Bio Engineer Archive
Thread: Challenge: Find a new good idea we haven't covered before
This will probably sink to the bottom of the pile very fast, but I figured I'd try and stimulate a distraction to help take people minds off from this long long wait for some information. So can anyone think of a 'new' idea which we haven't covered. I've been sitting here rattling around some alternate perspectives on the profession and personally I think we've covered everything at some point or the other. From memory we have covered:
- Pet upgrades (for existing pets)
- Pet image design changes
- Pet buffs
- Player species switches
- Pet growth items
- Player & petcybernetics (i dont like the idea but it's been covered)
- Weapon and armorbio-components (like the looted ones)
- Bio-Farms (for making meat, hide, ect..)
- Synthetic materials (making unique resources for crafting)
- Dna storage
- Dna sampling droids
- Dna culturing
- Merging species appearences (hybrids)
So have anyone else got any bright ideas which aren't simply adding onto existing ideas or extending them?
**edit** you just gave me an idea. Short term pets. Think of it like how you have power-ups for guns, they provide a little extra firepower in exhange for the fact you are basically burning money in exchange for power equal to a sliced weapon.
This would be like owning a pet except for a non-ch you have the ability to call a short lived pet which is higher than CL10. (CL15) You call this pet out and it basically cannot be controlled other than to attack targets, you cannot store them. Or heal them and they basically beyond your control. They can even run away. It is in effect a power-up or sorts.
The trouble is that they have limited use, now I haven't thoughtof how they run out. Maybe they have a limited amount of mental conditioning before they become feral and run away. Maybe they have a limited lifespan. The possibility is that because they are fully grown the accelerated process causes rapid aging so they die quickly too and suffer from 'clone maddness' which sets in slowly. This would fall into the same kind of thing as those explosive MSE droids they're adding to the DEs. The difference is that the short term clones are used differently and have maybe a 120 second timer before they wear out allowing for a short distraction for the master to do something.
Those are all good. I even like the wookie harspray mentioned in another thread too.
Anything having to do with cloning people is a good addition, it just doesn't make any sense that we can't do this. In addition to the ones you listed, I still like some kind of cloning in the field (yes make it different from doctor's rez, much like CM's mind healing was added but made different from Ent mind healing).
Making a back up of someone's looks before an Image Design change would be really cool. We could clone their DNA and give them a little sample to hold before going to the ID, then they could bring it back to us for a reversal if they get tired of the ID change (and yes, this is different than being an ID, and no, it does not take away from ID b/c as of yet they have no "restore" type function... heck, you could even make it so the ID had to do the restore and we just made the backup sample).
Anything else I've ever thought of has been mentioned already and is good good good. ^^
The ability to craft that thing that you double-click in a cloning center as a piece of furniture that you could put in your house. Sure, it would screw over cities that have to work hard to get a cloning center, but turnabout is fair play.
The ability to craft tissues that have the same affects as buffs (wear this shirt and have +200 constitution). You could use this to help the poor wookies out.
The ability to ACTUALLY CLONE someone's pet. Not take a sample of it's DNA and merge it with 4 others into some patchwork monstrosity. But rather, do something non-destructive to the crature, throw in a bunch of other organic resources, and create an EXACT DUPLICATE. Yes, this would make creatures even more prevalent - but who cares - creatures are way more powerful than their skillpoint cost would suggest and way more prevalent than they were in any Star Wars fiction, and dev doesn't seem inclined to do anything about that. Why fight it? Embrace what you cannot change...that is the way of the Force.
The ability to craft doctor-type enhancements that work on pets. Your Greater Sludge Panther would heal very very fast if it had 2000 constitution...
The ability to craft a neural stimulant you could give to your pet to prevent it from getting stuck on server boundaries, "oops - Fluffy's stuck...his intelligence enhancement ran out."
The ability to craft some kind of "speed grow" medicing a CH could use to geta pet NOW instead of later. Would have helped us participate in the clone rush...
--Insomnia
I pretty much have all those that you listed on my list of things I want-Imagine, Adding a gun to my Kimogila-
That would own...
Anyway, I especially like the cybernetic implants-not buffs, persay. Just something that adds looks. Such as a mechanical human arm. (we could make people with kaddu legs!!!!)
Medics are split 50/50 on disowning pet healing (we get no XP for healing pets).
Dunno if docs are still getting Xp for buffing. I know they don't for curing states on them now.
Personally, i'm all for having all the pet med stuff being BE created.
-T
I mentioned this before, but components for spacecraft such as hydroponics gardens or neural net computers.
Midichlorean enhancers to buff a jedi's force bar?
Pheromones to make a politician more appealing? (More xp per vote? )
Pets that do something other than attack, or are ridable- such as trackers, messengers, pack animals, spies, performers, rescuers.