Ranger Archive

Thread: Experimenting on Camo Kits

kewlduud
Fri Nov 14, 2003 12:34 am
#1

Do you have to have Novice Artisan to experiment on camo kits? Just wondering because I have tried to experiment on them in the vicinity of my Droid and General Crafting Station in my High Tech Filed Base and I wasn't given the option. If this is so, then why would the developers give us the ability to craft something that we cannot experiment on without giving up additional skill points to pick up another profession. I don't believe this makes any sense. Either give us the ability to experiment on our professions crafted items without "dabbling" or don't give us the ability to do so at all. Its not like this issue promotes interdependency, as I am the one crafting it; an artisan is not making it for me, so requiring me to pick up a class other than the prerequisite to get all the abilities in my chosen profession is ridiculous in my opinion.

Kildur

Master Ranger, Rifleman (4,0,1,1)

DooFy
Fri Nov 14, 2003 3:05 am
#2

Do you have the right crafting tool for the station in the high tech field base?



_________________




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Ipei
Fri Nov 14, 2003 5:22 am
#3

I've experimented on them without any Artisan skill at all and it works...sorta. I experimented on a Tatooine camo kit, used 2 experimentation points and it went from a 5 charge kit to a 6 charge kit. But there are a few issues, one of which I think is what is happening to you.


The first one is thatthe experimentation window said that I had 10 experimentation points available, but was only able to use 2. Now I've gotten a few different answers for why this is happening in-game and am in the process of testing it, the one that I _think_ is right is that I'd need some Artisan to use more than 2. I dropped out my Medic skill and picked up Artisan to test that but...didn't have enough resources on hand to make a kit. I'd have 2 of the 3 of one, 1 of 2 of another, etc. So will test that tommorow.


The second one seems to be what is happening to you, if you're using a crafting station at the HTFB it will work for experimentation, and if you havea droid with a crafting station it'll work for experimentation but...if you have your crafting station droid IN the HTFB it won't work. It seems that if a droid is next to the crafting station in the HTFB the two crafting stations (one on the droid, one on the camp) cancel each other out. I discovered this on Dantooine when a Doctor who was with me tried to make some Stims and Enhance kits and couldn't experiment on them at all while in the base. He had a Med crafting droid with him and was all sorts of confused until we guessed that the 2 stations were cancelling each other out. So he took his droid outside the camp and could experiment using the droid, then he came in the camp and stored the droid and could experiment from the crafting station.


So that definately sounds like what was happening from your description. I've never seen it in any patch notes or list of bugs but it appears that a HTFB and a droid crafting station cancel one another out if the droid is being used inside the camp.





____________________________
Ipai Racoha

Master Ranger, Master Gunfighter

"This one time, at Ranger Camp..."

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NRaas
Fri Nov 14, 2003 8:24 am
#4

"The first one is thatthe experimentation window said that I had 10 experimentation points available, but was only able to use 2."


The number of slots per experiment line is defined by the quality of your resources.



  • I believe Malleability is used in this regards.

Better quality resources will allow you to experiment to higher levels.


----


Currently on Corbantis, the material available to craft a Tatooine Camo kit is allowing only ONE Experiment slot.



  • The Malleability of the bone I was using was an astounding 1 / 1000




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Fred_Skinner
Thu Dec 11, 2003 2:10 pm
#5

only thing I have noticed increasing the range was the average OQ of all parts. The higher the OQ, the more points you get to use on the kit. I have also found if you flub one experimentation and you have points left, use them and experiment againand you can "fix" it.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Seiryuu
Thu Dec 11, 2003 2:36 pm
#6

Yes, Overall Quality is what determines the maximum experimentation. Malleability might have a hidden effect on how much each experimentation point is worth, though. Armorsmith, maybe weaponsmith too, has this hidden factor.

For me it doesn't matter much. I generally end up with 8-10 left over points.



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ThGilsRooc
Thu Dec 11, 2003 4:27 pm
#7

Last night, in my house, I did something that I may regret, but I hope not. I took 996OQ dantooinian scaley hide (which, I may add, is no longer available on Dant) and mixed it with the herbivore meat that i had to make camo kits for Dant. I have a factory, so I was gathering what i needed to make 2 crates. So, I sat next to my station and began crafting. For the first time, I got the expiriment option during crafting for ranger equipment. I think the only time experiment options come up, for ranger supplies, are when the OQ for the components are high. So, I experimented all the way up and it was highly successful every time. The end gave me 26camo shots per kit. I made 2 crates of them. I now have 50 camo kits for dant that'll be usable 26 times, I'm stoked. I hope they're as effective as my standard camo kits crafted in camp. So yes, you can expiriment provided OQ is high.



Colonel Th'Gils Rooc
Webel Ace Pilot x2
I would ace more squadrons if they'd just fix the remaster bug.
Pulp Phantom
ThGilsRooc
Thu Dec 11, 2003 4:29 pm
#8

Oh, and I had 1 more experiment slot left but couldn't do it since all the boxes were filled. I did 7 experiments and had 8 available. I wished I could've done one more. Oh well. I'm happy with the results.



Colonel Th'Gils Rooc
Webel Ace Pilot x2
I would ace more squadrons if they'd just fix the remaster bug.
Pulp Phantom
Squidwalker
Thu Dec 11, 2003 4:40 pm
#9

Hmmm I guess I just don't understand how experimenting works. At what point in the crafting do you get the option to use those points? I have made camo kits while next to crafting station, both in HTFB and City, and I never get that. With the same resources, it makes the same amount as if I were out in field using my crafting tool. There is that one screen that says the percentage about quantity, but how do I tell it how many points? What do I look for?



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Tazfire
Thu Dec 11, 2003 4:42 pm
#10

I just experimented on a Tatooine Camo kit Earlier today and I got 10% on Expermentation. I use a Droid Weapon and General Crafting Station and DWG Tool and it works everytime I try so I don't know what problems everyone else is having.



Hinerenen (Wanderhome)
Womelpo Whelke (Gorath)
Alistaire
Thu Dec 11, 2003 4:46 pm
#11

the overall quality of all of the materials seems to equally effect the number of boxes. I have been able to go as far as 37% experiment on materials that had an average OQ of about 400



-Alistaire Goldenblade (Bloodfin)
Master Marksman, Scout(4-0-4-1), Creature Handler(3-3-2-2), Rifleman(4-4-4-3)

-Alistaire Goldenblade (Lowca)
Master Medic, Master Doctor, Novice Carbineer

-Costik (Tarquinas)
Fencer(1-0-0-1), Pistoleer(3-3-3-3), Smuggler(4-2-1-4)

dashida
Thu Dec 11, 2003 4:50 pm
#12

You need to be standing next to a weapons,droid,general crafting station and using a weapons,droid,general crafting tool. It will give you an option to experiment.

Pickup +14 or more effectiveness tools. They make a difference.





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Kashir Moor · Master Ranger · Teräs Käsi

Jolandir
Thu Dec 11, 2003 8:55 pm
#13

No you don't need artisan at all. Buy the best Weapon, Droid, and General tool you find, as close to +15 as you can get. Then find the best Workstation of the same kind. Start experimenting!


Jolandir

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