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Old 06-15-2007, 17:33   #11
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Originally Posted by C4n View Post
so how much skilling do i have to do to make a proper wormhole? can i just get the chip and start crackin or i gotta skill some lower cheaper form?
wormhole chip needs a certain level in the teleporter profession afaik

a pretty high one i guess

to skill teleporter you should bring psychotropy up
means, using focus chips and nerve blast

and you gotta skill a lot
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Old 06-19-2007, 11:11   #12
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A couple of small additions for your already good guide:

Focus also skills bravado, and both focus and heal and chips skill courage and dexterity.

Focus charges will not protect you whilst using a teleport chip that is charging, only once the teleport is charged and ready for you to use.


Last edited by Mandy; 06-19-2007 at 11:17.
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Old 06-19-2007, 11:37   #13
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Wormhole Chip

Lvl 19.9 I believe in teleporter is the minimum for wormhole chip but it also requires other skills. A friend chipped up to lvl 20 psychotropy and still couldnt activate the chip. If I remember right from an older thread; Bravado, courage, concentration and psyche were also required up to a certain level in order to activate the wormhole chip. I could be wrong on this but I do not think the wormhold chip can be aimed, it uses your fl only when selecting an anchor for the other end. Successes also vary greatly depending on the mf skills of your anchor when your COS on chip is poor. I think Dale had mentioned at one time that somewhere around lvl 27 in teleporter, the COS of chip finally moves up from Poor to Fair.

And a +rep for this guide
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Old 06-19-2007, 15:07   #14
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Quote:
Originally Posted by Mandy View Post
A couple of small additions for your already good guide:

Focus also skills bravado, and both focus and heal and chips skill courage and dexterity.

Focus charges will not protect you whilst using a teleport chip that is charging, only once the teleport is charged and ready for you to use.

thx, added

Quote:
Originally Posted by Redster View Post
Lvl 19.9 I believe in teleporter is the minimum for wormhole chip but it also requires other skills. A friend chipped up to lvl 20 psychotropy and still couldnt activate the chip. If I remember right from an older thread; Bravado, courage, concentration and psyche were also required up to a certain level in order to activate the wormhole chip. I could be wrong on this but I do not think the wormhold chip can be aimed, it uses your fl only when selecting an anchor for the other end. Successes also vary greatly depending on the mf skills of your anchor when your COS on chip is poor. I think Dale had mentioned at one time that somewhere around lvl 27 in teleporter, the COS of chip finally moves up from Poor to Fair.
hard to add then

still, i guess when you want a wormhole chip you wont need the guide
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Old 06-22-2007, 23:13   #15
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Nice guide. Fairly basic (a big plus), and covers all the elements. Nothing earthshaking or eye opening, but that's what a basic tutorial is all about.

Two minor items that *I* think would be nice additions:

For a while I was struggling with a simple concept: skill implants and how they are used. I saw ESI's and SI's sold all the time and wonder, if I buy a skill and insert it, how does it "work" -- I mean, what happens, do I leave the implant in, is there "leakage", what happens to newly acquired skills, etc... The fundamental thing I didn't realize was that the implant is only a carrier from one brain to another, and is consumed upon transfer. This answers all of my initial misconceptions (except one) in a simple way, and it would be nice to include something along those lines, IMHO. The other misconception was how ESI's represent "capacity" to create SI's, rather than a fixed "single charge." My wording is probably not technically correct, but the core issue is one of demonstrating the mechanism, and I think the concept of capacity makes it easier to understand. Perhaps all of this information is inherently known by the time people use ESI's and SI's; but perhaps there's a place for it in the tutorial as well.

The difficulty in obtaining certain implant devices was also frustrating to me at first. There are a boatload of the "Aa" and "Ad" implants, and small handful of the highly demanded "BD", and then virtually none of the others. Chips on the other hand are plentiful at many levels. The ability to support a Level I and a Level IV chip at the same time is very troublesome at first. I just thought "easy -- buy an "Aa" and "Ad" implant and use them both -- silly me! Mentioning that this is made more difficult by the limited availability of the coveted "Bd" implant would be a nice public service announcement. Perhaps not something for a "basic" tutorial, but perhaps an "intermediate" one... either way.

I know, for most of us now, these two things are like "common sense", but the things we take for granted now are some of the very things we struggled with the most in our early days.
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Old 06-26-2007, 10:56   #16
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Quote:
Originally Posted by Traf Rellik View Post
Nice guide. Fairly basic (a big plus), and covers all the elements. Nothing earthshaking or eye opening, but that's what a basic tutorial is all about.

Two minor items that *I* think would be nice additions:

For a while I was struggling with a simple concept: skill implants and how they are used. I saw ESI's and SI's sold all the time and wonder, if I buy a skill and insert it, how does it "work" -- I mean, what happens, do I leave the implant in, is there "leakage", what happens to newly acquired skills, etc... The fundamental thing I didn't realize was that the implant is only a carrier from one brain to another, and is consumed upon transfer. This answers all of my initial misconceptions (except one) in a simple way, and it would be nice to include something along those lines, IMHO. The other misconception was how ESI's represent "capacity" to create SI's, rather than a fixed "single charge." My wording is probably not technically correct, but the core issue is one of demonstrating the mechanism, and I think the concept of capacity makes it easier to understand. Perhaps all of this information is inherently known by the time people use ESI's and SI's; but perhaps there's a place for it in the tutorial as well.

The difficulty in obtaining certain implant devices was also frustrating to me at first. There are a boatload of the "Aa" and "Ad" implants, and small handful of the highly demanded "BD", and then virtually none of the others. Chips on the other hand are plentiful at many levels. The ability to support a Level I and a Level IV chip at the same time is very troublesome at first. I just thought "easy -- buy an "Aa" and "Ad" implant and use them both -- silly me! Mentioning that this is made more difficult by the limited availability of the coveted "Bd" implant would be a nice public service announcement. Perhaps not something for a "basic" tutorial, but perhaps an "intermediate" one... either way.

I know, for most of us now, these two things are like "common sense", but the things we take for granted now are some of the very things we struggled with the most in our early days.
nice suggestions, the thing is

The ESIs i explained in my real guide (see signature, i updated it a bit lately, with ESIs too)

I'm rather reluctant to write all the stuff of the guide here again
it is just causing redundancy, and even causing unnecessary work :P

and ESIs don't belong here

i will reread the ESI stuff in my guide again but i think i described it ok there


that you can just use 1 implant is written bold now

however, the market supply i can't mention really, could change anytime
you will find it out pretty soon how rare something is
especially if you want to go into MF

Last edited by Alice; 06-26-2007 at 11:03.
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Old 07-03-2007, 00:28   #17
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I have a question about implants. first, how much do they decay? good or bad durability? and second how do you check its condition once you inserted it? and third, what's the difference between an Aa and Ba implant? as far as I can tell it's only price, since they both support lvl 1-3 chips. do they differ in durability?
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Old 07-03-2007, 09:16   #18
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I have a question about implants. first, how much do they decay? good or bad durability? and second how do you check its condition once you inserted it? and third, what's the difference between an Aa and Ba implant? as far as I can tell it's only price, since they both support lvl 1-3 chips. do they differ in durability?
first from wiki

Aa Mindforce Implant
supported level 1-3, decay 0,009, max tt 21.99

Ab decay 0,0101

Ac decay 0,01 4

Ad decay 0,01

Ae decay 0,01

Af decay 0,01

Ag decay 0,01

Ba supported level 1-3, decay 0,01, maxtt 62

Bb decay 0,01

Bc decay 0,01

Bd decay 0,011

second
you can check the condition by using an implant inserter
use it, so the window open and your implant shows
as long you don't remove it, you won't suffer decay

third (see highlighted)
as soon your implant breaks you have to take it out (2 ped implant insterter decay) and in again (i assume that at least, so another 2 ped)

that means, with the Ba you suffer the inserter decay less often

with the Aa you have around 2400 uses for 21.99 ped
+4 ped (remove+insert)

with the Ba 6200 for 62 ped, then the 4 ped

for the Aa you have to insert and remove it for 6200 uses
2 times already, means 8 ped additional decay cost
also the

or otherwise said, if you calc decay of it, per use
thats 21,99+4/ 2400 its 0,0108 (Aa)
62+4/6200 and thats 0,0106


hope the calculations are right
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Old 07-04-2007, 01:36   #19
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ah thanks for the help. honestly they don't make too much of a difference, I mean eventually a few peds diff, whatever

and is there a reason mindark made medium focus chips have average durability while all other focus chips are above average? why medium, and not moderate and potent and etc?
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Old 09-07-2007, 20:34   #20
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Very Important Detail About inserting

The thing that really confused me was getting the inserter to work. The one thing I do when I'm messing with my avatar is have my inventory open.

If you have the inventory open you will not get the menu when you use the inserter. This is very important.
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