Bio Engineer Archive

Thread: New CU info

Meplorium
Sat Mar 19, 2005 11:20 pm
#14

BEs never asked to make doctor meds. This was never requested by any BE. This was 100% a Dev idea.



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Zadokk
Sun Mar 20, 2005 4:11 am
#15



Meplorium wrote:
BEs never asked to make doctor meds. This was never requested by any BE. This was 100% a Dev idea.



We'll still get 'blamed' by the Docs for 'pushing' this idea when really it's quite the opposite. I'm not happy in the slightest about BEs being made to make meds. I think when the Docs reallocate their SP, they will end up picking the BE crafting line (possible even MBE) and I think this will result in a large number of additives schematics being made for 50k. We will no longer be Bio-Engineers, we will become schematic monkeying pharmacists.

WE'RE DOOMED! THE END IS NIGH!
LloydPickering
Sun Mar 20, 2005 4:51 am
#16



Zadokk wrote:


Meplorium wrote:
BEs never asked to make doctor meds. This was never requested by any BE. This was 100% a Dev idea.



We'll still get 'blamed' by the Docs for 'pushing' this idea when really it's quite the opposite. I'm not happy in the slightest about BEs being made to make meds. I think when the Docs reallocate their SP, they will end up picking the BE crafting line (possible even MBE) and I think this will result in a large number of additives schematics being made for 50k. We will no longer be Bio-Engineers, we will become schematic monkeying pharmacists.

WE'RE DOOMED! THE END IS NIGH!




I have to agree that sounds pretty bad...Im a BE/Doc so as far as Im converned, nothing will really change, but I do not want another product like that we supply to Chefs...

On top of this, think of the bad air that is going to happen between BEs and Docs, and as Zad says above...the larger number of BEs who could potentially sell schematics at undervalued prices.

At first I was dismayed at the skillpoint changes meaning that potentially I may not be able to have BE and a combat profession, but this pales in comparison with the Doc crafting.

I don't want more things to craft, particularly when it's taking the job away from someone else, I want the things we craft now to be rebalanced.



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Atobusarragra
Sun Mar 20, 2005 7:27 am
#17


Sorry BEs, I didnt mean to take it out in the way I presumed to. This is still early days, and we should really wait and see. But one cant help making predictions based on the info given.


I had a thought, this may be true or not. Tell me what you think, please.


There has been debate about overpowered non-CH pets for a long time, and even overpowered pets at any level made by BE compared to their 'wild' cousins that can be tamed and trained by CHs. Now, what if the plan is to nerf this skill completely from the BE profession - no more BE pets? (edit here) That is give skill back to CHs, and give them more relevance. (end edit) There would need to be something in place of this, right? So they put Doc meds in BE now?


What do you reckon? Should I buy lottery tickets, or save my money?


As for medic crafting etc. Currently the medic line holds very little of value for a crafting Doc. Also, I'm doubtful they will give full 10 points experimentation to a non-elite class. My guess is medic would have 5 points maximum. Very scary!


Ato

Message Edited by Atobusarragra on 03-20-2005 06:29 AM

MTOCatalog
Sun Mar 20, 2005 8:06 am
#18

I can't believe that the Devs will take pet-crafting away. If they do, I have no reason to be a BE anymore.






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Zadokk
Sun Mar 20, 2005 8:12 am
#19



MTOCatalog wrote:
I can't believe that the Devs will take pet-crafting away. If they do, I have no reason to be a BE anymore.


Take away pet crafting? Where did it say that?
Cindal
Sun Mar 20, 2005 9:03 am
#20






Novock wrote:





ArthurDentOnBria wrote:

There has just been some new info posted publicly. I'd particularly like to draw your attention to this part:



Healing/Doctor/CM Changes



  • Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
  • Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
  • Enhancers are on a 1000 point scale - the higher the number the better.
  • The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
  • We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
  • The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
  • Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
  • Stims can modify your health ~10%. You can’t use your stims to heal someone else.




This sounds good. My alt Oasis is a BE, i'm just curious if this means we will be losing something to gain something? I'm not sure what you can say with the NDA and all, but will we still keep our other abilities, pets, chef tissues tailor tissues? Or is this being slid into our column to make up for losing something?






Changes
The only wounds a player can receive are health wounds. All other wound types will be removed from the game.
Food, spices, and medications will be altered to conform to the new rules.


Will this diminish the need for chef additives? Mind wounds are gone come the CU - no more need for Myoflex and based on thestatement above I would imagine bleed resists would be passe as well.Is that why we are getting medical crafting?







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Felisconcolori
Sun Mar 20, 2005 9:19 am
#21






Cindal wrote:



Will this diminish the need for chef additives? Mind wounds are gone come the CU - no more need for Myoflex and based on thestatement above I would imagine bleed resists would be passe as well.Is that why we are getting medical crafting?







(more to say later, have to work, but had to say this)


Actually, I think bleed is going to stick around. It's just that Pistoleers, being that that is the profession that directly attacks Health, might just be more cool (assuming they fix the big issues of most of it not working quite right). And, since BF is still going to be around, there should still be a market for myoflex to get rid of BF faster. I don't think, though, that the entertainers are going to be happy.


I know I'm not entirely happy.





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ArthurDentOnBria
Sun Mar 20, 2005 9:48 am
#22






Felisconcolori wrote:


And, since BF is still going to be around, there should still be a market for myoflex to get rid of BF faster. I don't think, though, that the entertainers are going to be happy.







I don't believe myoflex has ever affected BF healing, only wound healing unfortunately



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Amana
Sun Mar 20, 2005 10:18 am
#23

well if we are going to be able to craft doc buffs it will be welcomed in my oppinion since we are being messed with on other certain lvls. This will help to make us lowly BEs more essential to the crafting community and to not let us be ignored like when we still critically fail and loose our DNA samples how the docs gonna like it when we craft buff packs and we loose precious janta blood /eyebrow . Just saying "If/when" we craft doc buffs.



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Zadokk
Sun Mar 20, 2005 11:20 am
#24



Amana wrote:
well if we are going to be able to craft doc buffs it will be welcomed in my oppinion since we are being messed with on other certain lvls. This will help to make us lowly BEs more essential to the crafting community and to not let us be ignored like when we still critically fail and loose our DNA samples how the docs gonna like it when we craft buff packs and we loose precious janta blood /eyebrow . Just saying "If/when" we craft doc buffs.



Meh just sounds like the devs want to distract us for a while to stop us from whinging about all their mistakes and bugs.
evfields
Sun Mar 20, 2005 11:45 am
#25

Hrm, personally I see this as overall good news. We are all going to be making sacrifices when the CU comes, in exchange for a better game system. The TKA will have 14 more skill points invested in prereqs that he can't put in other combat. It's a sacrifice for him. But in turn, enemies are more balanced, and the game as a whole is more balanced, making his playing experience more fun.

Doctors are making a sacrifice, but cant they use the skill point allocater provided to them since their profession gets changed and become a BE if they want?

I'm glad for these changes. It'll be nice to have a customer base, very nice. If nothing else, they make sense. The person in the lab makes the medicine. Dr. Smith who does my monthly checkup doesn't make his own Advil.

I have a few fears though...armors: Nothing specific for kinetic, or did I read wrong? Creature Handler not getting balanced? If we do end up making medical crafting, will we be reduced to needing skill tapes?



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Spazzers
Sun Mar 20, 2005 12:01 pm
#26

You win some. You lose some.


Bio-engineers pick up some of the medical crafting (which items and how it will be implemented is still not made public). How many doctors will move over to BE and will their medical crafting skill mods still work? If their mods still work will those BE doctors out craft the long time career BE that has no mods?


All secondary wounds go away with the exception of BF. You can expect entertainer tissues to be less requested. There will still be entertainers. There were entertainers before buffs were implemented. There won't be nearly as many however. Entertainer buff bots will be a thing of the past.


I'll still need brandy and jawa beer to sneak up on those mutant rancors that have learned to hate me in the new system. If their enhancers are decreased, getting DNA from high end animals just became that much harder. Remember, those pesky critters learn to hate you in the new system. Funny, I don't recall a RL deer hunter having to worry that the deer hate him over time. But of course, this is a video game. I just hope the end product is fun.



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