Medic Archive

Thread: experimentation slots and TEF bug?

Seika
Mon Oct 13, 2003 10:12 am
#1

hey there, i have notposted on this board before so im sorry if these topics are already answered. I have a couple questions.


First why do my experimentation slots go down and then back up again and what can i do to keep them up? It seems like they go down when i have a critical failure crafting, not experiemnting failure just crafting. And I have a ton of experimentation points that i cant use because sometimes there is only 2 or 3 slots to put them in. What is doing this and how do i get it back to normal?


Second i think this is a bug, happened to me first time last night, i was in agroup with neatrals and i am neatral too and i was able to heal everyone fine then on the way to fort tusken one by one everyne in the group became TEF to me, and we didnt kill anything that shoulda made them tef that i saw. Is this a bug? was some other faction preventing me from healing instead of rebel or imperial? Was really bad because i had to log because i was effectivly useless being unable to heal, that was my job in the group. Everyone said they were neatral and we didnt kill any imps or rebs on the way just regualr critters, not even any NPCs im pretty sure.


Thanks alot

Traigus
Mon Oct 13, 2003 8:22 pm
#2

Different stims need different material stats for different purposes.

When you click on a stim schematic, you will see the material stats it needs in te bottom right hand corner. Charges, ease of use, and efficiency all use different qualityies of materials used.

Using good quality materials will start your stims at a higher % (say 20% instead of 6%) and in addition, will allow you to experiment more.

BTW, experimenting works best, if you only fill in 1 circle at a time, then start experiment.

Higher crafting rolls on the first craft (before your experiment) helps determineyour base % as well as the number of experimental circles available.. so good materials help by default, but a good craft roll could get you 1 or 2 more than a failure roll as well (and a higher starting % too).

Your second problem, is people getting weird NPC TEFs (in your case Tuskan)... Any NPC with a faction can cause an invisible TEF (sometimes)... unlike Rebel and Imperial factions, players can't get around this by being the same faction (even if you also have a TEF vs. tuskans you can't heal)... it happens randomly... the devs are looking into it.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Kyller_Relic
Tue Oct 14, 2003 12:26 am
#3

Well, I have to admit, Im not 100% sure what your asking, but I think I know...



The amount you can experiment on an item, depends on the overall quality of the item (More or less). So if you are crafting things out of resources with a low OQ, then you will not have very many boxes to experiment up to.


Example:
Im making a stim A and using Organic with OQ of 60 and PE of 100, Im also using a non-organic with the same attributes. When I get to the point of experimentation, I can only experiment it up to 30%, well this only takes three boxes to do, so that is the max that Im allowed to experiment with. If I did the same thing, using resources that were 900 and 900, then I could experiment up to 100% on both, uses and effectiveness, this would keep you busy.


This is an example, and the numbers I used are not accurately pulled from anywhere, they are just examples how using bad resources will effect crafting.



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
Seika
Tue Oct 14, 2003 8:15 am
#4

so THATS why....wow thanks alotboth ofyou! That explains alot.


many thanks

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