Bio Engineer Archive

Thread: Very Important Announcement Regarding CU!!

ArthurDentOnBria
Tue Mar 29, 2005 6:14 pm
#1

Here is the original announcement.


Highlights:



  • There is no longer a CU alpha, it has been scrapped in favor of an open beta on TC



Bio-Engineer Profession Changes

Pre-requisite: novice medic crafting line.



  • All crafting skill mods and all crafting schematics moved into this tree.



  • Creates a series of enhancers to cause a 10-30% boost to healing abilities



  • Creates Stim-B's (Stimulant packs) anyone can use small heals that are consumable.

  • Bio-Engineer Crafting Changes


    ...However, we are not eliminating crafting completely from the healing game we are adding crafted "Enhancers".



  • Enhancers contain medicines that enable 10-30% more effective healing.



  • These Enhancers will be crafted by the Bio-Engineer profession




  • Some enhancers will even be available by looting them.



  • The Enhancers will have "charges" of medicine that will deplete through use and roughly have enough charges to last about two adventuring play sessions.



  • The Enhancers can be used by any profession, however if it's used by a healer it will be more effective.


    By freeing the healing professions from the crafting game we will be opening up a new style of game play for adventurous healers and encourage them to head out into the field and fulfill a strong group role in the new combat system. At the same time current healers can still craft if they desire by picking up the skill lines required from the Bio-Engineer profession.


    We also grant the ability for the Bio-Engineer's to craft small consumable heals (stimulant packs or "stims") that any player can use. The largest of these heals will be far less than a doctor or combat medic can accomplish and also will be on a re-use timer.




  • 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%


    ArthurDentOnBria
    Tue Mar 29, 2005 6:30 pm
    #2

    Some random thoughts/clarifications on the above:



    • We will no longer be a hybrid profession. Novice medic crafting now is our only pre-requisit. This means that those that want to be a BE, but want to focus on medicines or tissues will spend 29 less skill points becoming a BE.

    • We will be able to craft the best pet stim subcomponents in the game now, so will no longer be reliant on doctors to do that for us.

    • Although we are now THE medicine crafters for the game, the need for meds in general is only going to be a small fraction of what it once was, since doctors and combat medics heal through abilities, not objects.

    • You no longer need novice medic in order to heal yourself, although the strength of such heals will be small. I'd imagine the market for such stims will be very large indeed. This may very well turn out to be the primary product for BE's.

    • For existing pet-making BE's, since we no longer have a requirement of the scout hunting line, this may free up 14 skill points for those that don't currently use that skill to hunt.





    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%


    projecto2501
    Tue Mar 29, 2005 7:33 pm
    #3

    Thanks for the info.
    Fion13
    Tue Mar 29, 2005 8:11 pm
    #4

    W000000000000000000000000000000000000000000000000000000000000000000000000000000000000000T!!!!

    Great news. Bio-Engineers SHOULD be the ones crafting meds. This free's up SO MANY skill points I can use in other areas! WOOT. I wonder how getting DNA will be handled now though.. will the exploration tree be used for gathering DNA?

    As it stands right now, with a shop, explore 4, merchant skill for advertising I have JACK sp to invest in combat. Infact I'm only CH 0/0/2/1 and TKA 0/1/1/0 lmao. This is AWESOME NEWS!

    Being a mad scientist will have even more ramifications and importance in the game. Course this may also mean the ammount of BE's in game will skyrocket simply for stim making. But if stims wont be used nearly as much perhaps not. I like being a rarity Means more business from CH's, Chefs & Tailors



    Fix the forums so they work properly with Firefox! PLEASE!
    bline163
    Tue Mar 29, 2005 11:07 pm
    #5

    I'm still really curious to what the expansion will bring us. Honestly I think BE's are going to be a good profession. Some doc might dable with the enhancement line, but MBE will make the best. So most doc's won't want to put all there skill points into MBE so makes us more valuable. I also think doc's will need us as will we need them to buy enhancements.



    Wozo (master swordsman / master bio=engineer)

    BE Vendor located in Vault 13 Shady Sands, Tatooine (6265 2385)
    PhimaKirsto
    Wed Mar 30, 2005 12:31 am
    #6

    Hmmm, not sure I like this.

    Firstly, I don't really see BE as the right prof to be crafting medicines, but then I don't really see doc as the right one either.

    Secondly, is this going to lead to BEs needing to spend millions on SEAs? Will the existing BE mods still be used for tissue crafting, or will they fall under the medic crafting skill mods?

    Thirdly, we'll be gaining a lot of new schematics, will we lose any?

    Finally, is this just going to lead to a further profession treating us as schematic monkeys?

    If the answers to these questions are, in my view, the right ones, then cool, pretty nice change. If they're the wrong ones then it's bye bye BE.



    Phima Kirsto: Elder Jedi ~ Kialo Egi: Engineer ~ Kan'is Kirsto: Random crafter
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    droid327
    Wed Mar 30, 2005 5:23 am
    #7

    I'm confused about Stims and Enhancers.....they're both usable by any profession, so the enhancers dont just enhance Doc/CM healing "magic"...so does that mean you use a charge of a Stim and a charge of Enhancer every time you heal? Does the enhancer just work likea powerup on the stim? Do you have to enhance the stim, and the enhance lasts for 1 heal? Does it automatically use up a charge of enhancer if you have one when you heal yourself with your stim ? Thats kind of confusing...



    Jekk Badlander
    Lowca
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    Kivrin
    Wed Mar 30, 2005 6:21 am
    #8

    Engh. This isn't working out as well as I thought it wouldn't.

    Okay, so the CURB is changing everything. I've come to terms with that. The thing that bothers / scares me is our needs and issues aren't what's being addressed. The profession is getting a complete work-over and I can't help thinking that all this enhancing medicinal stuff is all they're looking at. Arthur did a great job of prioritizing our concerns and they still stand - DNA storage and visibility, sampleable high level creatures, etc. Do you feel when the bomb drops and the developers are up to their ears in bugs and tweaking that making our DNA storage device will even be in their heads?

    On one hand it seems like they're still allowing me to be the BE I currently am; keep exploration, poke creatures, make the odd tissues. That's good, sorta. The in-flux of Doctors with masses of resources and cash scares me. The thought of SEA's coming and having to play the 3 mil per-point experimentation game against them does as well.

    That info kind of sucks for us too. In the other professions it lists what their profession is changing to. In ours, it just lists what's being dumped on us. Followed at very bottom of the page, right below the BE section, with:
    We know that there will be questions about the many changes to the healing related professions regarding Enhancers, Fire Blankets, Combat Medic offensive and healing ranges, details on stimulant packs, stim pack dispensers and other issues.
    Hi. We're here too. Again, can't help but feel like the red-headed step child.

    The more I think about it the more I wish they'd just create a Pharmacist profession, give them all the stims, enhancers, and heck, even tissues. Change the tissues branch to be the cybernetics line for RotW and get back to ignoring us like they did before.

    Message Edited by Kivrin on 03-30-2005 08:49 AM

    Message Edited by Kivrin on 03-30-2005 08:55 AM



    - C A N C E L L E D -
    kivrin://m.pikeman.bio-engineer/~ahazi
    dantooine.MO ['vendor'] = { 100, 2222 }; /* meds and supplies */

    Kelderek
    Wed Mar 30, 2005 6:55 am
    #9

    I really don't like this change. It's one thing to add some medicine-related items for us to craft, but they are essentially dumping the entire medicine field into our laps (something I don't recall any of us asking for). I don't want to be responsible for all of that. I don't want the profession diluted by more crafting alts, nor do I want more opportunities to be a schematic monkey.

    There are a lot of different medicines, why didn't they just add a new pharmacist profession? What made them think that BEs should have this added in? It looks like the only place in medic that you'll see crafting is in the crafting line so there's no need for someone to be a master medic, you really need BE to make anything good. Why bother keeping crafting in medic at all? Why not dump it like they did for doctor? Just doesn't make sense to me and I don't think it was well thought through.

    My assumptions about crafting and SEAs:
    1. medic schematics will still use medicine crafting experimentation and so those SEA tapes will probably still work for those schematics.
    2. new schematics for BEs will probably use BE experimentation and so they will NOT likely have any associated SEA tapes (Unless they add them in). But I'm sure the influx of new doctors-turned-BEs will cry party foul at this and they will be forced to add in SEAs for BE even though most of us have argued against them for our profession.

    I can overlook all of this crap if they actually fix some of our top issues while they're at it like Kivrin said, but that would be too good to be true so it will never happen.



    Salome - Elder BE, Master Engineer Trader, Storm Squadron Ace
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    Insomniac - Elder BH, Master Medic, CorSec Ace "I'm Your Huckleberry" | "Piledriver"
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    Imperium Mall on Naboo (-3311, -5116)
    LloydPickering
    Wed Mar 30, 2005 7:34 am
    #10

    I dont want to make Stims
    I dont want to make Enhancers
    I dont want to make Meds of any sort (Except possibly Pet stuff)
    I dont want to have to buy SEAs just to be viable.

    I dont even REALLY want to make tissues.

    I WANT to make pets...and I WANT the devs to support me in this.

    To me the term 'Bioengineer' conjures up words like genetics, samples and modification. It also conjures up the idea of evil scientists both in the field and the laborotory.

    It does not make me think of someone making meds.

    If we already have people specialising in specific areas of BE, then adding even more areas is simply ridiculous. BE seems to be the junkyard of ideas the Devs have, but don't know where to place.

    The removal of the Scout pre-reqs is good for spare SPs, but we will still need to put those SPs into Exploration. Also...look at it as the way the Devs view the BE profession...They are removeing the scout pre-reqs and making it med only...To me, the scout pre-reqs are the SPs that go into the Pet side, and the Med side is the Tissue side with a little crossover like Pet Stims. Does that mean that the Devs are moving BE away from Pet-Crafting?

    To me, it look slike the Devs are intending to marginalise Pet crafting furthur as it is just too difficult for them to place/fix. This when combined with CH not being addressed in the CURB gives me the impression that pets will go the way of the Dodo...



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    bline163
    Wed Mar 30, 2005 7:36 am
    #11

    Well to be honest I don't see most doc's picking up MBE to have the best buffs. So I think the true MBE's will still be the best out there. There is going to be a wave of BE's around though so be prepared, but also remember MBE will make the best stuff so...


    I REALLY hope they don't make CA's for us BE's. That would really suck, but on the other hand all the docs are losing the millions they put into there crafting outfit? That makes no sense what so ever, but I could see soe saying were trying o balance out the economy so we move crafting into BE where no skill tapes are needed and all MBE are even.





    Wozo (master swordsman / master bio=engineer)

    BE Vendor located in Vault 13 Shady Sands, Tatooine (6265 2385)
    Kelderek
    Wed Mar 30, 2005 8:04 am
    #12

    If doctors had wanted to lose crafting then I might agree with you that not many would become MBE, but as far as I know they didn't ask for it and there are a LOT of crafting doctors out there. For the same reason that you never saw many crafting medics who don't also have doctor, after the CU I doubt you will see many crafting medics who don't also get BE.


    As for whether they just dabble in BE or go for master, I think a lot will get master, especially now that there is no scout pre-reqs. You may argue that MBE is really painful to grind, but I think that those who are determined will just do it and get it over with - just look at how many people are going through trials and grinding their way to glowy and force sensitivity and jedi. How many chefs or chef alts just dabble in BE? Not many they just grind out master - the crafting docs will do the same.


    So, just as Lloyd is saying I think that the BE profession is just getting more and more diluted and there is less and less support for pet crafting. At least 50% of the skill boxes in BE are about pet sampling and crafting and yet it gets about 0.0001% of the attention from the devs. Instead, we are getting medicine crafting that we never wanted or asked for.



    Salome - Elder BE, Master Engineer Trader, Storm Squadron Ace
    Galactic Hot Spot: Corbantis Bio Engineer Pet Museum
    Insomniac - Elder BH, Master Medic, CorSec Ace "I'm Your Huckleberry" | "Piledriver"
    SirLoin OfBeef - Elder Merchant, Master Structures Trader, Crimson Phoenix Ace
    Valadion - Elder CH, Master Medic, CorSec Ace
    Vendors: NGE Loot - Attachments - Old Stuff, Salome's Droids, Single-Use Droids - BH, Survey, etc., Master Artisan Electronics Components, Astromechs and Flight Computers, Pilot Ready Chips
    Imperium Mall on Naboo (-3311, -5116)
    MTOCatalog
    Wed Mar 30, 2005 8:43 am
    #13



    LloydPickering wrote:
    I dont want to make Stims
    I dont want to make Enhancers
    I dont want to make Meds of any sort (Except possibly Pet stuff)
    I dont want to have to buy SEAs just to be viable.

    I dont even REALLY want to make tissues.

    I WANT to make pets...and I WANT the devs to support me in this.

    To me the term 'Bioengineer' conjures up words like genetics, samples and modification. It also conjures up the idea of evil scientists both in the field and the laborotory.

    It does not make me think of someone making meds.

    If we already have people specialising in specific areas of BE, then adding even more areas is simply ridiculous. BE seems to be the junkyard of ideas the Devs have, but don't know where to place.

    The removal of the Scout pre-reqs is good for spare SPs, but we will still need to put those SPs into Exploration. Also...look at it as the way the Devs view the BE profession...They are removeing the scout pre-reqs and making it med only...To me, the scout pre-reqs are the SPs that go into the Pet side, and the Med side is the Tissue side with a little crossover like Pet Stims. Does that mean that the Devs are moving BE away from Pet-Crafting?

    To me, it look slike the Devs are intending to marginalise Pet crafting furthur as it is just too difficult for them to place/fix. This when combined with CH not being addressed in the CURB gives me the impression that pets will go the way of the Dodo...




    I couldn't agree more. I realize that BE "fixes" are outside of the scope of the CU, but come on. I don't want all of the med crafting.

    And I don't see crafting docs giving up being crafting docs. They will become BEs. So if the same people that were crafting meds before are still going to be crafting meds, why move them?






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