Bio Engineer Archive
Thread: More Top 5's
Top 5 things you'd like to see in the GCW
Top 5 Things to make the profession more 'fun'
Remember these are from a BE perspective only!
For the GCW, make pets that are capable of covert detection, when in use by an overt member of a faction only. This would be a command function, that would identify the targeted player as covert or neutral. There might be some discussion as to whether or not this would give the player a TEF, but it might provide a limited type of TEF, preventing a player from using factional facilities or other similar limitations.
I like the idea of creating faction-limited items and having a smuggler be able to "neutral-ize" them. Repair kits should also be factional, however, and players be unable to use them to repair a weapon that has been altered, or an opposing-faction weapon.
I am not necessarily in favor of combat-specific BE products at this point. Currently you need to visit a hairdresser to get your stats tuned, a doctor to get them buffed, a chef for the right food and drink to suppliment your abilities and a master dancer and master musician to get your mind, focus and will enhanced. Then armed with the right krayt-enhanced weapons and powerups, you can get to the site of the action, fight for 15 minutes, and then re-buff, re-arm, repair, and regurgitate the same performance. I don't think we need to re-inforce that already re-diculous performance with any BE-induced re-dundancy.. I think tissues for armorsmiths to enhance the strength or perhaps the durability of their armor (reduced decay rates!!) might be a possibility, and the common combat-relevant tissues might be enhanced somewhat. Tailors being able to make "padding" or even perhaps enhanced skinsuits that can be worn UNDER FULL ARMOR might be a good way to provide the benefits of the enhancements, and help both the tailor and armorsmith profession.
BE content, such as missions that would allow us access to either DNA or the Secret Research Data would be interesting, but I think I would find some unique templates and the ability to store DNA either as blood samples or in a storage module designed for this purpose in droids (Simple answer - make DNA samples storable as DATA, like the conrtrol devices for pets once were; the storage modules for droids are already in game to manage it)
LLan
Grrr, now why would a master bounty hunter "be the same as" a master fencer when one requires double the skill points as the other.
/sigh
sorry didn't mean to hijack the thread, just couldn't let that pass though as it touches are nerve.
JayceMilam wrote:
Combat Rebalance
5) I'd like to see the rebalace actully work, by this i mean i would like a master bounty hunter to be the same as a master fencer to be the same as a master pistoleer as it pertains to combat.
Combat Balance -
Player Armor Rebalance - Have BE tissues work in lower level armor types so they are attractive, i.e. extra function vs extra protection. This is also something that would be attractive for quest armor.
PvE Special Damage Types- Have different animals use different damage types, i.e. Acid for Bile Drenched Quankers, Electric for some snakes, Stun on primates, Heat on Kimos'/krayts. Have those damage types be samplable and clonable into BE pets. This will give pet making another dimention and make PvE more interesting as one may need more armor typesfor the different resists or weaker yet more balanced armor.
High End Pets - Add a CL70-73ish bug to Dathomir. This will give people another insect to kill making more of this pet stim C meat to be available, right now a bit too rare. Also gives us something else to sample other than mutant rancors for higher level pets. Its stats and specials should differ than MR's.
CL Is Strictly Determined by Stats - Right now it is clear that theCLs of the animals we make and even some wild ones don't actually have any real meaning. The Challenge level should be just that and not some fluff number. The stats of the creature should mathematically add up to the challenge level. So X amount of HAM points give Y points to the CL. Z amount of resists to damage type A give another amount of points. The points would add up to the totalCL. Currently this is not the case as seen by many out of wack animals. If the CL was strictly determinded by the Stats of the creature, then displaying the CL on the template is a simple process as it is base entirely on the stats given without some random number generator confusing the issue.
To further this point in the combat balance, people with the super CL10 are basically given theCH profession for free. They get a pet that has the stats of a high level animal with no skill point costs. Adding to this problem is the current systemis not balanced with CL. Thebest pet we can make as far as HAM, resists, armor, special attack all top out in the high CL30s to mid CL40s range. A master CH controling a CL 65-70 animal isn't using anything more powerful or impressive as someone with only two lines in CH. There is a huge loss due to the deminishing returns one gets from making higher level pets as per the pets stats. This is a serious balance issue that can be addressed directly by tieing in the stats to the CL in a very ridged mathematical formula. Additionally this formula needs to be publish, so BEs and their customers can go through and decide what stats they want on their animal for the give CL. The BE's challenge then is to customize their pet according to this formula and the desire stats for the end pet.
PvP Battles - Currently the enjoyment of PvP for many is greatly hinder by griefers using the Combat Medic profession. Their posions can be used from 90m away and while swimming. The posions also stack and are AoE. This means a single combat medic and take out 30 people while being out of range and in the middle of a lake. This has many people upset and not wanting to PvP due to the stopage of play due to people using such tatics. Where BEs can fit into this problem is their Tissues. Give us a new tissue that resists posion and disease. The usual +25 cap is fine as that can still be used with food or any other native resists.
smuggler, bounty hunter, squad leader all have some form of combat...... we have none whatsoever so many BE's are left out of the combat roster when taking down bases
we don't have the convenience of being able to create manufacturing schematics and we have twice the chance to fail on creature combines (which also includes multi-generational cloning)
i would also like the sampling cap raised a bit
the point of generational cloning is to "dumb down" resists and other unimportant stats to lower the creature lvl
currently it's impossible to get over 13k HAM for a lvl 70 pet...... aside from the higher dps, there is no real point to using one of these instead of 3 lvl 23 armored, 60kinetic 10k ham ones.... which also gives you the chance of 6 different specials instead of just two
1. Make Pets Subject to the exact same rules as Players, i.e. Pet v.s. Player DMG output and Intake
2. Make AT-ST's evil again and have them spawn on Rebel Missions again. Maybe leave AT-ST pets the same or slightly increase armor. (I am a Rebel by the way) I remember being so scared and running for my life, all the time, nowI can't remember the last time I even saw one.
3. Sales and Income taxes
4. Have crafters make items (mostly weapons) be factional... One of the reasons I decided not to become a weaponsmith was the fact that if I made a great gun, It could come back to haunt me. Now with this I do think they should be sliceable by smugglers to become non-factional again.
5. BE enhanced clothes should be able to mask / cover well enough to only appear on radar while firing.
combat balance:
a) non-ch pets need to be balanced against non-ch droids (cl 18?)
b) we really need some new tissues for clothing that are attractive to combatants
c) I think because of our combination of outdoorsman abilities and medicine abilities we should get some of the bonuses against poison and disease
d) when CL 70 baby spawns are re-introduced for CH's, this may be a good time to have AOE attacks start sticking in our clones
otherwise we're going to be at a severe disadvantage
GCW:
I'm having trouble thinking of anything here that would be worthwhile
. Should we be able to create faction specific items? None come to mind that would seem to fit here.
Fun Stuff (to me this is an appropriate place to stick in our "top 5" issues)
For me that's:
a) more clothing tissues
b) more clones (flyers and snakes)
c) dna storage
d) the crit fail issue
e) CL display during experimentation
availability of fish and egg
<insert rant about the stupid idea of force sensitive crafters and how this will ruin the game>
NancyJ wrote:
Top 5 things you'd like to see in the combat balance
Top 5 things you'd like to see in the GCW
Top 5 Things to make the profession more 'fun'
Remember these are from a BE perspective only!
JayceMilam wrote:
if you notice Arthur I said as it pertains to combat. BH has many skills that are not combat, tracking down a fugitive for example, and thus needs more skill points. If one combat profession is significantly stronger than another ... too many people will migrate that way. Just like CH originally. Definately not good for the game. That is what i was refering to
Sorry. Not all combat professions should be made equal. Bounty Hunters and Commandos should be stronger than a pistoleer. Where the balance comes in is the amount of skill points used to aquire that strength, and their role in a group dynamic.
Message Edited by Kevm on 06-10-2004 06:38 AM