Bio Engineer Archive

Thread: suggestions

LordFlashand
Tue Aug 26, 2003 11:13 pm
#14

holocron.


the only dna i have found that actually works even partially is the higher than average stuff from high lvl mobs. i have been asked many times why i am sampling stuff on LOk, endor <occasionally> and other places a non fighter should be. i simply tell them so i can get a good creature.


you may well know that the stats on our experiments are somewhat in error


top one <cant remember names> works good


next three one in 14 attempts gives any % on these


last one works good.


i use average and higher for my stuff from all over the galaxy. doesnt matter what creature there from.


can i make a request for all of us???


slow the random generator down please. or make it start at the (wild) creature that we are making. like the bearded jax for example it starts in the wild at 1.5k has anyone been able to make a jax with that ham?? i havnt. mine are around 900 avg. i have had my teeth kicked in a few times by these little buggers.


the dewback starts at a lesser dewback so why not start our others at a lesser (wild)as well.


spankydoobydoo
Wed Aug 27, 2003 9:04 pm
#15

I'd like to make a few suggestions for making Creature handling better, but first thank you. Thanks for letting us sell to non-ch people and for allowing the creatures to deteriorate over time - helps us with money issues.


As a suggestion I would like to see a few other things for CH's:

+5 camouflage on each level of creature taming (this will help when trying to tame)

ability to tend pet's bleeding shots

opening each creature up to spawn (such as arachnes)

ability to attempt to lower the creature's level, this should be a Master Creature Handler trait. I think it would work best if the Master CH could lower it by up to 25% based on a random roll of the dice.

ability for bio-engineers to create suppliments to permanently increase a creatures ham or damage or defense values - this would be a one time attempt on each stat

not sure if it is a bug or not, but I wasn't able to use a pet in the battlefield - if this is a set thing, maybe allow us to use them in there

when examining a creature a ch should be able to see what level it is or will be when it is an adult before taming it (I've tamed many creatures to try to sell to non-ch's but unable to because lvl was too high - wasted trips).

I was going to suggest raising a master ch's ability to control more pets, but if you incorporate the level lowering from above, this shouldn't be a problem.

Pets should allow the user to accrue faction points if the pet gets a kill and the CH doesn't get a hit on the NPC or player (I've noticed this alot - especially when db'ing imps running through coronet).

have pets run away less when attacking stuff - they turn and tuck tail too much sometimes.


that's about it for now - I think if each of these were implimented CH life would be a little better - especially when mounts come out.



Transmitting biological signature..................
Name: Jakob Drylake...........................[break]
Title: Imperial Aggressor.....................[break]
Affiliation: TwisT.................................[break]
Passcode: To serve is to live...............[break]
End Transmission...........................................
..................................[Transmission recieved]
.......................[Biological signature accepted]


spankydoobydoo
Wed Aug 27, 2003 9:07 pm
#16

I'd like to make a few suggestions for making Creature handling better, but first thank you. Thanks for letting us sell to non-ch people and for allowing the creatures to deteriorate over time - helps us with money issues.








As a suggestion I would like to see a few other things for CH's:




+5 camouflage on each level of creature taming (this will help when trying to tame)




ability to tend pet's bleeding shots




opening each creature up to spawn (such as arachnes)




ability to attempt to lower the creature's level, this should be a Master Creature Handler trait. I think it would work best if the Master CH could lower it by up to 25% based on a random roll of the dice.




ability for bio-engineers to create suppliments to permanently increase a creatures ham or damage or defense values - this would be a one time attempt on each stat




not sure if it is a bug or not, but I wasn't able to use a pet in the battlefield - if this is a set thing, maybe allow us to use them in there




when examining a creature a ch should be able to see what level it is or will be when it is an adult before taming it (I've tamed many creatures to try to sell to non-ch's but unable to because lvl was too high - wasted trips).




I was going to suggest raising a master ch's ability to control more pets, but if you incorporate the level lowering from above, this shouldn't be a problem.




Pets should allow the user to accrue faction points if the pet gets a kill and the CH doesn't get a hit on the NPC or player (I've noticed this alot - especially when db'ing imps running through coronet).




have pets run away less when attacking stuff - they turn and tuck tail too much sometimes.








that's about it for now - I think if each of these were implimented CH life would be a little better - especially when mounts come out.



Transmitting biological signature..................
Name: Jakob Drylake...........................[break]
Title: Imperial Aggressor.....................[break]
Affiliation: TwisT.................................[break]
Passcode: To serve is to live...............[break]
End Transmission...........................................
..................................[Transmission recieved]
.......................[Biological signature accepted]


LordFlashand
Thu Sep 11, 2003 8:12 pm
#17

ok the kusak can be taken off the untamable list.


All items reroll <same as architects used to> confirmed.


was able to place one schematic into food chem machine but couldnt get it to start or manufacture. (destroyed it)


LAst patch decreaased success' and caused less xp to be awarded. pet stims still are not giving (me) any xp.


****


food/chem stats have no value atm. i use exceptional material 979 PE/ 950 (or so) OQ. i am useing machines that are +15 and a +15 station. and the items are not taking all of the stats into account. i started playing around with the other % for #2 and #3 with 750 material to no avail. the material just isnt being accounted for. However they do make better pets so i think they are working over on that side just not in the other.


New patch raised the time by 5 secs for creations to come out in one in 5 makes. increased crittical fails and lessened the usage of material to apply to stats


for example before patch i could muster a bio sensor with +4/4/4 now i am lucky to break into the +3/3/3 market. i have sufficeint skill to do this becasue i did it before patch.

LordFlashand
Sat Sep 27, 2003 11:23 am
#18

aight this is getting annoying every other class is at least getting some fix' done to them. we arnt even gettign a temp fix. as holocrons last message was Three months ago just before release i am beggining to get ready to dump bio and the game and i know that there are many many other people ready to do this aas well.
therivens
Tue Nov 04, 2003 10:15 pm
#19


  1. Give C-3POs and Binary Lifters a good use. I mean Comeon its not every day you seesomeone buy aC-3POora binary lifter.WellC-3POs because they are neat looking.

  2. Add Droids that areCombat Droids. I really Want to see Destroyer Droids as a Droid Engineer's Best friend. Not just a Hopeless Dream.

  3. Add Enhancment Slots to Droids. Really ,Isn't much to ask for a CantinaR2 that takes drinks to people or a nice Armor Enhancement?

  4. More Droids!!!! A better Seletion of droids. [Ex: Destroyer Droids, RA-7, IT-0, FX-7]

  5. Droid Items [Ex: Droid Battery Dock, Droid Repair Station, Droid Storage Station]

  6. More Droid Costumization.

Well im probly going to get flamed but oh well...




--------------------------------------------------------------------------------
Alburnyah (Ahazi) Blindeyed Gunman (TC)
Novice Weaponsmith
Novice Rifleman
A Ghost in a Shell........... [RASFD] Rebel Alliance Special Forces Devision
http://www.fanta.dk/showmovie.asp?mid=A40EFA46-5944-4887-8149-F99B0A16C70F
Gilwen
Mon Nov 10, 2003 5:18 am
#20

There is a lot of talk about the combat part of combat medic. Now that the poison change is coming I am starting to wonder what combat is left to pure combat medics (those who have no other combat abilities)? Also why does the combat medic have to spend 29 skillpoints on marksman support skill tree? There is NO skill or ability in there that have anything to do with medicines or with CM abilities. The posible reason is that devs wanted to make CM's cost more skill points, as we had serious damage dealing abilities. But now those abilities are seriously reduced, and I'm wondering why do we need that skill tree there.


There are couple of suggestions and solutions. One is to let it be there and the devs just tell us to go and cry about something else. Other solution is to take it away, and let CM's spend those skill points on something that actually helps. The best solution (IMO) is to make that skill three usefull for combat medics.


To make it usefull it need to have something that CM's need or can use. Either some new weapon certification or some skill that is usefull. Haven't really come up with much for that (and it is not because I have not thought about it). Perhaps some antidote type item (craftable by CM's only, but usable by all who have combat support skill tree). The antidote would not remove the poison but only lessen the effect so it would give time to get to the doctor, but as it lessen the effect it also lenghtens the duration, so the poison still does the same amount of damage (or even more, see below) but only slower.


- Antidote A (use from support 2) : Reduces the damage of poison by 15 %, lenghtens duration by +50 %


-Antidote B (use from support 3) : Reduces the damage of poison by25 %, lenghtens duration by +100 %


-Antidote C (use from support 4) : Reduces the damage of poison by 50 %, lenghtens duration by +200 %


All the poisons would do cumulatively more damage, but in longer timeframe giving the subject more time to heal him/her or to get to a doc. This would give CM's a some more things to do and they could sell those antidote packs to all marksmen (who would gladly buy them, I bet). Sure it will lower CM's abilities in PvP insta kill, but possibly with these type of changes they could take away the +1 poison change.



Also about diseases. They are (as of now) nothing but griefing tools, as wounds in PvE mean nothing to the NPC or the mob, and also in PvP they mean nothing in the combat situation. Only after combat do they matter, but not in the here and now firefight. Why not make the similar to poisons, but only with lower damages and much longer durations. Something to the type of 10 damage per tic (10 seconds) for duration of 360 tics (= 3600 seconds = 60 minutes = 1 hour), and while you are diseased you regeneration capabilities are halved. That type of disease would be real inconvience but not deadly by itself, as you can still heal the damages away but unless you spend the hour constantly healing yourself or finding a doctor to cure you, you will die from it.


Then there are several different modifiers (conditions) that the diseases could give to the player. There is dizzy, stun, blind etc that the diseases could inflict on the player, making them more interested in getting it off. Those states do not kill by itself, but if leaved alone will seriously hamstring the players capabilities in combat.



Why not think about these suggestions instead of only making negative non-constructive comments. The devs do need our help to make these classes (I mean all classes) more enjoyable, and we can help them by giving ideas and suggestions.


So please think and comment your constructive ideas about these suggestions.





Dunick - TK / CM

Keeping the Empire standing and the rebellion in the sick bay.
SkyeDarkangel
Mon Nov 10, 2003 7:09 am
#21

I'm glad to see a positive outlook, but I think you're making the fatal flaw many have seen with CM since the Mind damage question became so big...


Combat Medics aren't really meant to be Combatant classes. We're not meant to fight, if we were, we'd get Stims that would heal ourselves faster or for more damage; instead we get meds that let us heal OTHERS at an accelerated rate. With Master Medic you get +75 in Injury Treatment, but with CM you get +100 Ranged Injury Treatment. CM's get Area heals and ranged healing abilities. When I first started playing SWG, I had medics skills, and I went on several hunts with a group of friends.


I had originally wanted to play a TKA (they were bad, but not as bad as now!) but anytime we went out, I spent all my time running around and healing people. And it cost a lot to heal withing 5 meters. Even when I Mastered Doctor it was really hard to keep everyone healed in tough fights. But once I got Ranged Stim C's and Area B's, my healing problems were over. I could easily heal anyone or everyone and still get a good view of the battle as it went.


People seriously underestimate how powerful CM healing abilities are; remember, Doctors don't get modifiers for amount or time it takes to heal damage, only Wounds. Combat Medics are the ultimate damage healers. And the power we get is enough to command the need for a tree in Ranged Support, which might I add gives only support skills, and not combat skills. (While those skills do damage with a weapon, their primary use is for support or control)


Because of CM's abilities so far with their Poisons, we've proven to be a deadly combat class in PvP. The problem is, I don't think we were ever meant to kick butt, we were meant to heal. And they're taking away Poisons abilities to incap if we die so we stop kamizaking and start healing. And yes, right now kamikaze Poisoning is a very nasty ability and done correctly can decimate an entire other team. I don't know, but somehow I don't see any healer class being designed to run into an enemy group and AOE Poison them at the potential cost of their own life.




.-----------------------------------------------------.
| Skye Blueriver: |
| Master Droid Engineer & Master Weaponsmith |
| Lost City on Naboo, Lowca : Vendors at 3660 5667 |
'-----------------------------------------------------'

SkyeDarkangel
Mon Nov 10, 2003 7:10 am
#22

Sorry, on that last post, I meant Injury Treatment Speed and Ranged Injury Treatment speed.




.-----------------------------------------------------.
| Skye Blueriver: |
| Master Droid Engineer & Master Weaponsmith |
| Lost City on Naboo, Lowca : Vendors at 3660 5667 |
'-----------------------------------------------------'

Gilwen
Mon Nov 10, 2003 7:38 am
#23

Yes, I hear you, but I'm suggesting that they give the support tree some more support abilities, that would help medics in combat situation. Now you need doctors to run around in firefight giving cure poison / disease or just wait until you go to 1 HAM from poisons.


The antidote would still need doctors but would give us Combat medics more ability to heal and support our group in combat. Not only in PvP but also against those poison/disease giving animals. It's just silly in my opinion to spend 29 skillpoints to a skill tree that is totally useless for a healer class.



The Terrain Navigation skill bonus for combat medicswas totally bogus idea. It doesn't make you run any faster, it only affects the speed decrease that you get while going uphill. So where is the help it gave to us? The uphill running efficiency helps us in healing in no way that I can see. We still can lob that stim over the hill, no matter where we are. Sure I don't say it is nice to have, but it doesn't help in healing or any other ability that combat medics have. So instead giving us bonuses and helps that are no bonuses or helps to our class, why not give us something that we really can use, andwhat would be real big an asset to all other players also.




Dunick - TK / CM

Keeping the Empire standing and the rebellion in the sick bay.
Penecillian
Mon Nov 10, 2003 7:55 am
#24

I have to disagree with your thought on Terrain Negotiation. Since I had to give up Scout to take marksman for the CM, that terrain Negotiation is crutial. But moving around the field is very necesarry. It is rare that the whole team (6+) stay in a close enough area to stand in one place and launch quality area stimps. I could experiment the hell out range but then I lose on effectiveness. And a fully buffed team, I would rather have effectiveness. I am master doctor as well so that terrain negotian helps me get to people to drag out the dead to a safe area to rez.





Happy Fly'n,
Pen'cillian A'Yka
Master Shipwright
Master Doc since July '03
Retired Master Doc Sept. 05
Pen's Aeronautics in Mos Haven, Tatooine
3044x10x2804
Gilwen
Wed Nov 12, 2003 7:48 am
#25

I have found that if I stay in middle way between the target and riflemen, I can usually heal all with two stims. One towrads the riflemen, and other towards the melees / tanks. If I'm only healing and not fighting it will take me less than 10 seconds to heal all.


So still my position is one sided as I have terrain negotiation from scout tree too, but I still stand that the pure uphill speed is not what we need. Sure it helps, but short duration burstthat could be used again and again at the expense of action wounds would be more to the spirit of fast movement.




Dunick - TK / CM

Keeping the Empire standing and the rebellion in the sick bay.
Tipa
Sun Jan 04, 2004 11:15 pm
#26

Some on from my guild is now on his 13 master and is totally lost on waht to do..Maybe you can help..


Here are his masters in order....


TKA


CH


Carbineer


Marksman


Chef -- 1st Holo


Weaponsmith --2nd Holo


Medic


Doctor


Smuggler-- 3rd Holo---Next one silent


Combat Medic


Scout


Sqaud Leader


Image Designer


Entertainer


Artisan


-=-=-=


Where should he go from here


He was 3 4 4 3 in commando but nevered mastered it.....


Thanks for the Help

Page 2 of 3