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Umrattawil

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  1. I noticed on my operative that all darkside missions for diplomacy are companion gifts, and all lightside missions are medical supplies, is this right?

    No, you are a victim of the RNG conspiring against you. Zone (loading screen) to another place and check the crew skill list again.

     

    You are however at the mercy of the Diplomacy Mission Distributions (thanks to Bioware making changes in 1.2).

  2. This is the snapshot for what Grades 2 & 3 look like so far.

    Grade 3 missions (imperial)

    • 390 Mod Gift - Major Straken
    • 425 Mod Gift - Elusive Prey
    • 460 Abu Gift - Spice Inflation
    • 470 Mod Met - Rodian Greed
    • 480 Abu Gift - Quick Exit
    • 510 Mod Fab - Paid Protection
    • 550 Abu Met - Maintaining the Edge
    • 575 Abu Fab - Archaeological Payoff
    • 780 Bou Gift - Shady Science
    • 805 Bou Gift - Illicit Indulgences
    • 870 Rich Gift - Quashing the Rebels
    • 935 Bou Met - Fancy Flying
    • 965 Bou Fab - Human Trafficing
    • 1115 Rich Fab - Think Again

    Fourteen missions. Seven are Gift. Four are Fabric (1 moderate, 1 abundant, 1 bountify & 1 rich). Three are Metal (1 moderate, 1 abundant, 1 bountify 0 rich).

    Grade 2 missions (imperial)

    • 220 Mod Gift - Ungo the Hutt
    • 230 Mod Gift - Enticing Ejro
    • 255 Abu Gift - Playing Both Sides
    • 265 Mod Met - Working for the Kubaz
    • 275 Mod Fab - Mysterious Offer
    • 285 Abu Gift - A New Market
    • 305 Abu Fab - Hijacker Ambush
    • 340 Abu Met - One Last Job
    • 470 Bou Gift - Crackdown
    • 470 Bou Gift - No Hutts Allowed
    • 560 Rich Gift - New Deal
    • 640 Rich Met - Mandalorian Mercenaries
    • 640 Rich Fab - Pirate Queen

    Thirteen missions. Seven Gift. Three Fabric (1 moderate, 1 abundant, 0 bountiful, 1 rich). Three Metal (1 moderate, 1 abundant, 0 bountiful, 1 rich).

  3. Just did a random test, first log on, first attempt.

    These are the results through all levels of missions

    >snip<

    As you know, just one snap shot does not paint an accurate picture. This is what I know about the distributions so far. I think I'll try to nail down the grade 2 & 3 missions too.

    Grade 6 missions (Imperial)

    • 1700 Mod Met - Assemble Your Team
    • 1700 Mod Met - Consolidation
    • 1700 Mod Met - No Redeeming Value
    • 1700 Mod Fab - Breaking In
    • 1700 Mod Fab - Desperation
    • 1780 Abu Met - A Volatile Gift
    • 1780 Abu Fab - The Sinews of War
    • 2125 Rich Gift - Fair Play
    • 2125 Rich Gift - Irreplaceable Parts
    • 2125 Rich Gift - Match Fixing
    • 2125 Rich Gift - Planting Seeds
    • 2125 Rich Gift - Table Talk
    • 2225 Rich Gift - Gaining Favor
    • 2225 Rich Gift - Discreet Exit
    • 2225 Rich Gift - No Competition

    Fifteen missions. Eight are Gift (all Rich), four are Metals (3 moderate & 1 abundant), three are Fabric (2 moderate & 1 abundant).

     

    Grade 5 missions (Imperial)

    • 1020 Mod Gift - Questionable Content
    • 1020 Mod Gift - Uplifting Spirits
    • 1135 Abu Gift - One-Sided Relationships
    • 1135 Abu Gift - Into the Sabacc Pit
    • 1190 Mod Fab - Silencing the Snitch
    • 1190 Mod Met - Military Takeover
    • 1290 Abu Fab - Overdue
    • 1290 Abu Met - Passing on the Business
    • 2025 Rich Gift - A Convincing Argument
    • 2025 Rich Gift - Exchange Envy
    • 2025 Rich Gift - Special Delivery
    • 2150 Bou Fab - Arbitration
    • 2150 Bou Met - Feeding the People
    • 2200 Bou Fab - Hide in Plain Sight
    • 2200 Bou Met - Ancient Armament
    • 2430 Rich Fab - Shakedown
    • 2430 Rich Met - Cherished Memento

    Seventeen missions (maybe missing a gift). Seven are Gift, five are Fabric (1 moderate, 1 abundant, 2 bountiful & 1 rich), five are metal (1 moderate, 1 abundant, 2 bountiful & 1 rich).

    Grade 4 missions (Imperial)

    • 665 Mod Gift - A Winning Hand
    • 710 Abu Gift - Ransom Demands
    • 775 Mod Met - A Simple Job
    • 880 Abu Fab - A Tiny Cut
    • 880 Abu Fab - Working the Market
    • 880 Abu Met - Back-alley Bartering
    • 1175 Bou Gift - Trust Issues
    • 1175 Bou Gift - Detour
    • 1250 Bou Gift - Crossing the Line
    • 1250 Bou Gift - The Spice of Life
    • 1405 Rich Gift - Sith Fodder
    • 1405 Rich Gift - Stolen Plans
    • 1410 Bou Met - Too Hot to handle
    • 1500 Bou Fab - Overpossessive
    • 1590 Rich Fab - Unauthorized R & R
    • 1590 Rich Met - Political Favors

    Sixteen missions. Eight are Gift, Four are Fabric (0 moderate, 2 abundant, 1 bountiful, 1 rich), Four are Metal (1 moderate, 1 abundant, 1 bountiful, 1 rich).

  4. Look, I can acknowledge that this is frustrating, but there is a reason they did it this way--it's so that people will occasionally have to use the galactic market for stuff like this.

    Do a little more research. That is not the case. Bioware changed the available mix of missions based on the flavor text alone (so it didn't look like you were assisting the opposing faction). Take a look at Diplomacy Problems in 1.2 for a full rundown on the mission mix per faction for each grade.

     

    To the OP: There are a few things you can do to improve your chances at getting the Medical Missions you desire.

    1.) Do the relog or jump on/off your ship to get the list re-randomized.

    2.) Run any number of available medial missions in the Grade you desire. About 20 seconds before it completes, Have all of the rest of your companions run every single remaining mission in that Grade (gift or medical, doesn't matter). When the original completes, the five missions in that Grade will get re-randomized minus the ones you just shotgunned. This will increase your probability of getting missions you want. If there are now more than one of the missions available that you desire to run, run the mission with your original companion and one by one cancel your other companions and send them on the ones you want. Then cancel the rest of the undesired missions (you get a full refund upon cancellation).

    3.) Realize that you are forever hosed because Bioware decided your faction did not deserve access to Rich (and in some cases Bountiful) Medical Supply missions. Level an alt on the opposing faction and re-level Diplomacy. That way you have full access to Rich medical supply missions at every Grade.

    4.) File an in-game bug and post a complaint on the support forums.

    5.) Bow to the whims of the GTN gods and hope that you can find what you want and have enough credits to buy it.

  5. Just added to your list.

    Courting:

    Grade 1 - Gold Necklace X X

    Grade 2 - Hutt Affection Token X X

    Grade 3 - Authentic Tionese Cuisine Coin of Good Fortune X

    Grade 4 - Formal Clothing Tashelin Serenading Droid X

    Grade 5 - Personalized Holoportrait Zeltron Personal Aroma Set Gree Temporary Mind-Link Device

     

    Cultural Artifacts:

    Grade 1 - Polished Meteorite X X

    Grade 2 - Dubrillion Lizard Egg Hutt Feast Ingredients X

    Grade 3 - Primitive Staff X X

    Grade 4 - Hutt Banner Alderaanian Noble Heirloom Writings of the First Mystics

    Grade 5 - Carved Runestone Signet Ring of Ancient Tion Memoir of the Unification Wars

     

    Imperial Memorabilia:

    Grade 1 - Imperial History holo X X

    Grade 2 - Imperial Battalion Flag Declaration of the Emperor's Will X

    Grade 3 - Imperial Military Records Imperial Service Medal Moff's Signet Ring

    Grade 4 - Philosophy of the Sith Code Imperial General's Dog Tags Decorative Sith Blade

    Grade 5 - Sith Opera Collection Banned Imperial History Document Account of the Discovery of Korriban

     

    Luxury:

    Grade 1 - Small Gemstone X Killik Silk Linens

    Grade 2 - Polished Carapace X X

    Grade 3 - Intricate Holosculpture Pre-Republic Platinum Coin X

    Grade 4 - Tarul Wine Exquisite Cooking Spices Tionese Hovering Ornament

    Grade 5 - Handheld Orrery First Edition Galatic Encyclopedia Intricate Corellian Speeder Model

     

    Military Gear:

    Grade 1 - Survival Gear X X

    Grade 2 - Complete Camping Set Improvised Demolitions Toolkit X

    Grade 3 - Homing Device Personalized Thermosuit X

    Grade 4 - Armor Maintenance Kit Encrypted Transmitter Multi-Spectrum Target Analyzer

    Grade 5 - Premium Field Rations Gourmet Ration Pack Omni-Vision Battlefield Relay

     

    Republic Memorabilia:

    Grade 1 - Republic History Holo Memento of the Battle of Alderaan X

    Grade 2 - Republic Planetary Flag Official Draft of the Treaty of Coruscant List of the Republic's Fallen

    Grade 3 - Republic Military Records Republic Service Medal X

    Grade 4 - Replica of the Galactic Constitution Republic War Hero's Dog Tags Tyhon Explorer's Writings

    Grade 5 - Canister of Coruscanti Soil Republic Senatorial Oath Holorecord of the Republic Founding

     

    Technology:

    Grade 1 - Holoviewer Czerka Universal Translator Unlimited Access Security Breaker

    Grade 2 - Hutt Data Library Miniature Chemical Disassembler Auto-Updating Astrogation Chart

    Grade 3 - Droid Diagnostic Kit Kal-Reyon Experimental Implant X

    Grade 4 - Expert Slicer's Spike VergeCorps Destablized Power Matrix Ancient Droid Memory Core

    Grade 5 - Pinpoint Welding Torch Aratech Reconstruction Toolkit Vial of Gree Nanite Paste

     

    Trophy:

    Grade 1 - Vrblther Skull Assassin Droid Hand Kilik Hive Queen's Mandible

    Grade 2 - Sleen Tail Pantran Whitefang Hide X

    Grade 3 - Nexu Claw Sterilized Rakghoul Claw Perfect Krayt Dragon Pearl

    Grade 4 - Humanoid Skull Greater Cthon Brain Sith Lord's Mask

    Grade 5 - Wraid Plate Galactic Crime Lord's ID Card Splinter of a Rakata Stronghold

     

    Underworld Good:

    Grade 1 - Underwolrd Rumor Sheet Hutt Space Preemptive Criminal Pardon X

    Grade 2 - Hutt Hit List X Experimental SIS Listening Device

    Grade 3 - Military Contraband Quesh Venom Sample Honorary Hutt Cartel Membership

    Grade 4 - Incriminating Evidence Tionese Privateer Contract Droid Override Device

    Grade 5 - Fake Identity Documents Assassin Droid Target History Drayen Hyperspace Smuggling Routes

     

    Weapon:

    Grade 1 - Ammunition Belt X X

    Grade 2 - Padded Weapon Case Military Scope Set X

    Grade 3 - Concealable Vibroknife BlasTech Ultralight Trigger X

    Grade 4 - Personal Armory Locker Star Core Overloaded Power Cell Emergency Blaster Detonator

    Grade 5 - High-Resolution Combat Recorder Energy Blade Bayonet Unique Rakata Grenade

  6. If this is now the "official" UWT discussion thread, what more needs to be discussed? We already have a rough idea of the mission distributions for a few of the grade tiers. We know that the mechanism for populating the five missions in the Crew Skill window is pretty random. We know that there are tedious ways to circumvent the randomness (ship hopping or staggered companion missions to narrow the pool of possible missions).

     

    People have discussed ways to broaden the the draw on resources provided by UWT so that there is a demand for Fabric. There have also been suggestions to place more control in the hands of the user so they can select which types of missions they want to have their companions tackle (to avoid the randomness of populating the crew skill window with missions). And yet another suggestion is to have at least one of each type of mission (per loot type) available in the Crew Skill window for each graded tier each time it gets populated.

     

    What more do you need to hear from your user base Bioware?

  7. My all time favorite thing is to have a companion go on a dark side mission on a light side character because I want the mats and then have them come back with nothing (mission has failed) and still get the dark side poiints. It makes sense in a way since the mission is light or dark side whether or not it is a succsss, but nice way to drive your players crazy BW.

     

    You must really love that BW decided to help LS/DS rp angst by denying you access to missions based on mission flavor text. "Diplomacy missions that previously indicated the player was assisting the other faction are now appropriately faction-restricted."

  8. Is there a reason that all that I'm getting most of the time is Companion Gifts and no Medical Supplies?

    Yes, there is in fact a reason. When 1.2 rolled out, Bioware decided that you (being an Imperial) did not deserve to have access to certain missions solely due to the mission flavor text.

     

    So in essence, if you want a semi-reliable source of Diplomacy mats you will need to level a character on both factions and raise Diplomacy on those two (or more) characters. Enjoy!

     

    Beyond the fact that Bioware is conspiring against you, the mechanism used to populate the mission queue with five missions is completely random. The problem is that the pool of available missions is stacked against you. Take a look at what you are up against (if you don't feel like following the link above).

     

    The Grade 4 rich medical supplies missions are hiding over on the Republic side. The following are the Grade 4 Diplomacy missions for both Imperial and Republic factions. The missions unique to Imperial players will be highlighted in orange, Republic in blue. Yay more data.

    Diplomacy Grade 4 missions (Imperial)

    • LS 710 Abu Gift - Diplomatic Intervention
    • DS 710 Abu Gift - Justify the Means
    • LS 735 Abu Gift - Uncivil War
    • LS 775 Mod Med - Professional Courtesy
    • DS 775 Mod Med - In Bad Faith
    • LS 800 Mod Med - Toe the Line
    • DS 800 Mod Med - Money Troubles
    • LS 850 Abu Med - Bargaining for Freedom
    • DS 850 Abu Med - Court of Public Opinion
    • DS 880 Abu Med - Denial of Service
    • LS 1175 Bou Gift - The Perils of Greed
    • DS 1325 Rich Gift - Tough Love
    • LS 1325 Rich Gift - Strained Alliances
    • LS 1405 Rich Gift - Friends in Low Places
    • DS 1405 Rich Gift - Criminal Interest
    • DS 1410 Bou Med - Forgetful Minds

    There are sixteen Grade 4 missions for the Imperials. Half are Gift and the other half are Medical Supplies (4 Moderate, 3 Abundant, 1 Bountiful & 0 Rich).

     

    Diplomacy Grade 4 missions (Republic)

    • LS 645 Mod Gift - Sparks Will Fly
    • DS 645 Mod Gift - Ugly Truths
    • LS 665 Mod Gift - On Both Their Houses
    • DS 665 Mod Gift - Marriage of Convenience
    • LS 710 Abu Gift - Diplomatic Intervention
    • DS 710 Abu Gift - Justify the Means
    • LS 735 Abu Gift - Uncivil War
    • LS 850 Abu Med - Bargaining for Freedom
    • DS 850 Abu Med - Court of Public Opinion
    • DS 880 Abu Med - Denial of Service
    • LS 1175 Bou Gift - The Perils of Greed
    • DS 1410 Bou Med - Forgetful Minds
    • LS 1590 Rich Med - The Great Library's Secrets
    • DS 1590 Rich Med - Spark of Secession
    • LS 1685 Rich Med - Dxun's Lost Warriors
    • DS 1685 Rich Med - Stopping the Leaks

    There are sixteen missions. Half are Gift missions, half are Medical Supply missions (0 Moderate, 3 Abundant, 1 Bountiful & 4 Rich).

  9. From the UWT mission distribution list (still valid for 1.3). What Bioware needs to do is remove a few Gift missions from the mix (not add more metal) to allow more randomizer hits on Metal missions.

    Grade 6 missions (Imperial)

    • 1700 Mod Met - Assemble Your Team
    • 1700 Mod Met - Consolidation
    • 1700 Mod Met - No Redeeming Value
    • 1700 Mod Fab - Breaking In
    • 1700 Mod Fab - Desperation
    • 1780 Abu Met - A Volatile Gift
    • 1780 Abu Fab - The Sinews of War
    • 2125 Rich Gift - Fair Play
    • 2125 Rich Gift - Irreplaceable Parts
    • 2125 Rich Gift - Match Fixing
    • 2125 Rich Gift - Planting Seeds
    • 2125 Rich Gift - Table Talk
    • 2225 Rich Gift - Gaining Favor
    • 2225 Rich Gift - Discreet Exit
    • 2225 Rich Gift - No Competition

    Fifteen missions (makes me think I missed a moderate fabric). Eight are Gift (all Rich), four are Metals (3 moderate & 1 abundant), three are Fabric (2 moderate & 1 abundant).

  10. My crew have found a fair percentage of purple metal mats in 1.3 so far. The only thing you can do is document your results to verify your claims. Saying that some guy on General chat said something is meaningless. Put yourself in the best position to succeed. Max affection on your companions, use a companion that has +crit for UWT. If all else fails, try using a Mission Discovery.

     

    There is no secret voodoo to how the missions get populated in the Crew skill window. Take a look at the Underworld Trading mission distributions and you'll understand it better. It is all just a random generation based on the lists. The problem is that there is an overabundance of Gift missions.

     

    There is no 'rich' Grade 6 metal mission. It was mislabeled as rich and Bioware corrected the text when 1.2 rolled out. The yield has been the same.

  11. You do realize you don't need rich missions to get purple mats, right?

     

    The other problem is that BW skewed the mission distributions when they made the change too (reference). You'd have to get lucky with the randomizer or play the 3min gift game (or zone/log/whatever) to actually see a Medical Supply mission in some cases. Grade 4 doesn't sound as bad, but the quality difference is present (Rich vs Moderate).

    Grade 2 Imperial: 3/10 are med

    Grade 2 Republic: 7/10 are med

     

    Grade 3 Imperial: 6/12 are med

    Grade 3 Republic: 4/12 are med

     

    Grade 4 Imperial: 8/16 are med

    Grade 4 Republic: 8/16 are med

  12. I am disapointed that this problem has not been addressed yet. Is it game breaking, no. I did however enjoy establishing a niche market. That part of the game is lost to me since 1.2 rolled out. All of the other threads on this topic have been funneled here, but I sense that was done to just bury the problem.

     

    Best of luck to you Biochem crafters. I hope you enjoy leveling Diplomacy again on the opposing faction.

  13. The following are the observations of UWT mission distributions from the Imperial side of things. I am not sure if it is different on the Republic side, but I'm not in the mood to level it there right now after having done it for Diplomacy. If someone can check this against what they see on the Republic side, that'd be great.

     

    Grade 6 missions (Imperial)

    • 1700 Mod Met - Assemble Your Team
    • 1700 Mod Met - Consolidation
    • 1700 Mod Met - No Redeeming Value
    • 1700 Mod Fab - Breaking In
    • 1700 Mod Fab - Desperation
    • 1780 Abu Met - A Volatile Gift
    • 1780 Abu Fab - The Sinews of War
    • 2125 Rich Gift - Fair Play
    • 2125 Rich Gift - Irreplaceable Parts
    • 2125 Rich Gift - Match Fixing
    • 2125 Rich Gift - Planting Seeds
    • 2125 Rich Gift - Table Talk
    • 2225 Rich Gift - Gaining Favor
    • 2225 Rich Gift - Discreet Exit
    • 2225 Rich Gift - No Competition

    Fifteen missions. Eight are Gift (all Rich), four are Metals (3 moderate & 1 abundant), three are Fabric (2 moderate & 1 abundant). I am beginning to think that this list is complete (no sign of that 3rd moderate fabric).

     

    Grade 5 missions (Imperial)

    • 1020 Mod Gift - Questionable Content
    • 1020 Mod Gift - Uplifting Spirits
    • 1135 Abu Gift - One-Sided Relationships
    • 1135 Abu Gift - Into the Sabacc Pit
    • 1190 Mod Fab - Silencing the Snitch
    • 1190 Mod Met - Military Takeover
    • 1290 Abu Fab - Overdue
    • 1290 Abu Met - Passing on the Business
    • 2025 Rich Gift - A Convincing Argument
    • 2025 Rich Gift - Exchange Envy
    • 2025 Rich Gift - Special Delivery
    • 2150 Bou Fab - Arbitration
    • 2150 Bou Met - Feeding the People
    • 2200 Bou Fab - Hide in Plain Sight
    • 2200 Bou Met - Ancient Armament
    • 2430 Rich Fab - Shakedown
    • 2430 Rich Met - Cherished Memento

    Seventeen missions (maybe missing a gift). Seven are Gift, five are Fabric (1 moderate, 1 abundant, 2 bountiful & 1 rich), five are metal (1 moderate, 1 abundant, 2 bountiful & 1 rich).

    Grade 4 missions (Imperial)

    • 665 Mod Gift - A Winning Hand
    • 710 Abu Gift - Ransom Demands
    • 775 Mod Met - A Simple Job
    • 880 Abu Fab - A Tiny Cut
    • 880 Abu Fab - Working the Market
    • 880 Abu Met - Back-alley Bartering
    • 1175 Bou Gift - Trust Issues
    • 1175 Bou Gift - Detour
    • 1250 Bou Gift - Crossing the Line
    • 1250 Bou Gift - The Spice of Life
    • 1405 Rich Gift - Sith Fodder
    • 1405 Rich Gift - Stolen Plans
    • 1410 Bou Met - Too Hot to handle
    • 1500 Bou Fab - Overpossessive
    • 1590 Rich Fab - Unauthorized R & R
    • 1590 Rich Met - Political Favors

    Sixteen missions. Eight are Gift, Four are Fabric (0 moderate, 2 abundant, 1 bountiful, 1 rich), Four are Metal (1 moderate, 1 abundant, 1 bountiful, 1 rich).

  14. The Grade 4 rich medical supplies missions are hiding over on the Republic side. The following are the Grade 4 Diplomacy missions for both Imperial and Republic factions. The missions unique to Imperial players will be highlighted in orange, Republic in blue. Yay more data.

    Diplomacy Grade 4 missions (Imperial)

    • LS 710 Abu Gift - Diplomatic Intervention
    • DS 710 Abu Gift - Justify the Means
    • LS 735 Abu Gift - Uncivil War
    • LS 775 Mod Med - Professional Courtesy
    • DS 775 Mod Med - In Bad Faith
    • LS 800 Mod Med - Toe the Line
    • DS 800 Mod Med - Money Troubles
    • LS 850 Abu Med - Bargaining for Freedom
    • DS 850 Abu Med - Court of Public Opinion
    • DS 880 Abu Med - Denial of Service
    • LS 1175 Bou Gift - The Perils of Greed
    • DS 1325 Rich Gift - Tough Love
    • LS 1325 Rich Gift - Strained Alliances
    • LS 1405 Rich Gift - Friends in Low Places
    • DS 1405 Rich Gift - Criminal Interest
    • DS 1410 Bou Med - Forgetful Minds

    There are sixteen Grade 4 missions for the Imperials. Half are Gift and the other half are Medical Supplies (4 Moderate, 3 Abundant, 1 Bountiful & 0 Rich).

     

    Diplomacy Grade 4 missions (Republic)

    • LS 645 Mod Gift - Sparks Will Fly
    • DS 645 Mod Gift - Ugly Truths
    • LS 665 Mod Gift - On Both Their Houses
    • DS 665 Mod Gift - Marriage of Convenience
    • LS 710 Abu Gift - Diplomatic Intervention
    • DS 710 Abu Gift - Justify the Means
    • LS 735 Abu Gift - Uncivil War
    • LS 850 Abu Med - Bargaining for Freedom
    • DS 850 Abu Med - Court of Public Opinion
    • DS 880 Abu Med - Denial of Service
    • LS 1175 Bou Gift - The Perils of Greed
    • DS 1410 Bou Med - Forgetful Minds
    • LS 1590 Rich Med - The Great Library's Secrets
    • DS 1590 Rich Med - Spark of Secession
    • LS 1685 Rich Med - Dxun's Lost Warriors
    • DS 1685 Rich Med - Stopping the Leaks

    There are sixteen missions. Half are Gift missions, half are Medical Supply missions (0 Moderate, 3 Abundant, 1 Bountiful & 4 Rich).

  15. Look at the distribution of Medical Supply missions from what we have seen so far.

    Grade 2:

    • Imperial - 3/10 (2 Moderate & 1 Abundant)
    • Republic - 7/10 (2 Moderate, 1 Abundant & 4 Rich)

    Grade 3:

    • Imperial - 6/12 (2 Abundant & 4 Rich)
    • Republic - 4/12 (2 Moderate & 2 Abundant)

     

    Given that you only see five missions at a time, Republic scum will always see some form of Grade 2 Med Supply missions. At the same time, Imperial citizens see Med Supply missions far less frequently and in low yields. The situation reverses itself in the Grade 3 bracket, but the pool of missions is slightly larger.

     

    If the point to this change was to "protect" the player from assisting the opposing faction, why did Bioware create a gap in acquiring materials? Diplomacy isn't some gathering skill where you run around out in the wild picking LS/DS points from the bushes and dead bodies. You can only gain access to the materials via companion missions. Why not just clone some of the missions and change the mission text? I have heard some people attribute this change to Bioware wanting to foster some sort of trade/bartering between factions. That is total BS. No other mission skill forces you to do that (to my knowledge). I am not going to travel every day to Nar Shaddaa to post my purple medical supplies in the hopes that the opposing faction does the same (without gouging me). What will most likely happen is any committed Biochem crafter will level an alt on the opposing faction and level Diplomacy (again).

  16. The Grade 3 rich medical supplies missions are hiding over on the Imperial side. The following are the Grade 3 Diplomacy missions for both Imperial and Republic factions. The missions unique to Imperial players will be highlighted in orange, Republic in blue.

    Grade 3 Diplomacy missions (Imperial):

    • LS 390 Mod Gift - Blind Hatred
    • DS 390 Mod Gift - Making a Change
    • DS 425 Mod Gift - Backbiting
    • LS 425 Mod Gift - Reconciliation
    • DS 575 Abu Med - Stellar Summits
    • LS 575 Abu Med - A Line in the Sands
    • DS 780 Bou Gift - Boardroom Hostility
    • LS 780 Bou Gift - Trust No One
    • LS 1045 Rich Med - Quiet, Please
    • DS 1045 Rich Med - Share and Share Alike
    • DS 1115 Rich Med - Broken Promises
    • LS 1115 Rich Med - After Hours

    There are twelve total missions. Six gift and six Medical Supplies (2 Abundant & 4 Rich).

    Grade 3 Diplomacy missions (Republic):

    • LS 425 Mod Gift - Reconciliation
    • DS 425 Mod Gift - Backbiting
    • LS 470 Mod Med - Red Tape
    • DS 470 Mod Med - Blades to Be
    • LS 575 Abu Med - A Line in the Sand
    • DS 575 Abu Med - Stellar Summits
    • LS 780 Bou Gift - Trust No One
    • DS 780 Bou Gift - Boardroom Hostility
    • LS 870 Rich Gift - Waters of Life
    • DS 870 Rich Gift - Star Struck
    • LS 930 Rich Gift - They Struck First
    • DS 930 Rich Gift - Corporate Disinterests

    There are twelve total missions. Eight Gift and four Medical Supplies (2 Moderate & 2 Abundant).

    Mission text:

    • "Waters of Life" - A new diposit of healing kolto has been discovered on Manaan, guarded jealously by the Selkath. have your companion negotiate with them for the kolto.
    • "Star Struck" - A popular holo-entertainer recently took a stance against the Republic's policies in dealing with the Sith Empire. Have your companion persuade him to keep silent.
    • "They Struck First" - Mantellian separatist propaganda is claiming the Republic used a bioweapon on one of their villages. Send your companion to bring the truth to the Senate.
    • "Corporate Disinterests" - New Horizons Development Corp, which is owned by a Republic Senator, is trying to purchase share cropping lands from a collective of small farm-owners. Send a companion to persuade the farm-owners to sell.
    • "Red Tape" - A large group of Ithorian refugees, made homeless by the Empire, have been refused Republic asylum. Send your companion to argue the refugee's case.

     

    • "Quiet, Please" - The powerful Darth Nacheria plans to meditate in seclusion for a decade, but the Empire needs Nacheria's armies. have your companion convince her to stay.
    • "After Hours" - A Kaas City noble is known to gossip about the city's politics in his favorite cantina. For the price of a drink, your companion could learn a great deal.
    • "Broken Promises" - The Empire gave an alien warlord weapons and support in exchange for fealty, but with all of his competition out of the way, the warlord is growing too ambitious.
    • "Share and Share Alike" - Imperial Intelligence has its eyes on a takeover at the Lam mining conglomerate, and needs someone to convince shareholders to part with their holdings.
    • "Blind Hatred" - The Sith lords Anathel and Xarion are battling in the Stygian Caldera, disrupting Imperial trade. Your companion could persuade them to take their feud elsewhere.
    • "Making a Change" - A disillusioned Exchange boss plans to retire, offering crucial underworld secrets to anyone who'll grant him asylum. Have your companion make the arrangements.

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