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MalorAndan

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  1. Additionally the refresh rates for slicing nodes is longer than that for archaeology, bio, or scavenging. I have regualar routes on varying planets based on what needs collecting. I carry slicing as a bonus but dont 'count' on that as income for the farming runs.
  2. I have been running grade one and two missions to get augment schematics. I have been getting crits 20% on average. I have noticed, yes i did the nerd math, that there are some missions that out perform others in both returns an criticals. I dont have the numbners infront of me as im at work but on Dreasdae Cantina this seems to be the way.
  3. Im working the math now (it will take me a little bit to crunch the numbers) but it appears that to crew skill the materials does not make a profit, even when the materials are used to craft saleable items. Now straight up run around farming will certianly make a profit on the materials as there is no cash outlay. What Im proposing is to either make crew mission costs cheaper or to make there be grade six rewards that make it worth the cash outlay to the skills to 400. On torhead (i hope its not verboten to mention them here) I have placed all level one and level 2 and some level 3 crew skill mission stats for 10 run and the average cash outlay per returned metal or compound. (scavenging) Over the next weeks ill expand to the other skills until I have them all covered.
  4. While I understand that crew skills are money sinks, (gathering skills) I would like to see some benifit to these crew skills so that all are useful and benificiary at 400. As the sytems stands this is not so. IMHO if there is no reason to take a crew skill due to unprofitibility then it needs not be in the game. We should have to carefully think and have to choose between all crew skills, not ignore a few due to lack of profibility. $0.02 No flames just discussion
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