Medic Archive

Thread: several [newbish] questions

Azhara
Tue Nov 25, 2003 11:25 pm
#1

been wondering about these for a while, but i havent been able to log of for a bit so i havent really had to deal with them


1) what qualities do medic look for when crafting stims? i thought i heard PE and OQ for organics but im not sure, and i have NO idea for minerals/metals. Also are different qualities more important for the stim subcomponents? (ie say is OQ the most important in the biological effect controller but not really needed for liquid suspersion? etc)


2) HOW do i experiment? i keep crafting stuff and seeing the experimental charges and effectiveness percentages, and 3 times i had a little screen come up saying something about experimenting (i was cantina healing and almost out of stims so i clicked cancel tho). Is my comp set on auto cancel experimentation...or do you need above 25% potential for experimentation when creating for the screen to come up? is it like slicing or can you choose charges over effectivness? etc


3) I keep hearing about droids but i dont know a lot about them. is it true that if the medical droid has a chip worse than type 6 it will inhibit your healing ability? is thats the case then whats the point of getting one? and whats the difference between the different droids (MSE, R2, Surgical and others i probably dont know about)? should i try to save up and get one asap and if so which one?


thats all i can think of right now, any help at all that could be givin would be wonderful, and thanks for taking the time to "listen" to my stupid questions

Traigus
Wed Nov 26, 2003 7:22 am
#2






Azhara wrote:

been wondering about these for a while, but i havent been able to log of for a bit so i havent really had to deal with them


1) what qualities do medic look for when crafting stims? i thought i heard PE and OQ for organics but im not sure, and i have NO idea for minerals/metals. Also are different qualities more important for the stim subcomponents? (ie say is OQ the most important in the biological effect controller but not really needed for liquid suspersion? etc)


All Meds at our level need 3 stats. OQ, PE and UT. OQ/PE are used for power, and OQ/UT are used for charges. There are no restrictions to which slot has which stat. Actually all stats should be in all material slots (ex: orgaing and inorganic are supposed ot have all 3 stats, or hve that stat counted as a 0, but that is currently broken). Right now, if you have at least 1 material with a good OQ/PE and 1 with a good OQ/UT it doesn't matter which you use (Wood for example has UT, and petrochem has PE. There are currently no materials in the Galaxies at all that have both UT and PE.


2) HOW do i experiment? i keep crafting stuff and seeing the experimental charges and effectiveness percentages, and 3 times i had a little screen come up saying something about experimenting (i was cantina healing and almost out of stims so i clicked cancel tho). Is my comp set on auto cancel experimentation...or do you need above 25% potential for experimentation when creating for the screen to come up? is it like slicing or can you choose charges over effectivness? etc


To experiment you need a food/chem kit (red one), not a generic craft tool (bugged general,droid,weapon kits currently work as well)... AND you need to be near a public or private food/chem craft station (big white things with a grain picture on them). You still use your kits as usual, but 2 things happen when you are near the craft stations.


1.) you have access to higher level schematics (some of the best schematics require a private station to make).


2.) You can experiment.


Public craft stations are found in just about all non-player towns (I dunno if player towns can place them). Private stations can be bought for placement in houses (they look just liek public stations) or can be crafted into droids (DE's can craft a part that works as a private station).


3) I keep hearing about droids but i dont know a lot about them. is it true that if the medical droid has a chip worse than type 6 it will inhibit your healing ability? is thats the case then whats the point of getting one? and whats the difference between the different droids (MSE, R2, Surgical and others i probably dont know about)? should i try to save up and get one asap and if so which one?


Yes and no. DE's can also stack smaller med modules at the moment to equal a type 6 med module (110%). the number is a % of the effective healing in a med center (100%). Having a droid lets you heal outside camps and the med center. So while you may prefer to have a 100 or 110 rated droid, even a lowly rated 30% droid can be convenient to heal wounds or buffin some situations (most people will save up for a 110% one though). Also remembewr that a basic scout camp, only has a 65 heal rating.. so a 70% droid is often good enough to start with.Droids can also have craft station in them (see above).


There is no real difference between droid models (though some can hold more modules then others). Advanced models even more. Right now it is mostly for looks, combat value, and cost (some models require rare resources to make).


Droids are beeing revamped in January (so says JustG), so this all may not hold true after that date.


thats all i can think of right now, any help at all that could be givin would be wonderful, and thanks for taking the time to "listen" to my stupid questions







-T



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