Combat Medic Archive

Thread: Post-CU CM Meds They cost HOW MUCH?!?

MataHairy
Wed Apr 13, 2005 5:30 am
#1




THIS IS A COPY FROM A POST ON THE DOC and BE FORUM.
I CONSIDER THIS IS A HUGE ISSUE THAT WE NEED TO BRING TO THE DEVS ATTENTION.


Below is an analysis of the costs for the new meds as currently available on TC (information primarily from Lamronn on swgcraft). The costs of the meds was calculated using the following basis:


Flora & non-organic resources @5 cpu

Herbivore Meat @50 cpu

All other creature resources @100 cpu


These costs are representative of costs on Ahazi for current spawns; costs could be much higher for older resources. The number of charges on the new meds was assumed to be 200 based on the few test results available. For comparison sake, the cost of the current meds are presented as calculated on the same basis.


Please note that these are production costs! Sales costs can be expected to be significantly higher (2-5x).


Doctor

Enhancer Function Total CostCost per charge Comparable Current Med Cost per charge

Stabilizer Cure States 11,140 cr 56Cure Blind/Dizzy/Intim/Stun 1230/50 = 25 cr

Nutrient Inj Health Buff18,390 cr 92Health Enhance D5320/30 = 177 cr

Bacta Infusion Heal over time 15,430 cr77 n/a

Bacta Jab Improved Heal 14,035cr70Small Stimpack E1680/55 = 31 cr

Endorphin Inj Action Buff14,285 cr 71Action Enhance D4510/30 = 150 cr

Disinfectant Disease Cure 12,785 cr 64Cure Disease C710/50 = 14 cr


Combat Med

Enhancer FunctionTotal CostCost per ChargeComparable Current MedCost per Charge

Bacta Toss Ranged Heal 11,265 cr 56Ranged Stim D1600/55 = 29

Bacta Spray Area Heal16,515 cr83Area Stim C1690/50 = 34

Neurotoxin Health Poison12,660 cr 63HealthPoisonC1530/45 = 34

Deuterium Toss Fire 18,305 cr 92Disease??2955/45 = 66

Thyroid RuptureSpeed debuff 13,805cr 69n/a

TraumatizeMind Debuff17.680 cr 88n/a


As you can see, in almost all cases (except for health & action buff) the post-CU meds are the same cost per charge or more expensive than the current meds. This should be a concern for the practicing doctor and CM, since the effect of the meds is only expected to be 10-30% improvement on our "innate abilities".


The total cost of a full set of doc or CM meds is almost 100k credits if you craft your own, and probably 400k or more if you purchase from a BE crafter. The devs have said that these meds are expected to last 2 play sessions. Can doctors really afford to spend 200k on weak meds per session, especially in the post-buffing era? Alternatively, they can chose not to purchase meds, which will make the crafting med crafting line in BE about as useful as a chef pre-food revamp!


All in all, the resource requirements need to be decrease. In the follow 2 posts, I present my suggestions for more reasonable crafting schematics.

Message Edited by MataHairy on 04-13-2005 06:18 AM



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
GrandMoffMoosemillion
Wed Apr 13, 2005 5:54 am
#2

You should be a Correspondant. Just pick a profession thats open and jump in.




V____E____N____G____E____A____N____C____E
T H E - I M P E R I A L - G R A N D M O F F
B U LL - M O O S E

My Emperor commands that I break the back of the rebellion ..... and it's back shall be broken !
Ave Imperator! Morturi Te Salutmus
Shakes
Wed Apr 13, 2005 7:56 am
#3

Don't forget that this is still a free market. If people were to pay the 100k fora full set and couldn't break even they would stop buying. Prices would drop from the crafters side. Since the crafter isn't selling as much, they won't be buying the resources - resource prices will drop.


Docs are not going to be the money making machines they were pre-CU. Without that type of income, there is no demand factor really driving the costs of resources up.



- I support your right to quit. If you don't like it, click CANCEL!



Rojit Albeis
Liason to the Galactic Empire
Sienar Fleet Systems - Naboo Office (4789, 6102) - Chimaera
MataHairy
Wed Apr 13, 2005 9:21 am
#4






Shakes wrote:

Don't forget that this is still a free market. If people were to pay the 100k fora full set and couldn't break even they would stop buying. Prices would drop from the crafters side. Since the crafter isn't selling as much, they won't be buying the resources - resource prices will drop.


Docs are not going to be the money making machines they were pre-CU. Without that type of income, there is no demand factor really driving the costs of resources up.





This argument seems logical at first, but what you need to remember is that the main cost component in the meds is the creature resources. The cost of creature resources is not as much determined by what the next guy will pay, but the other methods people can use to make credits, namely missions and loot. I think meat prices will stabilize now that solo mission payouts have been nerfed, but I expect them to stay in the 50-100 cpu range.


Since meds arenow optionalfor Docs and CMs to perform their functions, what I am afraid is that none will be used. Med crafting will just available to a small number of wealthy, established player. If that was the intention of the devs, they should be congratulated on a well-chosen system.





Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
MDK_man
Wed Apr 13, 2005 10:36 am
#5




OK i what are you saying you have to many left over resources or you dont have the money to buy resources to be crafting im kninda lost here seeing as not many things will need to be craftin in CU

Message Edited by MDK_man on 04-13-2005 12:44 PM

Message Edited by MDK_man on 04-13-2005 12:48 PM

Message Edited by MDK_man on 04-13-2005 12:50 PM



Orzo Mozit / Ebam Golo
SWG
Lowering population 1 patch at a time
MDK_man
Wed Apr 13, 2005 1:23 pm
#6

Oh ok i know what you are talkin about ya its not good i have a master doc so i already have to go BE if i want to continue crafting im pretty sure CM's have nothing to craft at all. I kinda what to no more about these enhancers and how they are working more spacficly i already have all my doc resources so i hope i can still use them for something good



Orzo Mozit / Ebam Golo
SWG
Lowering population 1 patch at a time
Atobusarragra
Wed Apr 13, 2005 10:26 pm
#7

/bookmarked
MataHairy
Thu Apr 14, 2005 12:29 am
#8






MDK_man wrote:




OK i what are you saying you have to many left over resources or you dont have the money to buy resources to be crafting im kninda lost here seeing as not many things will need to be craftin in CU

Message Edited by MDK_man on 04-13-2005 12:44 PM

Message Edited by MDK_man on 04-13-2005 12:48 PM


Message Edited by MDK_man on 04-13-2005 12:50 PM




There is no NEED for enhances in the post-CU system, they are supposed to provide a benefit to your abilities. What Im saying is that if the current enhancer requirements go live:


(1) enhancers will be outrageously expensive, so only the well established docs and CM will be able to afford them, and they will probably only use them on "special occassions"


(2) there will be little need for medical crafters, and a many dedicated med crafters who have spent much time, energy and money will be disillusioned, dissatisfied and bitter


Unless the devs intention was to completely destroy the medical crafting community, the resource amounts need to be lowered and creature resource requirements need to be eased.



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Mustelafuro
Thu Apr 14, 2005 1:38 pm
#9

Got some bad news for you though It has been verified that the ridiculously high components numbers are valid. We're talking 7-9 AIA, ADM and ARC's per enhancer. The doc components stayed low like they used to be, any where from 1-3 for the ABEC, ASD, ACRM.


This kind of means all our venom and bile is worthless. Looking at the schematics, needing runs of 7 or 9 is ridiculous to expect for spider venom. I think out of all my loots, I hit those numbers 4 or 5 times, and it was always base stuff. I checked and right now I have 2 sets that have 7 or more identical. 2 sets are base and one is a 108 power. I have no runs of good bile that big.


/cross fingers......I hope they may adjust these numbers, or at least remove the "identical" requirement. If not it looks like venom and bile are going to bite the bullet. But we should still get to use janta blood.


All of this is moot of course if they just remove said items from the game. Can anyone shed some light on this, because after verifying it on the BE side of things I'm so depressed I think I'll go hide in space til the CU gets here (blowin up stuff in space makes me feel better)


Oh almost forgot the original post.....if this holds true you can jack the price up some more
MataHairy
Thu Apr 14, 2005 1:59 pm
#10






Mustelafuro wrote:

Got some bad news for you though It has been verified that the ridiculously high components numbers are valid. We're talking 7-9 AIA, ADM and ARC's per enhancer. The doc components stayed low like they used to be, any where from 1-3 for the ABEC, ASD, ACRM.





Where did you see info on doc components? Are you just talking about stims?


If you have new schematics from TC, please post in this or the doc forums. Thanks!



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Stevebaca
Thu Apr 14, 2005 6:10 pm
#11

Ok ive got MCM and MD,many hundred thousandsof resources to make ABEC,ACRDM,ASDS,ALS and for MCM ARC,AIA and ADM. I also have stacks and stacks of these components already made so that i can make whatever (silly me just got got all set up for Med Crafting). waiting on getting some good clothing which im clearly not going to do now. Anyways any good bets on what i should do with my resouces and components (other than give them to you or quit the game). Im a little peved but i can see that this crafting stuff had to go. Its really not that fun. Plus im thinking of giving up doc and just keeping MCM after the CU. I had no points left for much else anyway. Any help would be appriciated.
MedWise
Thu Apr 14, 2005 7:22 pm
#12


I also think if they leave the schematics as is, im probably not going to play anymore. Its sad, butbuffs will not sell. 10 - 30 % lol total bs. For the amount of work it would take to make these.... i know i wouldnt make but a few for myself. I have no idea what i will do with all my resources.


Im too pissed about this whole cu to even bother playing live.

Sales have droped to 1/4 of what it was before cu went to testing.



Tilk


mcm/mdoc
MataHairy
Thu Apr 14, 2005 9:50 pm
#13






Stevebaca wrote:

Ok ive got MCM and MD,many hundred thousandsof resources to make ABEC,ACRDM,ASDS,ALS and for MCM ARC,AIA and ADM. I also have stacks and stacks of these components already made so that i can make whatever (silly me just got got all set up for Med Crafting). waiting on getting some good clothing which im clearly not going to do now. Anyways any good bets on what i should do with my resouces and components (other than give them to you or quit the game). Im a little peved but i can see that this crafting stuff had to go. Its really not that fun. Plus im thinking of giving up doc and just keeping MCM after the CU. I had no points left for much else anyway. Any help would be appriciated.






No one knows if the components will be converted into the new system or how. My best suggestion is to try to make schematics of the current meds, and hope that you could run them later, if that conversion happens to be more favorable.



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
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