Ranger Archive

Thread: Materials for The New Camo Kits

dashida
Fri Aug 29, 2003 1:00 pm
#53

Thanks Chunky. Also, what are the pros/cons of the heavy harvesters? Can anyone use them without artisan skill and are they specific to a resource type?





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Kashir Moor · Master Ranger · Teräs Käsi

ChunkyMunky
Fri Aug 29, 2003 2:06 pm
#54

The pros of using a heavy harvester (mineral, chemical, water, or gas) is that it pulls about 7-9x the resources of small harvesters with the cost of maintenance and power being less than 7-9 harvesters. The cons are the are still expensive. Expensive to buy (seen them for 140k) and expensive to run. I have one medium mineral harvester and small chem and water ones. Gets the job done. I have a solar generator that I set up long beforeI to run the harvesters just to save up on power. That way, the harvesters can do their job while I do mine...shoot things.


Each harvster/generator takes up one lot, and you don't need any artisan skills to run it. But make sure that you set it up at the beginning of the resource cycle (changes about once a week), and that it's on a good vein. Remember 20k of one material takes up less space than 10k of this one and 10k of another.


Basic rule of thumb when looking for materials (if you make camps/traps/meds):


-Metal (for camps/traps/Medpack-B's/inorganic for stim-A's:

Overall Quality (VERY important for meds, try to get 900+)

Unit Toughness (for meds)


Decay Resistance (for camps/traps, try to get this high for stim-B's)




-Water (for Stim-Bs):

Overall Quality (Again, VERY important)




-Polymer (for camps/traps/chemical in Stim-Bs)

Overall Quality (Do I really need to repeat it? Hard to find over 900 though)

Unit Toughness (for meds)

Decay Resistance (for camps/traps)




There's a big trade-off. I have yet to see anything high in OQ, UT, & DR. If you make meds go for the OQ/UT mix. If not, go for the Decay resistance. But you can cut your volume down to just 2 or 3 inorganics...nice, huh? I know, medicine crafting is much more involved than this. But we are talking about self-sufficiency, and this will 9 out of 10 times get you better meds than Joe Novice Medic (sad but true). If you really want me to explain all this more and show you differences in materials, send me a /tell (on chilastra) or just ask on here. Be warned...you will learn something (what do you think I did while getting frontiering xp?)


Since I'm on this topic, don't make meds with hides and bones. Use meat. Sure, Overall Quality accounts for 66% of most medicines, but hides and bones have 0 Potential Energy. That's an instant 33% cut on medicine effectiveness.


Sorry for the length, but I just had to say it




ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
dashida
Sat Aug 30, 2003 12:54 am
#55

Sorta off topic on the harvesters... do you need to come back daily for maintenance or can you pay up one whole weeks worth and come back in a week?





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Kashir Moor · Master Ranger · Teräs Käsi

ChunkyMunky
Sat Aug 30, 2003 12:58 am
#56

Now that they fixed the harvesters, you can load them up with cash and power, and not worry about losing it when you move it (other that the re-deed fee)



ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
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