Bio Engineer Archive
Thread: WIsh List
ArthurDentOnBria
Thu Jun 03, 2004 12:21 am
#14
Same old stuff really. Nothing has changed since the beginning of the year.
1. New bio tissues for clothing
2. New creature skins (birds and snakes in particular)
3. Dna storage solution
4. Increase fish and egg yields
5. CL displayed on template and during experimentation
/yawn
Zadokk
Mon Sep 13, 2004 4:28 pm
#15
just clarify what a wish list is... is it basically an unrealistic version of the top 5? - e.g. a mountable rancor?
Message Edited by Zadokk on 09-14-2004 12:28 AM
NancyJ
Mon Sep 13, 2004 4:33 pm
#16
Its whatever you wish we could do or have as a profession.
Not everything is going to make it into the SOP, only the most popular ideas, so if you like someone's suggestion and dont want to type it out again, just give it a nod to show your approval.
Not everything is going to make it into the SOP, only the most popular ideas, so if you like someone's suggestion and dont want to type it out again, just give it a nod to show your approval.
yanini
Mon Sep 13, 2004 4:39 pm
#18
being able to craft ur own needles, so the better u make them the more chance u have at succeding, none of this 10% to sample a MR.
Zadokk
Mon Sep 13, 2004 4:43 pm
#19
Bionic implants made by DEs to improve certain stats of pets, e.g. ones that improve speed, damage, health, armour etc etc AND has visual effects.
furrycat
Mon Sep 13, 2004 4:45 pm
#20
Quoth yanini,
> being able to craft ur own needles, so the better u make them the more chance u have at succeding
That's the coolest idea ever. I'll post my own wishlist later but I have to /hail this idea immediately.
> being able to craft ur own needles, so the better u make them the more chance u have at succeding
That's the coolest idea ever. I'll post my own wishlist later but I have to /hail this idea immediately.
shargus
Mon Sep 13, 2004 5:17 pm
#21
/nod Like the idea of crafting needles as our tools, just as a smuggler uses tools. In regards to quality of needles I think it should affect 1) success in sampling DNA 2) quality of DNA sample retrieved.
ArthurDentOnBria
Mon Sep 13, 2004 5:37 pm
#22
The usual stuff:
a dna storage mechanism (freezer, droid, blood sample or whatever)
a fishing net
more desirable tailor tissues
flying and slithering pets
BE specific skill tapes
I would also really love to see us get some of our own products (aside from being just a component supplier). User-addable bio implants and such for combat.
Message Edited by ArthurDentOnBria on 09-13-2004 05:40 PM
GFoyle
Mon Sep 13, 2004 6:41 pm
#23
Bionic implants for pets would be very nice (and people too maybe - there's precident with Luke's bionic hand).
Unusual pet attacks instead of just plain kinetic (fire breathing, acid spitting, etc). Possibly as questable schematics - although I know the CH comminuity is quite keen on this for all creatures. Perhaps part of the combat revamp?
droid327
Mon Sep 13, 2004 6:47 pm
#24
damn double post
Message Edited by droid327 on 09-13-2004 06:50 PM
droid327
Mon Sep 13, 2004 6:50 pm
#25
I'd like the ability to enhance harvestable organic resources...something like take a sample of it, experiment on it, and then produce a genetic "seeder" that you could insert into a harvester that has been placed onthe "parent" resource, which then extracts the resource with the "daughter" stats at the corresponding abundance percentage. Alternatively, just give us the ability to experiment on stacks of resources. Think of it as slicing organics =) This would solve all our economics problems in one move; all the chefs and ASs and docswould be after us in droves to enhance their food and armor and med components.
Also I'll add my voice to the bionics call. Being able to enhance tamed pets, wild or BE, with things like greater armor or resists, AP, special damage types, greater stats or unique specials would really bring pets back in line with players for combat ability. Imagine the respect MCHs would again command with their CL70 cyber rancor with AP3, AR2, 60% kinetic. cold damage, and a pair of specials taken from some of the player skill lines, like a targeted pool shot or bleed, or maybe even take a broader view and grant a heal-other ability or area track (like a falcon trained to scout the area for game). The morevariety we can have in useful choices for pets, the morestorage would matterfor CHs instead of just having1-2tank pets andthe rest for trophies. Graphics would be even cooler for cybernetics =)
Lastly, I'd really like AoE attacks. Make it a questable cybernetic schematic or something, but the offensive specials available to creatures now just sucks so much. At least make poison/disease tick dependent on the CL of the creature; something like CL*10 per tick for poison and CL*1 for disease. Doing 110 per tick for strong poison is useless.
Message Edited by droid327 on 09-13-2004 07:02 PM
Kevie
Mon Sep 13, 2004 7:02 pm
#26
does lowered meat prices and more profit from tissues count?
/cry
ps. i'm totally down with the idea for damages other than kinetic, maybe premade schematics that are rewards? that would be cool
and the idea for our own products..... i would like the "bio-engineer" to include a lot of otherbiological things instead of just pets and components for other professions