Bio Engineer Archive

Thread: Houston we have ignition....

Neclonmite
Sun Dec 07, 2003 12:37 pm
#118

Well, accidentally triple posted, asked a mod to delete the upper 2 and the mod deletes the post that I actually finished: So here goes again on the part I did not finish:


2: While they're doing these changes why aren't they giving us the information about the weight of the stats on the dna for each final bar? Every single other crafting class gets this info. They need to put it in something like this (numbers are estimates):


Mental Capacity:
Mental DNA Slot:
Cleverness: 25%
Intellect: 25%
Psych DNA Slot:
Cleverness: 15%
Intellect: 15%

etc.




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WolfGuy
Sun Dec 07, 2003 1:59 pm
#119

Good work to all the TC pioneers!

I am waiting eagerly for either the patch or a character import tool for TC.




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Tal-N
Sun Dec 07, 2003 5:03 pm
#120

No, I'm saying that the HAM and such will be equal to a wild animal before you experiment because they are averaged between the maximum and minimums in the samples. Experimentation is what will allow them to be higher than the dna would allow normally.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
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Kanae
Sun Dec 07, 2003 6:16 pm
#121

HAS ANYONE MADE A PET WITH LIGHT ARMOR??


Sorry for shouting... but this seems the single most important detail. Who cares if we make a pet with 12,000 ham and 90% kinetic resist if it doesn't have light or medium armor?




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Sumorex
Sun Dec 07, 2003 6:31 pm
#122






Neclonmite wrote:

2: While they're doing these changes why aren't they giving us the information about the weight of the stats on the dna for each final bar? Every single other crafting class gets this info. They need to put it in something like this (numbers are estimates):


Mental Capacity:
Mental DNA Slot:
Cleverness: 25%
Intellect: 25%
Psych DNA Slot:
Cleverness: 15%
Intellect: 15%

etc.






That is EXACTLY what I'm wondering. Why are we the only class that has to guess?


Someone mentioned earlier about liking this guesswork because it seperates the long time master. My argument against this is several-fold. First, how can this system be legitmately be tested if the basic rules aren't known? The same problem exists(ed) with our current cloning system. There just isn't any knowing if if it working properly... we argued for MONTHS about if it was broken or not. We still do NOT know how the numbers influence the final combine (i.e. tell me specifically what is the difference between hardiness and fortitude). Or take Psychology... what does that do? No guessing. I want a hard statement of FACT, not your opinion.


Second, a extremely convoluted and obfuscated system is a barrier to entry. This is B A D for a game. It has ot be one of the reasons every other crafting class has schematic percentages to know what is important. Just the schematic percentages are complex enough that many, many crafters don't have a clue what they do. I'm constantly correcting people on what they mean.


Lastly, let me echo the concern someone else posted.... ANY LIGHT ARMOR ON ANYTHING? While 90% kinetic would kick butt, it doesn't sound like those kind of resists are going to be doable. So is there going to be armor?




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

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MissileToad
Sun Dec 07, 2003 6:32 pm
#123






Kanae wrote:

Who cares if we make a pet with 12,000 ham and 90% kinetic resist if it doesn't have light or medium armor?



Judging from the popularity of graul maulers, I'd say most CH's out there care quite a lot.



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Sumorex
Sun Dec 07, 2003 6:48 pm
#124

Graul maulers have light armor unless I'm having a brain fart.



Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

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telamonides
Sun Dec 07, 2003 7:08 pm
#125

talth said "Tomorrow I'll get the low level limits and colors posted on my website and I plan to make a trip to Dath or Endor to try and push the upper limits of the cloning system."



i have a question for you talth, what is the url to your website? you mention it frequently, but never list it. maybe you could add it to your sig? thanks for any info.






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Tal-N
Mon Dec 08, 2003 1:08 am
#126



1: Is the CL of the final creature you create dynamically created from its stats? Or is it purely figured from the CL of the dna? (caps and minimums aside)


If you stick all CL30 dna samples into a clone then the final result is CL30ish and the resistances are averages between all of the samples. Or if you take two CL10 dna and two CL30 dna and a CL20 dna then you'll end up with something around CL20 for the clone because of how it's averages.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

FunkychickenX
Sun Dec 14, 2003 9:03 pm
#127

Just read the entire thread (yup all ten pages), and had a question that i didnt see answered anywhere. Is attack type specific to skin? what i mean by that is can i make a merek that does melee, or a rancor that does ranged? or is it locked into the skin? just curious as it changes a few of my "mad scientist" creation ideas.



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Talthazar
Sun Dec 14, 2003 9:12 pm
#128






FunkychickenX wrote:
or is it locked into the skin?


No, if you want a ranged attack you can add it. If you don't add it it's not there.



Brutir Llecc'Honep
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Loper
Mon Dec 15, 2003 5:38 am
#129

One more question that I havn't seen much info on -- Where does the "to-hit" stat come from? I'd guess the Template, but I'm not sure..

The modifier for this came from Mind in the current (old) system, but the base was off the clone itself -- How's it work under the new system? Based off some average of the donors, or Intelect Profile donor DNA maybe? I know for a lot of PvP MCH's this stat can be pretty important, so figured I'd see if anyone had any extended info on it.

Thanks.



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Kavedawg
Mon Dec 15, 2003 3:17 pm
#130






Loper wrote:
One more question that I havn't seen much info on -- Where does the "to-hit" stat come from? I'd guess the Template, but I'm not sure..

The modifier for this came from Mind in the current (old) system, but the base was off the clone itself -- How's it work under the new system? Based off some average of the donors, or Intelect Profile donor DNA maybe? I know for a lot of PvP MCH's this stat can be pretty important, so figured I'd see if anyone had any extended info on it.

Thanks.




It looks like the "to-hit" is closely related to the Feriocity stat. In the clones I have made, when the Feriocity was 500+ my clone would have a to-hit close to .5, and when Feriocity was 200 the clone would have a to-hit of .2 ish



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