Doctor Archive
Thread: Big List of Doc Issues for August (New Vote)
In the following postsI will be putting up the big list of Doc issues, re-ordered and cleaned up just a tad from last weeks. This time I'm not going to close the voting until we finally get word back from the Devs regarding our first set of issues sent to them. They have requested that we hold sending any more until they can respond and, if you saw my post about what Xahn sent me, it looks like they will actually switch to a monthly cycle for our Top 5 issues, instead of the original estimate of weekly.
I should note that the original email I recieved from the Devs did seem to imply that correspondents would be reviewed on a monthly basis and could be switched out for a different perspective, so it is possible that this list will be taken over by another correspondent. Hopefully this list will prove to be useful to them, though, so I would still request taht you be so kind as to offer your opinions on what the Top 5, or even top 10 (but that only helps me in ordering the big list) should be.
BTW, I ordered this based on a couple of forumuals that can be used for preference voting based on the votes from last week. All of the different forumulas I used all came out with the same order, just to let you know.
So here the list to work from for the Month of August. I may make an updated list in the near furutre if we do get some more new issues to add, though, so this exact one may not be up for an entire month.
1.Enhance Packs.
There are several issues revolving around all of the enhance packs, and especially the B packs. Stuck HAMs on buffed players are proving especially annoying to many Doctor characters. Either the HAMs stick after being buffed so that the player cannot see when they are getting damage, they stick so that the Doctor cannot see that their groupmates are getting damaged (a very dangerous situation) or they simply do not scale properly so that the buffed bar simply goes out past the edge of the window and any damage sustained to that attribute is not seen until it gets below the point where it can be seen inside the window.
(Possibly fixed in next Patch, zone crossing and death/clone timers at least are on TC) Enhance buffs are also being lost when crossing zones, cloning, traveling or logging yet the enhance timer remains active, as if player still were buffed. This one is proving to be of exceptional difficulty, especially for higher level Doctors who have longer Buff times. Once a character crosses a zonal boundary, such as leaving the city, the buff wears of instantly far sooner that it normally should, yet the timer on that original buff is still active meaning that the Doctor cannot reapply the buff. For a character buffed at the edge of a zonal boundary and just crossing it, that could mean a 45min, or longer, wait before they can be properly buffed again.
There is also no notification of a buffs expiration, as folks cannot see that stream of lost numbers while in First Person mode and may not notice that they have lost their enhancement. Possibly some other graphical notification of what buffs you currently have and possibly a blinking notification that those buffs are about to expire. Allowing the buffing medic or groupmates to see who has what buffs would also be very advantageous. One suggestion was made for a type of Pie Chart as an icon on the HAM, like other states are shown, that slowly cuts away slices of the color until it is getting low, perhaps blinking for the last minute or so of the Buffs duration.
Experimentation on Ease of Use on Enhance Packs makes them HARDER to use, not easier. Very frustrating for the lower level Medicine Use individuals who gains access to higher level Doctor Crafting in that they cannot use these packs in the same way they had gotten use to being able to use Stim Cs at a lower Pharmacology level.
Enhance Action B+ packs use simple Organic and Inorganic resources, while the rest of the B+ Enhance series uses Avian Meat and Reactive Gas. It is often considered a problem in that the Action packs should be brought into line with the rest of the Enhance packs, or the stringent requirements on the other packs be lessened.
And finally, Enhance A packs can be made at a lower skill ability than Advanced Wound Treatment and are given a low enough med use requirement that most Doctors will have no problem trying to make and use one as soon as they acquire the ability to do so. Unfortunately trying to use the packs without Advanced Wound Treatment means that they do not work, but they also do not give notification of why they do not work. This proves to be very confusing to many new Doctors. Same for Cure Poison Statepack.
More information on the last item can be found in the following thread:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1168
2.Factory Problems
(Added admin rights to this issue)
Factories, more often then not, do not pull subcomponents from crates in Factory production. CSR response is simply that we will need to pull the items one by one from the crates in order to get the factories to work correctly. Apparently not everyone is having this problem, but it is proving to be probably the most frustrating concern amongst Doctors at this time. Even a temporary fix, such as increasing the input hopper size so that more individual components could be placed there since they have to be pulled from the crates by hand. 100 is simply too prohibitive a size for making items with multiple components without baby-sitting the factory.
Relatedly the ability to drop a crate into the input hopper and then double-click to drop an item directly out of the crate into that hopper would also be of some help in alleviating the problem. By the same respect there are times where are crate will not even dump an item into inventory. The whole crate just seems to be stuck and will not give up anything.
Also the administrative rights do not seem to function properly so the sharing of a factory or inventory space assistance for the listed problem from another player is not possible. Not to mention the exceptionally slow rate of production in a factory. This is especially true for medicines where the absolutely lowest complexity on an item is 10, meaning it would take 80 seconds (not quite a minute and a half) to produce 1 item in a factory, where as by hand crafting the same items they can often be produced faster. If it weren’t for the dangers of carpal tunnel syndrome and requirement of factory components I think most Doctors would simply hand-craft everything, cine at least you get some XP for it that way. After all 3XP every 80 seconds has absolutely no comparison to 33XP every 60 seconds even using just 1 crafting tool. So to heck with the XP, it’s irrelevant for factories, but speed of the factories is definitely an issue.
For more information you may wish to reference the following threads:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1201
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1224
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=2466
3.Mind damage.
This appears to be a major concern amongst both Medics and Doctors. It seems to be a fairly major issue discussed in multiple threads on multiple boards out there in the community and perhaps part of the problem is simple frustration in being the person everyone is counting on to keep them going when you can only watch helplessly as someone's mind is being damaged and there is nothing you can do. Suggestions have ranged from leave it as is, since it is a balancing factor to keep combats from being too long to either letting Doctors or Advanced Medics (or Combat Medics, even) heal mind at a 1:1 rate or possibly better (although most admit that healing at a better ratio would be fairly exploitable since a medic could then stim their mind faster than they would lose it, even though once you hit Master, who really cares about exploiting Healing XP anyway) or even giving mind stimming ability to Entertainers or Chefs or as a form of /rally command for Squad Leaders. Even the ability to create Enhance packs, of the usual Doctor skill ability, has been suggested as at least a better method of staving off the damage potential in a manner befitting what Docs are capable of compared to food and spice buffs. One of the more popular suggestions is to simply reduce the amount of damage given with mind hits, or to reduce their frequency.
While there may not be a consensus on the issue there does seem to be a HUGE amount of interest and concern on the topic and I am sure the community would at least like to get some feedback and or considerations from the Dev team on what they see as the balancing factors between mind damage, healing mind damage and perceived problem with nerfing the Rifleman profession. (Personally I don’t see it since the other weapons skills are already “nerfed” because they can have the pools they damage healed right out from under them, but somehow riflemen just lucked out, plus they could benefit from a mind heal themselves since the majority of their specials use mind. Not much of a nerf to them, IMHO.)
I would suggest referencing the following threads to get the majority of the viewpoints involved, but should a tighter synopsis of these threads and their suggestions be needed, please don't hesitate to ask me for one. (I know, one of these is from the Medic forum, but there are a lot of Docs piping in on the issue, and one is from an outside forum that sees a good deal of traffic and interested from the Doctor community.)
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1299
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=785
http://dynamic6.gamespy.com/~swgcraft/forum/viewtopic.php?t=1315
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=2177
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=3612
11.(Possibly in next patch?) Medicine Organization and Inventory Management
Persistent pack window size and position would be a big help. Doctors often need to organize packs and subpacks in order to keep their different medical needs straight. And we need a LOT of medicines of a lot of different types. Having these packs/satchels/pouches, etc. remember what position and size they were when last opened would greatly assist us in keeping things orderly and finding them quickly when needed.
(In next Patch, at least Sort order is) Relatedly they are interested in persistent inventory sorting/positioning. For example I may put something into my inventory and it is at the bottom of my inventory screen. If I hop a shuttle and change planets or have to log for some reason, that item may no longer be in the same position. Even if I were to change view and specifically tell the pack to sort by one of the resource columns, such as by Name, the above situations would still resort the inventory according to whatever method it is that it uses. It has also been suggested that some kind of Medic Bag exist that would allow a Doc to put all of their medicines in, allow sorting and that would also be searched, alongside of type level inventory, for the purposes of finding medicines with the use of some medic-related commands that would otherwise only take up the space of a typical travel pack when worn. Another possibility was mentioned of consolidating med-packs into single types. Like having a Healpack-C instead of one each for Action and Health, or a Curepack-A for curing ANY state, not just dizzy or blind, and so on and this may also help to greatly reduce database bloat.
We would also like to see better management of medicines that are in inventory, such as allowing searches from the /healdamage command to search for a stim in packs if it cannot find it in upper level inventory. Not to mention the inventory drain created by volume 5 crates seems a bit excessive when someone can carry a 10,000 stack of hides that is only volume 1.
And finally, many would like clarification on the methodology for heal pack selection from inventory when using, for example. the /healdamage command. Is it simply the last Stim in the inventory chosen? The strongest? The weakest? The one with most/least charges? Alphabetically? By Stim serial number? Could it be made to be more consistent and possibly follow one of the methods listed above, such as always using the pack with the least number of charge, or the highest base heal rate first. Perhaps we can at least try to sort our packs in this manner, if nothing else.
12.Doctor Content
There is concern that there is a lack of Doc specific content, such as missions to craft medicines or to heal an NPC someplace or to go someplace to heal folks until X number of wounds have been treated and so forth. Such missions could be construed as a method of alleviation of the issues concerning how Docs make money.
13.Auto-Retaliate
The ability to turn off auto-retaliate when fighting has been requested. The reason being that for healer characters the actually fighting process slows down their heals. Some medics prefer to avoid having any weapons in hand in an attempt to not have attacks being fired off from them that might slow down their ability to heal.
14.(In next Patch) /diagnose
This is brought up quite often that the Doctors in particular, who are using much higher level secondary wound healing packs, get very frustrated with patients not informing them of the levels of their secondary wounds and by using a secondary wound pack to heal, say, 1 point of damage with a charge that would have the potential to heal over 100 wounds, easily. Doctors are having a difficult time understanding the exploitability of the command, but feel it would be acceptable to place a /diagnose command on a timer, such as the one used for wound packs, to help prevent the perceived abuse of the command. Another suggestion was made to scale the /diagnose command such that a lower level medic would not receive as true an account of the actual wounds levels, which a Master Medic or Doctor level character would be told more exact results. Those results being the would levels for all secondary wounds, or at least Strength, Constitution, Stamina and Quickness and possibly including Battle Fatigue (since we receive no notification of it affecting our healing until it hits 400, when it actually begins to affect healing at 200) and Health and Action levels as well, just for convenience.
15.Resuscitation Stat Drain Bug
The 60 second stat drain after Resuscitation persists beyond 60 seconds. Food/buffs/spice seems to rectify. Possibly this is related to stats getting stuck at lowered levels after taking wounds there until those stats are kicked back to normal by doing something to affect the stat.
16.Damage/Stim/State Timer and Bug
A timer on these like we have for wound packs to let us know when we are ready to heal Damage or a State again. As it stands now we simply have to continually hit the appropriate method of healing or attempt to keep an internal track of times between heals.
Relatedly the State packs seem to ignore Diagnostics level in that they notify the Doctor that he must wait, say 3 seconds before doing that again, but after three second is continues to give a command stating you must wait before you can do that to what would appear to be the full delay of someone who had no Diagnostics skill at all.
17.Pet Stimpacks
Some Docs are incensed about the idea of giving BE’s stimpacks for healing Pets. (Not at the BE’s for making these packs, but that anyone, primarily CH’s presumably, can use them.) Something that was previously the purview of the medic classes. Letting some other class utilize stimpacks, even if it’s just for pets, seems like a slap in the face by giving CHs the ability to use an item that is otherwise exclusive to Novice Medic, when an integral skill required for Medics, Surveying, won’t even be considered for Medics because it would somehow interfere with Artisans. Not to mention the ability of these new stims to heal mind damage on the fly when no other class in the game has this ability for use on player characters.
18.Crafting XP
Docs are feeling a bit hampered by the crafting requirements of the class. While there are a few who simply do not like crafting at all, many seem to feel that crafting is acceptable, but only if it improves with use. An example pointed out on the forums was that a Stim E will often heal for 1500-2500, or about 600-700 xp a heal. That 1 stim E provides about 500 crafting xp. Since there are 41 charges on a stim E that means a difference of 41*700=28,700 healing xp, as compared to that 1 stim providing only 500 crafting xp. A ratio of 57:1 instead of the 3:1 that would be expected for proper scaling of raising the skills evenly. Admittedly compared to the time it takes to use those charges enough stims could be made to equalize that ratio, but it is requested that the metrics be looked at again now that Factory XP is back to where it should have been and that self UXP in components has been fixed, keeping in mind that there are folks who are just grinding the meds for these lines to catch it up to their other med levels.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1383
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=2020
Some have also suggested that Doctor is simply too easy to Master or just too hard to gain Crafting XP in. I am still uncertain whether this is intended or not and whether or not it is really balanced enough compared to possible speed of gain rates for other professions. It may be a situation where, as Holocron has told us before, the game simply does not start until you completely allocate all of your skill points and that philosophy being somewhat counterintuitive to how many other MMORPGs are played. Or if this is truly a valid concern that having Master Doctors within this time frame is unbalancing to the game. Perhaps guidance of the Dev thinking on the issue is needed, or the rate of gain should be adjusted. The crafting requirements will definitely need to be more balanced, however, in most players’ experience, some suggesting either making it easier, or making the rest of the line harder or somewhere in between.
19.Master Doc Benefits
The benefits of being a Master Doctor seem like a bit of a letdown to some. Suggestions have included moving Resuscitation packs to that level for creation and/or use and/or raising the Med Use requirements on that pack.
20.Faction Points
Docs are interested in seeing a share of Faction Points in the same way that we will be getting, presumably, Combat XP.
21.Medium & Large Flora Farms
Architects are unable to make Medium Flora Farms. Sure that seems like an Architect problem, but many Docs use Flora farms for one of our heaviest resource requirements, Organics. Any Doc in production for Stims needs LOTS of organics and having to work with the Personal Flora Farm to do it is extremely inconvenient and prohibitive in lot costs.
22.Healing Range/Distance
Heal range is annoyingly small. Just enough so that at the normal follow range healing simply cannot be done. Is it possible to increase the standard range just a smidge, to 7-8M, perhaps, or to decrease the follow range?
23.State Pack Persistence
Would it be possible to get some level of persistence in Cure State packs. The states appear to be regained upon the very next hit by a MOB. For example, why unblind someone when they are just going to get blinded again before they can even get their own attack off. Some persistence in the state cure packs would provide some level of immunity to being afflicted with the state again immediately. It should also be noted that many states do no seem to have some very obvious effects and with the timer-related errors involved in state pack usage, few Doctors, or their patients for that matter, bother with State healing, apparently. Clarification on the effects of various states and review of their effectiveness would be welcome.
24.Factory Identical Components
There has been a request to alleviate the requirement for factory identical components. It is possible this would not really be considered a problem if Medics had some decent ways to make money (see that issue up in the top 5) as then they might actually be able to afford a factory, or at least be a viable market for other Doctors running factories to sell to them. Right now it is considered a rather non-productive market to sell to primarily other Medics (although a few are making it an acceptable market in this respect.)
25.Target Self
The ability to target self when clicking on your own HAM bars, such as in a group, that would function in the same way as using Ctrl-1 would.
26.Med Center Grouping
Grouping for Medical classes in the Med Center has been brought up. The consideration would be that healers could group, in much the way Entertainers do, for minor healing gains and/or minor XP gains or even for simply lowering the variability of heals as man would simply prefer some greater consistency there. The suggestion for auto-splitting /tips was also brought up in conjunction with this idea, perhaps with a /tipsplit or /grouptip type of command for the patient.
27.Wound Stat Pack Selection & the /Heal Commands
(partially addressed in patch for /tendwound, it could possibly affect /healwound as well.)
/heal command (wound, state, etc) does not work with the macro given, as a type must be specified. Doctors would like a way to get it to simply use the appropriate pack for the first type of wound/state it comes across on the selected target, much in the same way selecting the Heal Wound option from the patients Radial menu works if you do not select a sub-option for the specific wound. As it stands having the macros instantly implemented upon training (so they show up as /healdamage and /healstate) confuses the first time user because they cannot simply pres the appropriate toolbar button and have the macro work in the same way the /healdamage command does.
28.House/Vendor Rights
Administrative rights on Houses & Vendors are non/partially-functioning
29.Touch of Death/Resuscitation Pack Bug
(Fixed in Patch) Resuscitation packs are accidentally being used instead of heal packs when pulled from the radial menus or through the /healdamage commands. This can cause a great deal of problems by instantly causing a great deal of damage to a fellow player. Doctors seem to prefer that these packs be left to a separate method of calling into use. (BTW, I am also seeing this complaint "Allow resuscitation on non-grouped individuals" It sounds to me like this second complaint is actually a fix for the exploit. What is the current state of this? Could somebody check for me?)
30.Some people have mentioned they would like to see Quickheal skill actually be useful. The mind costs and damage accrued are too prohibitive for actual use, and would never be used as a “last ditch” method in combat, simply because by the time a last ditch effort is needed the Doc will already have too low a mind level to use the skill. Suggestions tend to be along the lines of greatly reduce the mind and damage requirements of the skill, but greatly increase the BF and wind wounds accrued through it’s use.
31.Many would like to see more granularity in the base Medicine Use levels for different meds, to encourage balanced increases in the Medicine Use skill. Possibly even reducing some medicine use level so that some Doctor created items can be used by Medics, while others could be made more difficult to encourage purchasing of the usage levels.
32.Radial menu on enhancements doesn't seem to be working properly. With the inventory open, if you select a target then radial menu on the enhancement kit, use on target, the enhancement hits on you.
33. Allow trading of schematics. There could be a possible market for this.
34. The ability to cure the On Fire! state created by several attack forms has also been requested.
35.(Possibly fixed?) There is concern that the above mentioned resuscitation packs instantly causing massive wounds to another player could possibly be used as an exploit. Some have reported that the packs are being used in this manner by those with less than Level 4 Doctor Wound Treatment.
36. (Occurring less often. Partially fixed?) Incapped players seem to always change location from where they, apparently, dropped down, even when you are on follow. As such the player who may not have moved since the last time you were close enough to heal them just a few seconds ago, is somehow no longer within healing range, even if they look like they are at your feet.
37.The Factory deeds for Food & Chem. Factories need to be renamed. They currently state on Food Factory and far too many medics, and far too many architects, get confused enough by the name to think that some other factory is needed.
38. (In next patch) Potency in schematics is useless Please remove or change it (perhaps to Potential Energy instead?) As it stands most Doctors feel as though they are losing something since 15% (or whatever the proper requirement is) of a products final resource will be relying on a 0 for its number.
39.The Battle Fatigue affecting your heal rate should be giving notification at 200 instead of 400.
40.The experimentation points and availability of components which are only usable by Combat Medics has caused some confusion. Having them in the Doc tree provides Doctors with an unfair advantage to experimenting on an item they do not use, while Combat Medics who have not taken any Doctor skills can only make those components at a reduced ability. It has been suggested that while increasing Medical Crafting through Organic Chemistry in the Medic field, that, even though it will be unused at first, Combat Medic Crafting also be raised. Or that crafting apply to combat medic crafting as equally as it is to Medic/Doc crafting. This may make a Doc/CM have an incredibly massive number of experimentation point, but then again they end up using so many skill points to get it I can see how easily outweighed the advantage would be.
41.(In Next Patch) Doctors would like clarification on what Durability effects on Medicines, a consumable resource. If it really does nothing for the final product, as many suspect, then please remove it as an experimentable item as it is a confusing trait for most to deal with. (It has been confirmed that it really does nothing and will be removed as a no longer experimentable trait.)
42.The Doctors would also like to see a Public Crafting Station in Med Center. Admittedly this is more important an issue for Medics, but the Doctors have brought this up as well.
43.Pet Radial to show Enhance options (it can be done manually, but it's not on the radial for a pet)
44.(Presumably fixed by removal of Pet Perma-Death) Resuscitate pack usage on pets has been asked for.
45./DragIncapacitatedPlayer needs a Macro automatically created like the other Macros are.
46.(Appears to be fixed) Drag Incapacitated Player needs some graphic representation of the player being dragged, otherwise the Docs & Medics just assume it's not working, even thought the message states they are attempting to be moved. Perhaps notification that the move was successful would help ease the confusion as well.
47.Sitting does not appear to be allowed after being resuscitated for a couple of minutes. (Could someone double check on this one for me, too?)
My 2 copper
1) enhance packs (I hope this is really truly already fixed on test)
4) Forage/Survey - I doubt we will ever get a survey skill, but it IS problematic to have to spend 15 points plus survey in artisan line to do it.
7) Schematics and advanced components - HUGE bug, my #1 concern. No developer has said anything at all on this issue yet it has been there since release.
13) Autodefend - We need an option to turn this off.
That's about it for the burning issues that I have. Good work on the lists.
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You know what guys, I think I'll leave this list up here, but I bet it's going to change after the big patch, so don't bother voting. Once we've had a chance to test which of the issuse on the list have truly been addressed by the patch then I'll put up an updated list we can start working on a vote from.
In the meantime I could use your help!
Once the patch comes in, please do me a great favor and assist me in testing out the issues above to see which of them may have been fixed and to what extent. Please feel free to just tack on to this thread any notes you ahve about the issues above that are fixed or need to be changed or any NEW issues that have cropped up.
Thanks evereyone and sorry for the confusion!
#33- workaround is you CAN swap schematics with another persons food/chem factory.
Another has a factory, and puts you admin too it. The one thing that works right now is you can put a schematic in that factory, so in that way you can 'trade' it.
Renairdor
1. Healing Variance (#10)
2. Factory components in crafting (#7)
3. Timer Conflicts
Timers for different skills are conflicting with each other. There are two conflicts:
- /healwound and /healenhance are on the same timer
- Everything else is affects the same timer
- Example: If you use /healdamage,it sets off the timers for first aid, cure disease, cure poison, cure stun, cure dizzy, apply poisonand apply disease. What's worse, it appears that timers affected by this effect are not affected by skill modifiers, so you would have to wait as if you were a Novice Medic to use these skills again.
- /dragincap is not affected by this issue.
4. First Aid (#8)
5. Enhance Packs (#1)
- Losing Enhances while zoning is fixed
- Enhance timers are now reset on death
- Action Enhance kit schematic is still different from other schematics
- Reactive gas has no Unit Toughness attribute. This severely cuts down on maximum experimental effectiveness on Enhance Kits. Combat Medics are also affected by this, except it affects them in more than one type of schematic.
Medium and Large Flora Harvesters & Moisture Vapor Harvesters cannot be made at this time. This causes us to have to micro manage far more for our primary sources of ingredients than other crafters. Please fix this as a top priority.
Your top five looks good to me Zarlor. Buff bugs are a huge issue, and that alone will be a very welcome fix. Factories are starting to get on my nerves now that im trying to produce my medicines there rather than by hand. Mind damage is an issue that at least needs to be reviewed, although honestly I cannot think of a good solution that wont unbalance the game or be generally useless. Lastly, the issue of healing in combat is huge, especially for new healers. I started out using a rifle, and it took me a while to figure out that heals were inserted into the combat queue alongside specials, and that my heal delay is actually affected more by my weapon speed than my diagnostics skill.
Keep up the good work, man. I hope you dont get replaced until we get some of the major stuff sorted out...dunno if the replacement could fill your shoes!
Rearden Steel, Talus, Eclipse
Diverbouy, medium water harvesters can be made. I believe large ones can be made as well, I have a medium currently (it was doing Talus duty but is now just taking space on my house floor).
Flora medium/large however, remain broken and there is no mention of them in the patch.
My vote;
1) #1 Enhancement Packs
2) #8 FA needs an increase as you get more advanced. A Master Doctor is no better at healing bleeds as a Master Medic.
3) #50 Drag. Should be able to drag out of buildings.
4) #22 Heal Range. Even 1 meter or 2 would help with PvP combat lag
5) 24 Identical parts. I can't afford a factory or want one.
I have another problem with enhance packs. I havent been able to enhance my health for nearly a week now because I get a meesage saying that it is already enhanced. I've tried shuttle trips, traveling to other planets, and getting myself killed. Nothing seems to work. All my other attribute enhance packs work on me and I can use the health packs on others.