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Biochem for Others


OrionSky

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I know there is something in the works to make biochem more friendly for others.

 

I also know one reason I am afraid to buy valuable biochem items is the risk of inadvertently hitting the stim when its not needed (like when I'm just messing around in the starport) and losing my expensive item. Even if I don't mess up and only use them when I need them, stims can get very costly fast.

 

I would suggest that they make a change to all blue stims to were they last a certain amount of time after they are first used, rather than single use.

 

For example, you buy a blue heal stim and a blue aim stim and each takes up its own spot in inventory (non-stackable). Once you use one of them the first time, they become bound to you and you can use them unlimited for a period of time, say 5 days or 48 played hours or something of that nature.

 

Then each Thursday I could buy a blue stim and use it all weekend. This would help the crafters sell more as I would likely buy one every weekend. As it is now, I never buy any.

 

Biochemist users would still have and advantage because their purple one can be a bit better and never runs out, while those of us who picked other crafting skills wont feel like we have to drop a skill and take up biochem to be competitive in PVP.

 

Greens could still be single use so no changes would need to be done to vendored stims.

 

You could also add the blue stims as an uncommon random drop item from tougher mobs (like golds) and people might actually be excited and use something a mob dropped, rather than sell it. I sell every green drop I get; I might as well get cash. But if I got a heal stim I could use for a few days, that would be nice.

Edited by OrionSky
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Nah. Think of it like this. The Stims on your hotbar are like.... in your pocket. So if you are rummaging around for creds to throw at a cantina Twilek and you jab a stim in your thigh.. thats on you. Put your stims in your inventory if they are that important to you, call it your back-pack. press your inventory hotkey, and have them ligned up where you can click them fast.

 

 

or stick it at the top of your left or right hotbar. I cant say I have ever accidentaly popped a consumable on a goof-job.

Edited by PulseRazor
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I know there is something in the works to make biochem more friendly for others.

 

I also know one reason I am afraid to buy valuable biochem items is the risk of inadvertently hitting the stim when its not needed (like when I'm just messing around in the starport) and losing my expensive item. Even if I don't mess up and only use them when I need them, stims can get very costly fast.

 

I would suggest that they make a change to all blue stims to were they last a certain amount of time after they are first used, rather than single use.

 

For example, you buy a blue heal stim and a blue aim stim and each takes up its own spot in inventory (non-stackable). Once you use one of them the first time, they become bound to you and you can use them unlimited for a period of time, say 5 days or 48 played hours or something of that nature.

 

Then each Thursday I could buy a blue stim and use it all weekend. This would help the crafters sell more as I would likely buy one every weekend. As it is now, I never buy any.

 

Biochemist users would still have and advantage because their purple one can be a bit better and never runs out, while those of us who picked other crafting skills wont feel like we have to drop a skill and take up biochem to be competitive in PVP.

 

Greens could still be single use so no changes would need to be done to vendored stims.

 

You could also add the blue stims as an uncommon random drop item from tougher mobs (like golds) and people might actually be excited and use something a mob dropped, rather than sell it. I sell every green drop I get; I might as well get cash. But if I got a heal stim I could use for a few days, that would be nice.

 

 

Good idea on the time period that doesn't fade with death. Biochem is the only valid skill for PVP because of the 1200 extra hit points and the free stims. Your idea would fix this.

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