Medic Archive
Thread: mass produce stims?
Is there a way to craft stims in mass? I don't mean an exploit, i mean is there an in game way to mass produce stims? I am not all that familiar with the crafting side of the game so figured I would ask here.
I usually buy from a 3rd party and they always seem to be able to make 100-200 on a whim.
Thanks in advance\
Sent
O.o
did you find some way to mount yours on the back of a swoop Z?
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Oh and WingRunner, it works like this:
First you want a factory. Then you realize you dont have large enough piles of resources, so you go out and spend a small fortune on harvesters and power from the bazzar. Then you start pumping out the meds, and soon you sell them faster than your factory is making them, so you get a second factory to make the subcomponents in one, and the meds in the other. Soon you start to run out of resources again, so you go out and upgrade your harvesters to heavies, and get yourself a fusion power generator. now youve got all the resources you can want, and you start making other meds besides stims. Soon you realize that again, your factories are to slow to keep up with making subcomponents and the final product, so you get yourself a third factory. Now your making so many products, that you cant sell them fast enough just on the bazzar, so buy yourself a small house just to use as an inventory storage and then you grind out some more artisan skills and get yourself a vendor. You start advertising, and soon your vendor starts selling out. You need more resources, so you go out and buy a fleet of heavy harvesters, and recruit guildmates to plant them for you. You deside to drop down a fouth factory, and you put www.swgcraft.com in your favorites links in your web browser, and check it every 10 minuttes to see if someone has located a Dolovite Iron or Class 4 petro spawn on your server..............
Agent001 wrote:
Oh and WingRunner, it works like this:
First you want a factory. Then you realize you dont have large enough piles of resources, so you go out and spend a small fortune on harvesters and power from the bazzar. Then you start pumping out the meds, and soon you sell them faster than your factory is making them, so you get a second factory to make the subcomponents in one, and the meds in the other. Soon you start to run out of resources again, so you go out and upgrade your harvesters to heavies, and get yourself a fusion power generator. now youve got all the resources you can want, and you start making other meds besides stims. Soon you realize that again, your factories are to slow to keep up with making subcomponents and the final product, so you get yourself a third factory. Now your making so many products, that you cant sell them fast enough just on the bazzar, so buy yourself a small house just to use as an inventory storage and then you grind out some more artisan skills and get yourself a vendor. You start advertising, and soon your vendor starts selling out. You need more resources, so you go out and buy a fleet of heavy harvesters, and recruit guildmates to plant them for you. You deside to drop down a fouth factory, and you put www.swgcraft.com in your favorites links in your web browser, and check it every 10 minuttes to see if someone has located a Dolovite Iron or Class 4 petro spawn on your server..............
That's about right. Here is what is required to produce 1000 Stim Bs (with ABEC, ALS, and standard CDRM):
- 20000 organic
- 12000 inorganic
- 8000 chemical
- 6000 Dantooine Berries
- 6000 Talusian Water
- 18000 Lokian Wild Wheat
- 18000 Tatooinian Fiberplast
To harvest the best resources yourself, you need 4 types of harvesters (Chem, Mineral, Flora, and Water) and probably a 5thtype for power. A full service med shop would need gas harvesters as well, but these can probably be ignored for pure stim shops.
To make matters worse, each Stim B (including subcomponents) requires about 600 seconds (10 minutes) of factory time. So that run of 1000 will take 167 hours (or 7 days) with 1 factory (assuming no down time between subcomponent runs).
Oh, and you had better have a full 10 experimentation points if you want to maximize your profits (you need 10 points to get full value out of that super organic and inorganic you harvested).
And you need at least business 3 to run a vendor. That's only 24 skill points (9 above what you need to survey anyway).
The good news - that run should have a retail value of around 1 to 1.5 million credits (assuming that you actually used good resources in the right spots).
Agent001 is absolutely right that it takes a lot of time and money to get to the point where your harvester and factory infrastructure can keep up with demand. In reality, I would make more money/hour of gameplay by simply killing NPCs and selling the loot in the current inflated market or running missions for cash than I do with my 4 factory med shop.
thanks for all the info. I was sure it was more complex and that is why i asked. I have plenty of minerals, atleast corbonite and steel, I would have to work for the others though but I dont mind it just takes time and my roomate can spend some time helping me out.
Thanks again.
Sent