Bio Engineer Archive
Thread: Tissues Issues
So here is the place to list all your issues with tissue crafting, including pet stims, try to keep it to the point if you want to have a discussion about something - keep it in a separate thread please
I'm away for the weekend so try to behave while I'm gone
2) The non-nutrient Chef tissues need their resource requirements re-evaluated based on the actual obtainability of materials. The animal resources should match across the board, with flora being roughly equivalent.
Nutrients are the most desired, yet they are the easiest to make. I also think they are about right in difficulty. Should specialized resources be required for the other tissues, then the amounts of each should be reduced below what the same level of nutrient takes.
3) More "social" tissues.
(Yes, I know I harped on this in the other threads. I still think the entire system needs to be updated, but making those changes without adding more non-armor tissues will have worse consequences. We have to start somewhere.)
Fortunately there isn't really any demand for Cover tissues.
PurpleWarrior wrote:
Tailor Tissues.. Mollusk? oh puh-lease? Again - you just can't get it fast enough to make it economically viable to produce the tissues. I only make them as a favour to my customers, if I charged what they're worth no-one would buy them (and I don't make them very often).
Not wishing to Hijack Nancy's thread so don't reply to this again, BUT I make a run of 8 crates(25) of Cover Tissues ever couple of weeks (I normally end up sitting in an oasis for hours on my own to get the damn mollusk) and they all sell out within 3 or 4 days...
1of2alts wrote:
Fortunately there isn't really any demand for Cover tissues.
Yes I do agree. That is why you need to make it VERY clear that nutrients are where they should be and the remaining Chef tissues are not.
there seems to be right now a trend of giving people what they ask for in a way that is completely unpleasant to everyone concerned
Seiryuu wrote:
One thing I'd be wary of at this point, is that if we say the resource requirements do not match the usefulness of the tissues with the most popular being the easiest to make, we may end up with nutrients being impossible to make and mass tissues being the easiest...
Yes I do agree. That is why you need to make it VERY clear that nutrients are where they should be and the remaining Chef tissues are not.
Right if it is presented in such a way that the neut tissues are felt to be balanced and very useful with most people being happy with them but the other tissues are too difficult to make tobe used, then we may do alright. Then again you could probably present it just right and they will still edit it up.
For pet stim Cs, dath insect meat is difficult to get as is. I would ask for more bugs on dathomir and ask for one that is CL75 that has different stats/specials than that of the mutant rancors. This gets us more variety for sampling in the high end while increasing the supply of insect meat for stim Cs.
The tailor tissues are under ulitized due clothes and armor not wearable together. We either need more clothes that can be worn with armor or tissues in armor so they can get more use. Adding in more clothes slots would solve the problem but having tissues go into low level armors would solve this problem and another problem where lower level armors are not used since they are too under powered. Solves two problems with one fix, which is what you need to be looking at doing when you are too understaffed to get the work done.
Message Edited by Meplorium on 08-08-2004 04:50 PM