Bio Engineer Archive

Thread: New CU info

ArthurDentOnBria
Fri Mar 18, 2005 5:52 pm
#1

There has just been some new info posted publicly. I'd particularly like to draw your attention to this part:



Healing/Doctor/CM Changes



  • Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
  • Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
  • Enhancers are on a 1000 point scale - the higher the number the better.
  • The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
  • We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
  • The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
  • Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
  • Stims can modify your health ~10%. You can’t use your stims to heal someone else.



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%


Zadokk
Fri Mar 18, 2005 6:18 pm
#2

I'm more interested to see how resists pan out in the new system for pets. Kinda bummed about all this extra medical work but I guess it means we can make decent pet stims by ourselves
Crafting4Fun
Fri Mar 18, 2005 8:23 pm
#3

I thought this comment was interesting...


"All creature data will be modified to re-adjust their hit points. Creatures will also have their attacks and armor modified to conform to the new rule set."


I wonder if this will affect BE crafted creatures?


Zeno
Novock
Fri Mar 18, 2005 8:27 pm
#4






ArthurDentOnBria wrote:

There has just been some new info posted publicly. I'd particularly like to draw your attention to this part:



Healing/Doctor/CM Changes



  • Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
  • Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
  • Enhancers are on a 1000 point scale - the higher the number the better.
  • The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
  • We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
  • The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
  • Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
  • Stims can modify your health ~10%. You can’t use your stims to heal someone else.




This sounds good. My alt Oasis is a BE, i'm just curious if this means we will be losing something to gain something? I'm not sure what you can say with the NDA and all, but will we still keep our other abilities, pets, chef tissues tailor tissues? Or is this being slid into our column to make up for losing something?




Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

Amana
Fri Mar 18, 2005 8:28 pm
#5

I'm kind of worried for us BEs even though it says Medics will handle medicine crafting along with us where do we exactly fall in? Are we finally gonna be able to serve the community besides making dang pet stims and chef/tailor stuff that people become BEs for? Just hope that the most truely dedicated of us will bereward in the CU.



______________________________________________________________________
Amana Wolf Master BE/Master Rifleman (server: radiant)
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Felisconcolori
Fri Mar 18, 2005 8:48 pm
#6


Hmm. Interesting. I'm wondering if we'll get any SP love or a rethink of our requirements a-la the Elite (and "Hybrid") professions and the entertainers. As it stands, I think we'll see a major change to our crafting side... what worries me is the prior assertion that Creature Handler was part of the CU and was a combat profession, and yet here it is not mentioned at all and BioEngineers are being given something else to do besides tissues (which, also, will likely need a rethink because...).


The change of the entire HAM system, special attack changes, and alterations to every aspect of PC and NPC/Creature combat scares me; they have about 1.5 months to make some very, very ambitious changes. And in the process, the Devs say, they will make every effort to convert to the new system the craftables which will affect the combat system. Buff packs, stims, pet stims, LOTS of things are going to have to change to come into line with this altered view of combat.


Like I said in the CURB Update forum, they really know how to bite off a big, honking, nasty lot of work to do.


Not that I expect Catman will change much... he has no combat skills. But now I can always think of picking up a super elite profession... like Commando... since it will be much easier.



Gypsia d'Catman - Tough Chick with a Flamethrower
Catman Dewback - Famed Trando ex-band leader of the Wookettes
Felis Con'Colori - Bothan Spy back before there was a "Spy"
Larrana Darkewave - A Silent Dancer

All dead as of 11/30/05. We tried. Gysia's flamethrower blew up. Catman was arrested for trumped up charges of slavery. Felis grew cold in the grip of Darth SOE. Larrana finally swallowed her NDA and choked.
Hail, Hail the NGE! SWG is dead! All praise the NGE!
Grozurr
Fri Mar 18, 2005 9:43 pm
#7

My biggest concern is the Combat profession changes. I understand the idea of keeping people from masterign 3 eliete professions, but i'm worried that i won't be able to have pikeman and Bio-Engineer anymore due to skill point issues. The way they have it, i'd really like to see the allowance for a second character added so that i can take my current (and only) character to say Bio-Engineer, while letting my other go pikeman.

Grozzer Agoutt
Kauri
MBE/Sentinel
furrycat
Sat Mar 19, 2005 12:45 am
#8

I wonder if we will be able to experiment creatures' regen stats. If indeed they have them.




  |\_/|  
>(o.o)< furrycat ruffles your hair.
( ),
^^ ^^

Zadokk
Sat Mar 19, 2005 4:02 am
#9



Grozurr wrote:
My biggest concern is the Combat profession changes. I understand the idea of keeping people from masterign 3 eliete professions, but i'm worried that i won't be able to have pikeman and Bio-Engineer anymore due to skill point issues. The way they have it, i'd really like to see the allowance for a second character added so that i can take my current (and only) character to say Bio-Engineer, while letting my other go pikeman.

Grozzer Agoutt
Kauri
MBE/Sentinel


See this is it, a lot of other MMORPGs allow for another character on the same server and yet SOE don't. I recently saw a news report on the BBC website saying that SWG had become the most subscribed to MMORPG but what it does not list is how many people actually have alt accounts. I used to have one and I know of some people who have 7 or 8 alts! This is the problem where business gets in the way of gameplay and its quite sad

Anyway, on topic: it would seem that there is not enough time to get CH out in time in line for their deadline and want not to do a half-ass job with a CH revamp as it's quite clear that it needs a lot of work. A CH revamp will inadvertedly affect our crafting system I would think, especially with how CL with get changed. I think we should be optimistic with the changes and just hope the CHs get some lovin after the smugglers.
lammergeier
Sat Mar 19, 2005 10:31 am
#10



furrycat wrote:
I wonder if we will be able to experiment creatures' regen stats. If indeed they have them.




they do, and we used to be able to see them. currently all critter stats are x/40/40 x/40/40 x/40/40. I think they used to run four HUNDRED rather than forty. explains why ANY regen buff on a pet is noticeable.

experimenting on them? we can hope.



---------------------"...race you to the cloner!"

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-------------------------------lammergeier tracker
Maisland
Sat Mar 19, 2005 2:23 pm
#11




ArthurDentOnBria wrote:

Healing/Doctor/CM Changes



  • Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.




I'm wondering what exactly this means myself. Will BEs be making the buffs packs of the future? Will we be able to do the Phase 1 FS Medic Quest without having to get Master Medic? I got into BE myself more to make pets than anything else.



I survived the CU


I can not survive the NGE


Spazzers
Sat Mar 19, 2005 7:50 pm
#12

Ever wonder how those docs that have spent millions of credits on skill mod feel about BE's doing their crafting now?


Think they're going to be overjoyed to purchase a product they were able to craft on their own the day before?


Ever think the clouds parting and the sun shining through is really just smoke rising with a mirror behind it?



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Atobusarragra
Sat Mar 19, 2005 8:31 pm
#13

Yep as a Doc with large amounts of resources etc invested into the crafting aspect I'm seriously dismayed....nothing against you guys, but I'm not feeling the love for you right now....trying to redirect it against the Devs 'or whoever was responsible for this).


Anyway, early days yet, it still might be possible to be a crafting Doc. Wait and see.
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