Medic Archive
Thread: Medic the second time around
Just spent a few days going all-artisan to help my guild start on a new server. Lots of sampling, crafting and selling things. Survey IV, Engineering IV, nice amount of cash in the bank, ability to earn more. It wasn't the "medics should start as an artisan" theory, it was just circumstances.
Fortunatelythis gaveme a good look at the available resources, so tonight I placed harvesters on 969OQ organics and 976OQ inorganics, trained novice medic and logged off with a smile on my face.Phear my uber stimpack A ![]()
Bit different from stumbling around in the hospital begging fortips andsecond-rate organics ... ah, those were the days!
As someone who isn't really fond of surveying... could you go into a bit more detail about these harvesters?
Who builds them?
How do you find a good place for them?
Can they harvast multiple resources?
What is the upkeep on them like?
Cheers!
-BD
/wave MorvenDee
Who builds them? Personal harvesters are availableat Engineering 3 and 4
How do you find a good place for them? Artisans survey tools will help you find high concentration places. A good place would probably be, close to town, flat, and not a lot of red-aggros.
Can they harvast multiple resources? No
What is the upkeep on them like? 700 some credits and 600 some power on personal harvesters, 1400 some credits on wind generatos
-Kammi
Lowca Swordsmith
Who builds them?
Artisians and Architects.
How do you find a good place for them?
You need to have the ability to survey resources (artisian) or Im guessing have an artisian buddy who can survey for you. You can allow multiple persons to access your harvester, so your artisian pal can place it, then allow you access to it.
Can they harvast multiple resources?
No.
What is the upkeep on them like?
Depends on what kind of harvester you have. Wind Generators are roughly 50% higher in upkeep costs than Floral harvesters are. Basically 1-2k per day per harvester in upkeep.
Wow! Quick response ![]()
So here's my next question... are they worth it? I'd much prefer to invest credits into a machine to do the work for me, than to invest time into harvesting resources formyself (especially when there's so much world to explore!!!).
-BD
Hehehe ... this is the message Holocron is trying to get across at the moment, if you check the Developer posts tracker.
Basically you're not meant to get your resources from surveying/sampling.The devs' intention is that youbuy and use harvesters which automatically sample for you (even while you're offline), freeing up your character to have fun. Instead, everyone is fixated on "AFK sampling", which Holocron refers to as sub-optimal gameplay.
Making the basic harvester types (mineral, organic, etc) only requires Engineering III and IV in the artisan skill tree. On an established server you can easily buy them on the bazaar. They must be placed at least 1000m away from a city, and you should sample first to find a good location for the resource you want. They can only harvest one resource at a time, and they do it slowly ... but they are "set-and-forget" devices. Leave them overnight on a good spot and you have a stack of 1000+ in the morning. There are advanced harvester models in the architect skill tree that harvest more efficiently. The basic organic harvester is called a Micro Flora Farm and it can be set to farm any type of organic.
The upkeep is what the AFK sampling-obsessives don't like about harvesters. I'm not sure of the daily rate at the moment, but i'm guessing it's 1000-2000 credits per 24 hours (I just pumped 1000 in to start mine off and didn't look at what it bought me). Fail to pay the maintenance and they catch fire, stop working and require extra funds to repair.
To keep functioning, harvesters also require power, which is a resource like any other.You shouldplace a wind power generator as your first harvester,and use it to feed the other harvesters. You can also power a harvester with sampled radioactives.
The best way toafford all this is to share harvesters with friends. The controls on the radial menu allow you to add other people as administrators or just give them access to the output hopper, so you can share the maintenance costs, the responsibility to add power, and the harvested resources. Factories work much the same way.
Are they worth it? Welll....I think so!
I have a Wind Generator, A floral harvester, and a chemical harvester that I share with a friend of mine. As a medic its very nice to run to the harvester, collect the resource, and get back to the medic business. I can sell all of my overstock on chemicals, floral, and power on the bazaar and make some pretty decent money too. (I set my prices on overstock to basically cover upkeep costs and make a very small profit) The only downside to harvesters right now, is they have to function at 100% before they will do you ANY good. So you have to keep feeding them cash to keep them going.
When you first place your harvester, drop 1k or whatever into it, and that should keep you going long enough to gather enough money to keep it going while your asleep ![]()
Just to provide some specific numbers...
Harvesters cost 30 credits per hour for maintenance, or 720 credits per day. They also require 25 units of power per hour, or 600 units of power per day.
Wind generators cost about 1400 credits per day (I don't have the exact per hour number). I've been able to power3.5harvesters with each wind generator. Some threads on the artisan forums claim that a 4:1 ratio is feasible. I've also read that the solar generators product almost twice as much energy at the same cost.
Thanks for the good info.
After my original post, I sampled the water vapor on my starting planet ... 994 overall quality, 54% density (pretty good for water). I think I found my new inorganic! Not far off having a factory either.
The gang's all here.
Alrin, then-Bria Doctor, now-Eclipse Doctor.
Maybe I'll give that a go if there is none.
Handy tool: http://www.swgcraft.com/harvtool.php
Never played with solar or fusion generators, Slothy has though.