Bio Engineer Archive

Thread: Cloning Bugs, Problems, and Suggestions

wayubb71
Sat Sep 06, 2003 2:53 pm
#1

Please list below any Bugs, problems and or suggestion you have for this line, also please do not post the same problem or bug or suggestion if it has already been mentioned in this thread.



Thank you.


Regards,

Jayden_S
Sat Sep 06, 2003 4:39 pm
#2

Suggestion:


Cloning ALLanimal types instead of specific species since we, agreeable, can't clone every single animal in the wild.


While this has been alluded to with the BE dev's BE overhaul post, I just wanted to put up the suggestion that we should have an animal template for each "type" of animal: at least 1 cat-type, 1 dog-type, 1 lizard-type, 1 mountaingoat-type,1 cute-fuzzy-rabbit type, 1 monkey-type, 1 ape-type, 1 monster(rancor)-type ... etc.

Eronsill
Sat Sep 06, 2003 4:56 pm
#3

Tameability issues need to be answered and/or addressed.



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Waxalot
Sat Sep 06, 2003 5:32 pm
#4

We need to be able to clone creatures with a wide range of CL. This may have been addressed with the announcement that individual DNA templates are a thing of the past..


We need a wider range of results. Creating a Razor Cat using crap DNA should yield much, much lower statistics than one built using high-end DNA. I know there is a difference already, but I think it should be more drastic. If I use Gubbur DNA to build a Rancor then it should have 2k HAM and 100 damage. This will encourage BE's to invest more time to make better creatures and it will also justify our prices better.




ign Stag
QTipz
Sat Sep 06, 2003 5:34 pm
#5

Other crafting professions are viable because they are NEEDED. Eliminate babies from the game and we would be needed MUCH more. There are more CH than any other profession, yet the crafting profession that goes along with it is not required or wanted even by most CH's. If babies were worse than what we could make or non exsistent...we would be in MUCH more demand.


I would like the CL of the pet to be displayed also so a buyer knows if they can use it or not.




Visit Que's Bioengineered Pets and Products on Corbantis server, just outside Moenia on Naboo for Rancors with 12k+ HAM, 650+ dmg
QTipz
Sat Sep 06, 2003 5:35 pm
#6

Other crafting professions are viable because they are NEEDED. Eliminate babies from the game and we would be needed MUCH more. There are more CH than any other profession, yet the crafting profession that goes along with it is not required or wanted even by most CH's. If babies were worse than what we could make or non exsistent...we would be in MUCH more demand.


I would like the CL of the pet to be displayed also so a buyer knows if they can use it or not.




Visit Que's Bioengineered Pets and Products on Corbantis server, just outside Moenia on Naboo for Rancors with 12k+ HAM, 650+ dmg
Waxalot
Sat Sep 06, 2003 6:56 pm
#7

I'm adding one more suggestion:


BE's are always saying that our creatures should be better than those found in the wild. I agree. However, I think that only the most diligent among us should be able to accomplish this. Let me explain....


Let's say a wild Rancor has 10,000 HAM and 500 Damage. I propose that in order for a BE to create a rancor superior to this one he/she needs to use only the best DNA / Flora Food / Creature Food available. As long as a BE uses very high quality resources they should be able to beat a wild creature's stats by 20-30%.


It should not be automatic that all of our creations are better than their wild counterparts, rather it should be a goal to strive for.




ign Stag
R5
Sat Sep 06, 2003 7:25 pm
#8

The main problem here is a disparity between Bio-Engineeres and every other crafting class. Way back at day 1, the devs made it clear that crafted items were going to be superior to "loot." You wouldnt go out raiding big monsters for your "uber" gear. You would instead go find a highly skilled craftsman. That notion comes to a grinding halt when the Bio-Engineer is looked at.


1) The creatures that we can produce are by far inferior to the creatures that can be tamed in the wild. Additionally, many of the creatures that we can produce are useless for anything other than decoration because they are either untamable, or require a rediculously high CH taming skill given the strength of the creature.


2) Why would anyone on an Imperial faction want a Bio-engineered creature when they can just buy up to three AT-ST's, just one of which would annihilate the best BE creature. For the time investment, any faction pet is superior to a similar Bio-Engineered pet. Have you ever seen somebody with three rancor pets? Not likely, due to the immense skill required to make them, combined with the total level limit on pets (im not at master yet, are BE rancors even tamable?). However, a novice entertainer can walk around with 3 AT-ST's and devastate the best that a Creature Handler and Bio Engineer can put together.


Additionally, we have far to small a selection of creatures that we can tame. If you look at an architect, is there anything that you could want for your house that they cannot build? (well, aside for a 500-gallon fishtank) They have an enourmous range of items they can craft. We need that kind of diversity. Creatures that can fly, creatures with a wide range of HAM, creatures that cannot be found in the wild, etc.


Many people might think that eliminating babys and requiring CH's to buy pets from a BE would be unfair and put a monopoly on that market. However, look at other professions such as Commando, Fencer, and Rifleman. Can they just wander out into the wild and pick up a gun off the ground that has more potential than the best LLC that a Master Weaponsmith can build? Of course not. So why are there babies of every kind of creature that anyone could want just hanging out waiting to be tamed? It's completely illogical. Sure it makes sense realistically that if there is a nest, there are babies; but as it has been said time and again, sometimes realism needs to be put in check in order to maintain balance. At the very least, babies for everything other than basic newbie creatures should be eliminated, or made 20x rarer. In this way, newbie CH still have a way to practice taming on basic creatures, but if they want a serious pet, they need to talk to a BE in the same way that a Commando or a Rifleman or a Fencer is required to talk to a weaponsmith for the tools of their profession.

Yosho_Tarien
Sat Sep 06, 2003 7:26 pm
#9

I believe that if your engineering level is at least level with the cloning level you're working with, the animal should be better than the wild, if only slightly. If your engineering level is less, then naturally your work would suffer. Of course, high or low quality materials should affect this too.



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Punchyartsy
Sat Sep 06, 2003 7:55 pm
#10

We need a wider range CL most are below CL25 and about CL45. experimentation is another thread so I'll skip the final creature crafting problem. Need some flying cretures and would love some more CUTE pets. I get about 15 tells about laviasquall or other "rabit types". Or just give us model certification
mebbe something like:
NBE:
spider-type model (small types i.e. starter planet)
rabit-type model (small types i.e. starter planet)
Small bird-type (rasps etc)
Clone 1:
Rat type
small beetles
medium spiders
that kind of thing. we'll be able to customize these things anyways so just give us the model versethe current system. Even though we can't make a "greater sludge panther" template but we can customize mebber a sand panther looks/stats. (did anything makes sense at all??)

my 2 cr worth,
shai-lah / starsider
Donca
Sat Sep 06, 2003 10:51 pm
#11

As I understand it, the idea behind bio engineering is to make a creature which is more desireable for a specific purpose. Take the dachshund for example. They would be horrible as retrievers due to their short legs, but they're much better than a labrador forhunting underground creatures. Both breeds are equally valued and have specific uses.


I believe that bio engineers should be able to craft creatures for a specific purpose, giving up certain traits and adding certain traits to come up with a creature that is different than the base creature. For example, given a rancor with 10KHAM that does 500 dps, a bio engineer could create a rancor with 15K HAM and does 100 dps or a rancor with 5K HAM that does 1000 dps.


These adjustments would allow us to create creatures which are more desireable than wild creatures, without throwing the balance of the game completely out of whack by creating hideous monstrosities. A creature handler who was looking for a tank to take the damage while they dished it out would be able to purchase a better tank from a bio engineer, while a creature handler who had chosen to be a medic could purchase the same creature with a lesser HAM bar and let the creature compensate for their minimal weapons skills while they healed it.


While this is a great start, HAM bars and damage aren't enough. I believe that the real secret to making BE creatures marketable is allowing us to alter the special abilities that the creature has. By sacrificing some HAM, damage, speed, etc. we should be able to grant our creatures specialized abilities, such as poison, disease, etc- any ability which can be found in the wild and sampled into our crafting tool in the form of DNA. This will allow for greater customization of creatures and thereby increase our usefulness in game.


My personal opinion is that the more advanced customization of adding special abilities to creatures should be handled through two optional DNA slots on more advanced creatures, which must be CL 16+. This would ensure game balance by keeping a non CH character from owning an armored, venom-spewing eopie. In order to add a specific special attack, one would need DNA from a creature which uses that attack, and the attack added would be a 50/50 chance of the creatures primary or secondary special. This would make it exceptionally difficult to create a creature with two specific attacks as the chances of getting both are around 25%, thus making those creatures more rare and valuable.

Hoy_Sam_Yat
Sun Sep 07, 2003 4:43 am
#12

We should be able to:


1)Make armored versions of the normal typesand improve their armor if they already are armored.


2) Customize the colors.


3) Customize the special attacks.


4) Be able to change the CL of a creature.


5) Have more types to choose from (one of each "critter figure" in the galaxy)


I haven't done much tissue crafting, so maybe this is already implemented.


Be able to design cloth and tissue to suit our customers needs, in regards to what kind ofbonuses they give. rather than giving a +x to bleeding def. or camuflage, we should be able to choose from a wider range of skillsand protections, and let the effectiveness depend on our experimentation skill.



Takae, Lowca

Tyllarik
Sun Sep 07, 2003 4:53 am
#13






Eronsill wrote:
Tameability issues need to be answered and/or addressed.




"Made low level, non-aggressive pets created by bio-engineers to be "tame-able" and all low level, non-aggressive pets to be "trade-able" by anyone."




-- Tyllarik El'Fissa
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