..
..and you experiment by your droid in the middle of nowhere.. you'll use the FS experimentation bonus to your experimentation rolls
..and you experiment by your crafting station in a research center player city.. you'll use the research center bonus to your experimentation rolls
if i recall correctly FS crafting 3 is equivalent to the bonus form research center.. so i'm not sure which bonus you would use but the outcome would be the same
hope that helps
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