Medic Archive

Thread: How to get the resources you need

Scorus
Wed Jul 02, 2003 12:07 am
#1

I wrote this for another thread but I see this question asked so often I wanted to repost it here. This is the method I use to get resources based upon my beta experiences. It is not the only method and I encourage others to post your methods here, but this will hopefully give some people who are lost a start:

1) Buy Artisan skill for 100.
2) Buy mineral extractor; or 27 metal and make one yourself with the general crafting tool.
3) Extract enough metal to build flora, chemical, and water surveying tools (50-75 metal).

That will set you up to be able to survey for the four things that you need to make all the basic medicines. Surveying is easy but boring. It is incredibly quick to move up the Surveying discipline tree and so slog through until you get to Surveying 3 or 4. It will happen before you know it. You can also write macros to /sample while afk, making yourself into a free harvester. Yeah, I don't like that either but the devs gave their blessing to it at the end of beta and with the amount of resources we require it is either do that or just sample for your entire gameplay time until...

If you wish to carry the formula further:
4) Grind out survey, crafting and repair tools until you hit Engineering-3. This will take a lot of metal and fewer chemicals. But the stuff you make for sale (100 is a good price for those, IMO).
5) With Engineering-3 you can build deeds for Wind, Mineral and Flora harvesters.
6) Run quite a few missions because you will need a lot of credits.
7) Place your wind harvester and let it run a few hours harvesting energy, fueled by credits.
8) Place your mineral harvester, fueled by credits and wind energy. Keep half and put the other half up for sale (5-10 credits per unit, depending on quality; more for REALLY rare metals) to generate more credits.
9) Place your flora harvester, also fueled by credits and wind energy. Try and keep the three harvesters relatively close together (and preferably near your home city, though that isn't always possible) because you will have to run between them a lot.

Try and keep your wind harvester funded for a couple of days. Then try and keep your mineral and flora harvesters funded and fueled for 4-5 days. Unless the deposits dry up (which certainly happens), that should give you enough resources to last for a very long time. When they run out, rinse and repeat.

Should all this be required from a non-artisan to practice their profession? In my opinion, no. But it is how the devs envisioned the profession to be played (in fact, add factories, which I'm not going to get into) and so we are stuck with it until changes are made.

Scorus



Scorus
Longport
Wed Jul 02, 2003 6:46 am
#2

I think the easier method, as opposed to starting out as Medic and then buying Novice Artisan and building the items you need is to do it in reverse.


Generate an Artisan fromt he get go - he'll have all the tools that you need, to include general crafting and the survey tools mentioned above. Then go and buy Medic - you will miss out on having those nice stimpacks and wound packs to start out with but it's a small price to pay for not having to go through all the trouble of doing it the other way.


And whereas the first method makes you wait to start creating your own stimpacks, this allows you to survey right away and start getting that medical crafting experience.




==========================================
Aedem Eawara
Combat Medic 2-1-1-2 | Pistoleer 0-1-1-0
Former Master Tailor | Master Artisan | Master Merchant
Kettemoor
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