Bio Engineer Archive

Thread: New Tissue Suggestion Thread!

S0F
Mon Oct 27, 2003 4:06 pm
#1

We were told ages ago to try and come up with new ideas for tissues to be added to our repetiore. Im going to mention some of the tissue ideas that have come to my mind.


before you read through these, note that the stats im suggesting are the max possible stats for higher lvl versions of the tissues.



Clothing Tissues


+2control lvl - this tissue would allow CH and maybe non-CH to control higher than their designated CL


+10wound and injury treatment speed - basically the same idea as the biosensors, except it increases treatment speed


+8ranged weaponaccuracy +3 ranged weaponspeed - self explanatory


+8melee weaponaccuracy +3melee weaponspeed - self explanatory


+20 dizzy defense +5 ranged defense - same idea as tensile, but with ranged and dizzy (ranged attackers are more likely to change posture and would benefit most from dizzy defense)


+5heat, cold, electricity, and acid defense - self explanatory and in-line with coag agents(+20 bleed defense)


+10 terrain negotiation - why not? many people originally picked up scout mainly for this skill anyhow


+15 creature harvesting - im sure everyone withsome kind of creature resource requirement can see why this would be usetul


... maybe a line of differentassembly tissues ...


+10artisan assembly.. +10 medicine assembly ..+10 weaponsmith assembly .. +10 armorsmith assembly .. +10 BE assembly .. +10 DE assembly .. ect.



Food Tissues


- significant bonus to strength and constiturion at expense of action


- significant bonus toquickness andstamina at expense of mind


- significant bonus to focus and willpower at expense of health


- significant bonus to constitution, stamina, and willpower (all regen stats) at expense of strength, quickness and focus (all cost stats)


- significant bonus tostrength, quickness and focus (all cost stats) at expense of constitution, stamina, and willpower (all regen stats)


- (many possible variations of those listed above - we currently have no secondary stat boostingtissues)



Pet Meds


- an injection to be used on only baby creatures to stunt its growth to a certain CL (suggested in another thread - great idea!)


- a medicine to temporarily boost pet regen


- a medicine to temporarily give a pet a ranged attack (call it "foaming at the mouth" .. ok maybe this one was dumb... hehe)


... theres a lot of room here to add pet buffs (like ppl buffs)or pet state correction meds (pet poison anddisease packs, ect) to be useable by anyone ...



Other Tissues...


weapon tissues - tocratf +(#) special dmg type onto a weapon -(ex. +10 acid damage, or +10 cold damage).


these could be designed a number of ways, either to be am optional component crafted directly into the weapons or directly into weapon powerups, creating a newdemand for them (nobody cares about them right now),


armor tissues - yea, yea i know clothing tissues arent supposed to work in armor, but how about some tissues specifically made for armor to boost specific effectivenesses?


just like the above suggestion they could be optional components in the armor itself or in armor powerups.







ive got a ton of ideas for tissues, but im tired of typing and want to leave some room for discussion.


post your favorite tissue ideas! lets discuss these and try to get our list ready for the new BE correspondant.. whenever that happens... :\




___________
Ryfew - Bria
Master Bio-Engineer
Master Creature Handler
Novice Marksman
Novice Medic
Fallsguy
Mon Oct 27, 2003 4:18 pm
#2

I can tell you from a tailors perspective the one I get the most requests for are dizzy & melee defenses.


Just an FYI




________________________________________

Druid Bledso
Master
DARK FORCES
Imperial Ace Pilot-Storm Squadron
Colonel Imperial Army

Devildog95
Mon Oct 27, 2003 4:22 pm
#3

Increased regeneration rate tissue? That would be nice.



Gavit Eage
Imperial Pilot
Former Master BioEngineer
Master Medic
Bestine, Tatooine
ArthurDentOnBria
Mon Oct 27, 2003 4:46 pm
#4

As a tailor that takes requests all the time for tissues, here are my "top tissues" lists:

Top Tissue Sales:

1) Medical Healing
2) Mask Scent
3) Melee Defense (probably would be #1 except the bonuses are low, and even lower since I'm not master).
4) Bleed Defense


Requests that I get but *cannot* fill:

1) (fill in your profession) crafting experimentation
2) pistol/rifle/carbine accuracy/speed/damage
3) medical use
4) CH bonuses

The "most useless" tissues based on sales:

1) Cover (not a single sale, crate of "cover" bonus tissues sits collecting dust)
2) Dancing/Music healing (Entertainers have no incentive to heal better/faster, and ironically this tissue is the most expensive anyway)



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


S0F
Mon Oct 27, 2003 4:57 pm
#5

thanks arthur -lots of important insight there. seems like i was righton target with a lot ofmy ideas.


i was thinking experimentation, but thought we would be more likely to be given assembly tissues.. not sure why - they are essentially equally as beneficial... im not sure which i would prefer though.




___________
Ryfew - Bria
Master Bio-Engineer
Master Creature Handler
Novice Marksman
Novice Medic
Tal-N
Mon Oct 27, 2003 6:56 pm
#6

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+2 control lvl - this tissue would allow CH and maybe non-CH to control higher than their designated CL


given how they are planning on altering the CH system I think the tranqilisers will be made to do this anyway



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+10 wound and injury treatment speed - basically the same idea as the biosensors, except it increases treatment speed


sounds good to me but i don't think it'll be very popular



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+8 ranged weapon accuracy +3 ranged weapon speed - self explanatory


+8 melee weapon accuracy +3 melee weapon speed - self explanatory


personally since the tissues are based around enhancements of actual skills (maskscent, healing ect..) then passive skill mods like this shouldn't be added. Also there's no way to create the fiction for HOW they improve someones accuracy.



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+20 dizzy defense +5 ranged defense - same idea as tensile, but with ranged and dizzy (ranged attackers are more likely to change posture and would benefit most from dizzy defense)


again things like dizzy don't make any sense from a fictional point of view, ranged defence could be implemented though as it makes the enemy miss more kinda like a passive version of 'cover'



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+5 heat, cold, electricity, and acid defense - self explanatory and in-line with coag agents (+20 bleed defense)


defence like that is what armor is designed for no tissues, new enhancements need to fill in the gaps not covered by other items. On the whole the only thing which protects against stun damage is PSG which also boost other resists anyway.



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+10 terrain negotiation - why not? many people originally picked up scout mainly for this skill anyhow


while I can agree it's a handy it doesn't fit the profile of increasing effectiveness of an actual skill/action, how can clothing make you climb better or know how to climb better? personally it would be better if a tissue like this simply reduced the drain from burst run and shortened the cool down time between you can burst again.



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+15 creature harvesting - im sure everyone with some kind of creature resource requirement can see why this would be usetul


it is a skill but I'll be damned if there is any way for the fiction to explain how clothing allows you to harvest more, infact it's the creature knowledge skill mod and it doesn't make sense for clothing to make you smarter.



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+10 artisan assembly .. +10 medicine assembly .. +10 weaponsmith assembly .. +10 armorsmith assembly .. +10 BE assembly .. +10 DE assembly .. ect.


i proposed this originally as well however since tools and the new player cities all have ways to enhance assembly significantly I think a tissue which does this isn't needed as it removes the benefit of tools and living in a crafters district of a player city.



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As for the other ideas with foods, i don't think there's really a market for them until they make the cost of the food additives low enough to justify them being used. Then again chefs are few and far between. Something to stunt the growth of a pet at a fixed CL rating... nahh thats a bad idea since owning a Rancor should be something only an advanced CH should enjoy. If there was a minimum cap then yes it'd be something I support as each tier of CH deserves something unique. Adding ranged attack to animals? well only if they allow us to alter their other special moves to anything we want after they are tamed. Pet buffs... yes indeed, why the hell have a doctor buff a pet and we can't? By all definitions doctors deal with players, we deal with pets!


Organic components for weapons... the devs can't give us any nonsense about how it's not starwarsy when you see krayt enhanced everything. I'm not saying these should be as powerful as the looted once from Kimo or Krayt but things like fambaa scales and such are something we should be able to craft the equivilents of. Just make them expensive to make so that you don't have them running rampant. The same goes for armour, lets see some bio-engineered versions of the looted items.


And you forgot to mention... medical components, organic droid components ect...




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Tal-N
Mon Oct 27, 2003 7:14 pm
#7

If you want some other handy but non-skill based tissue enhancements...


Wound protection - Lessens the chance of incurring wounds up to 50% (overall)


Empathic tissue - clothing stores a partial genetic imprint from being worn lessening the wounds and damage caused from cloning in a facility you weren't bound to after being killed


Contamination filers - a one-stop purifying tissue which helps lessen the effects of poisons and disease. Also reduces the spice downer durations.


Life saving tissue - prevents DOT damage from totally killing you but leaves you with 1 point of health.


Asbestos layer - reduced effects of burn damage (both lower DOT and less wounds)


Sympathetic pheramones - reduces the chance that an enemy will deathblow you by calming them


Disruptive circuitry - causes you to be an intermitant dot on the radar making it harder to track your movements (PvP)


Aroma-cloth - a soothing tissue which releases vapors to calm the user lessening battle fatigue


Chemical balance - helps to allow medicines to function on the body better thus increasing buffs and healing for the wearer


Super-Ultra-Sexy cloth - improves the chances of being tipped by customers in the cantina*


*results will vary from person to person however we swear it's making you more sexy.. really.. hey come on you thought tissues worked originally so why stop now? trust us





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

S0F
Mon Oct 27, 2003 7:26 pm
#8

thanks for your input Tal.


seems like themain thing you disagree with is the fiction for these different mods - how can you say its "impossible" to make fiction for any of these? dizzy defense is easy to write fiction for (steadying cloth or whatever), as are all tissues. attack speedand accuracy are much easier to write fiction for than clothes helping tame creatures better. these are all doable, they just take a little imagination.


the only thing i really disagree with you on (other than thi fiction) is the tranquilizers. i think the taming tissue will still be useful and shouldnt be removed/replaced, but rather that the control tissue be added as a new one. im glad you agree with all of them though.


i think high level docs able to heal1.5k+ at a time would find more utility in treatment speed tissues than treatment tissues, as they can already healvery well, but can only heal so fast. thats why i added it.


youre right about the +def vs heat, cold, electricity, acid. i hadnt considered tissues for armor until after i wrote that.


i think the attack spd/accuracy tissues are a great idea -attack speed and accuracy are essentualfor all combat in SWG. severalof the tissues are for passive skillmods (bleed def, melee def/stun def) but i see accuracy and speed as an active"skill" skillmod directly affecting the skill with weapons, rather than passive.


the food tissues assume that they will all be made to be good enough to actually make a significant impact on the food - of course.


the CL lowering med isnt a problem as long as certain pets have minimum CL's - agreed.


that said, my post wasnt intended to be the end-all of all tissues to be added, its main purpose was to start discussing what people want to see, so by all means lets hear some of those med component/droid component, ect..ideas! im interested to hear what you have to say about them.




___________
Ryfew - Bria
Master Bio-Engineer
Master Creature Handler
Novice Marksman
Novice Medic
S0F
Mon Oct 27, 2003 7:45 pm
#9

hehe you posted these before i finished my reply.


some great ideas in here.



Wound protection - Lessens the chance of incurring wounds up to 50% (overall)


like the idea. 50% seems a bit high though - 15% seems more like it, otherwise expect to hear an outcry from doctors and medics.


Empathic tissue - clothing stores a partial genetic imprint from being worn lessening the wounds and damage caused from cloning in a facility you weren't bound to after being killed


i dont see this one making it. it would discourage people from paying to clone, which the devs of course want because its a money sink.


Contamination filers - a one-stop purifying tissue which helps lessen the effects of poisons and disease. Also reduces the spice downer durations.


the poison/disease redux seems good, although it clashes with the idea of using spics. it would make more sense if spice had no effect at all when wearing this tissue.


Life saving tissue - prevents DOT damage from totally killing you but leaves you with 1 point of health.


good idea all around. could use a little fiction though...


Asbestos layer - reduced effects of burn damage (both lower DOT and less wounds)


agree with the DoT, but niot the wounds - you have a seperate tissue for that, although it doesnt make sense to take on wounds if you are damaged less... i guess wound redux makes sense.


Sympathetic pheramones - reduces the chance that an enemy will deathblow you by calming them


will this work on only creatures? otherwise it seems more like a mind control.


Disruptive circuitry - causes you to be an intermitant dot on the radar making it harder to track your movements (PvP)


i cant see anyone buying this for anything more than the novelty factor.


Aroma-cloth - a soothing tissue which releases vapors to calm the user lessening battle fatigue


same with the first tissue, i think ent's would complain about this


Chemical balance - helps to allow medicines to function on the body better thus increasing buffs and healing for the wearer


for someone to have to buy an outfit specifically so buffs will work better on them seems a bit much. it would be a better idea for the buff to help doctors use buffs better for docs to wear.


Super-Ultra-Sexy cloth - improves the chances of being tipped by customers in the cantina*


this one sounds good


*results will vary from person to person however we swear it's making you more sexy.. really.. hey come on you thought tissues worked originally so why stop now? trust us








___________
Ryfew - Bria
Master Bio-Engineer
Master Creature Handler
Novice Marksman
Novice Medic
Tal-N
Tue Oct 28, 2003 5:41 am
#10

like the idea. 50% seems a bit high though - 15% seems more like it, otherwise expect to hear an outcry from doctors and medics.


...Well the fact is that it delays the onset of wounds but it doesn't stop them completely, on the whole docters make the majority of their exp from people who didnt bother to store a clone. Yes, this will decrease the overall need for doctors however since most people take basic medical skills to deal with minor injuries this might remove the need for medical dabblers thus decreasing the amount of medic's around to compensate. Also look at it this way... armour reduces the damage caused and thus lowers the amount of wounding as well by as much as 85% in some cases. The clothing wouldn't lower the damage just the wounding.


i dont see this one making it. it would discourage people from paying to clone, which the devs of course want because its a money sink.


... the insurance money sink was always greater than the actual cost of storing a clone, infact this might discourage people to store a clone however it compensates for the reduced battle fatigue and wounding protection from the other suggested tissues. Since people will not bind quite as much you'd see a marked increase in the number of people needing medical and entertainer services.


the poison/disease redux seems good, although it clashes with the idea of using spics. it would make more sense if spice had no effect at all when wearing this tissue.


... well technically spice alters the body chemistry and the downer is the result of the body chemisty being messed up by the biproducts of thebody reacting to the spice.For example lactic acid is producedby the body as an after effect of muscles working, since lactic acid is bad for the body it is filtered out in the blood. The same kind of thing would be done with spices downers.


good idea all around. could use a little fiction though...


... micro-fibulators and adrenaline release modules work to keep the heart and mind active even after they are suffering from shock (the cause of most death) but only by a thread.


agree with the DoT, but niot the wounds - you have a seperate tissue for that, although it doesnt make sense to take on wounds if you are damaged less... i guess wound redux makes sense.


... good point, plus with the damage and duration of the burning lowered they'd suffer less wounds anyway as wounds are a percentage of the damage caused by the flames. So yes this could be combined with the wound protection to help things further.


will this work on only creatures? otherwise it seems more like a mind control.


.. pheramones work on all beings even at a subconscious level, this would help greatly with stopping animals from deathblowing but also work on humanoids only at a lessened degree as they can reason against intinct.


i cant see anyone buying this for anything more than the novelty factor.


... from a tactical point of view it's more valuable than you might realise, for example if you have an intermitant signal where someone only appears on radar for around 0.7 seconds every 2 seconds then when your in PvP and using the radar to track the movements of the enemy then in the space of 2 seconds they can burst run and totally change direction. If you wanted you could also make the tissue interfer with tab targetting where for 0.3 seconds every 1 second your tab targetting cannot lock onto the target. Or if that is too much then perhaps every 3-5 seconds the tissue can break the lock someone has on you forcing them to target you again or allow the auto-attack to kick in. This would naturally break up the combat que for the enemy attacking you.


same with the first tissue, i think ent's would complain about this


... as before the cloning tissue would mean people might be more keen to clone at a facility they haven't been bound to thus off-setting the difference by having an increase in the number of people with cloning wounds and damage.


for someone to have to buy an outfit specifically so buffs will work better on them seems a bit much. it would be a better idea for the buff to help doctors use buffs better for docs to wear.


... this would be specifically to allow for an increase for the wearer to be healed and buffed better. Since everyone hates downtime if that could be shortened then it's a great benefit plus with people moving through medical centres faster while wearing clothes enhanced like this it increases the general speed of medic's gaining exp plus people will get attended to faster.


In reguards to the fiction about accuracy and speed ect there is really only on solution. And that is for the clothing to actually augment someones physical movements. You could say that the cloth helps to dampen the kickback from the blasters thus increasing the speed of firing but it wouldn't make someone have a steadier aim to increase their accuracy. The clothing would ultimately need to have built in AI and the ability to control the wearers actions and identify what they are targetting. On the whole that is far too advanced for a simple bit of cloth or a treatment. So speed yes at a push, but it's no good for the accuracy in my opinion as the fiction would be too far fetched.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

LokSG
Tue Oct 28, 2003 5:56 am
#11

I will just pick one issue to bring up here and stick with it.


THe food tissues should have fewer material requirements, and the components should be common. Tailor tissues are worth doing because the end item lasts. Food is a consumable. When you have comparable numbers of components for consumables as you do for permanent items, and the rarity of those componets is higher, nobody will bother producing the consumable. This is the core problem with food tissues.


So all the food tissues should require common materials, and the amounts should be say 1/5th the amount you have in the tailor tissues.


Some may say make the tailor tissues more resource intensive. That view would be uninformed in my opinion, as there are instances of many articles of clothing which require multiple identical components, and the present BE clothing market isn't out of line with other commodities out there such as weapons, armor etc. The problem is the food tissues. They are not cheap to make, and hence I never have any chefs asking me about BE tissues.

Tal-N
Tue Oct 28, 2003 6:37 am
#12

In reguards to the food additives the devs really aren't looking at it properly, what they need to do is look at the typical bonuses for the food without additives and the quantity and rarity of the materials used. Unless the food additives are going to raise that foods power by 100% across the board then it shouldn't take the equivilent amount of resources to make the additive. From a market point of view the logic is simple:


Munchie A costs 500c and raises health by 500 points (whole sale price)


Additive X costs 500c and raises the food health by 100 points (whole sale price)


Munchie A + Additive X costs 1000c and raises health by 600 points(whole sale price)


The customer then compares the costs and benefits, they only have 2000c to spend. Do they get 2 ofthe enhanced munchie which will raise them by 1200 or take 4 of the normal ones which raise it by 1000 for two bites plus they have another two for when they're hungry again? The final choice is that they'd take the 4 normal ones as it results in a longer buff period and they're only losing out on a bit of a higher increase.


Ultimately if an additive increases a food by 25% then it should only need around 25% of the resources needed to make the most simple food it goes into. As it stands you typical have the micro-nutrient suppliments which need 15 meat and 30 flora to increase the duration of the food by a mearge 5-8%, if you say a basic 5c per unit for these materials thats 225c which is almost equal to the cost of the food it goes into for what is under a 10% increase for the duration. Realistically the materials needed for theadditives need to be reduced by around 75%.


The micro nutrient suppliment would then only require 4 meat and 8 flora coming to an average cost of around 60c for under a 10% increase which is in my opinion a very ideal price.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

ArthurDentOnBria
Tue Oct 28, 2003 10:52 am
#13

Re: food additives, I agree with Tal. If they want to make food additives a viable commodity they know what they have to do. I would say they'd have to quadruple the effectiveness (at least) of the additives and cut the material requirements down by a factor of 4. Then there would be a least some market for them (still limited by the number of chefs which is tiny). Whoever thought that making tissues which have higher material cost then the food their going into, and only giving the food a 10%-20% boost is an idiot. The market for such a thing is excactly 0.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


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