Doctor Archive

Thread: Newbie Doc Questions (NOT BUFF RELATED if you can believe that)

E-choo-ta
Fri Feb 20, 2004 9:26 am
#1


A friend just set me up with a house and Food and Chem Factory. As I eagerly look forward to experimenting and cranking out meds, I have a few questions:


(1) Once I start making crates of meds, how do get them out for sale? Do I have to have Artisan skills to use a droid vendor, or can I just buy one?


(2) Along the same lines, assuming I do need Business skills,will Iget artisan crafting experience from all the meds I craft in my factory? Do you get any experience from factory crafting?


(3) Finally (and feel free to skip this one as its kinda a general strategy question) given the cost, time andtrouble associated with crafting meds (gathering, component crafting, etc.) how far along the doc crafting tree do you think one has to be to turn a profit - or at least break even with resource and maintenance costs - manufacturing meds? I assume at this point the best I'll be able to do is make crates experimented Stim Bs. At Novice Doc, I wonder if I can even make them good enough that people would buy them? Of course, I'd want to make some for myself as well, as my first priority has and will remain healing in the field.


Thanks for your thoughts!
Obata
Fri Feb 20, 2004 9:40 am
#2

1) You need business III (Artisan) to place a vendor.

2) No, you will not get artisan XP. I think all XP from factories is either removed from the game or bugged.

3) Making and selling stim B's and woundpack B's can be profitable, even with your low level crafting skills. You will have to price yours lower than the highly experimented ones made by master docs. I have a Master CM friend who is able to sell his stim B's with no trouble (he only has 5 experimentation points for them, same as a Master Medic). Even though I (Master Doc) make his components for him, his stims are not as good as a Master Doc can make, but they sell just fine. You may want to start by putting individual stims on the bazzar.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
MatchstickNaritus
Fri Feb 20, 2004 9:44 am
#3

(1) You will need Artisan or Merchant skills if you want to sell your meds on your own vendor. You have alternatives... one of them being peddling them on the street (which is not fun) or having a friend/business associate sell them on your behalf on their vendor. But you must spend skill points to get your own vendor. You cannot simply buy one unfortunately.


(2) Factories are supposed to give 1/10th Medicial Crafting experience. Right now however, they are bugged andgive zero. Which is very unfortunate. But such is life.


(3) If you really want to make money.. then you'll need to go master doc. However... the nice thing about Stim B's and Wound B's is that a very large part of the community has Novice Medic and uses them. And they are consumable... so no matter how good you make them... they will eventually get all used up... sending them back for more. You'll really just kind of have to feel it out as far as how far you want to go. But you do NOT have to make 40/400 stims to sell them. People sell 30/300s all the time.





Matchstick


atimes
Fri Feb 20, 2004 10:12 am
#4






E-choo-ta wrote:


A friend just set me up with a house and Food and Chem Factory. As I eagerly look forward to experimenting and cranking out meds, I have a few questions:


(1) Once I start making crates of meds, how do get them out for sale? Do I have to have Artisan skills to use a droid vendor, or can I just buy one?


(2) Along the same lines, assuming I do need Business skills,will Iget artisan crafting experience from all the meds I craft in my factory? Do you get any experience from factory crafting?


(3) Finally (and feel free to skip this one as its kinda a general strategy question) given the cost, time andtrouble associated with crafting meds (gathering, component crafting, etc.) how far along the doc crafting tree do you think one has to be to turn a profit - or at least break even with resource and maintenance costs - manufacturing meds? I assume at this point the best I'll be able to do is make crates experimented Stim Bs. At Novice Doc, I wonder if I can even make them good enough that people would buy them? Of course, I'd want to make some for myself as well, as my first priority has and will remain healing in the field.


Thanks for your thoughts!





1. Skip the vendor and just sell on the bazaar. If all you are going to do is Stim B's and with the new bazaar cap at 6K you should be able to sell small crates easily. . . I know I do.


2. Just like everyone else said I don't think you get xp from a factory.


3. Grind up to doc crafting 4 before you start to sell meds. Spend a few days letting harvesters collect tat fiberplast and lok wheat. Then just grind out advanced bio effect controllers to doc crafting IV. If you use a macro you can get it literally in just a few hours of play time over the span of 2-3 days or a mammoth play session. Once you get doc crafting 4 you'll have all but the top master doc schematics and 10 experimentation points so you can pretty make whatever you want (you may not be able to USE it but you can still make it)


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