Bio Engineer Archive

Thread: Ideas Want to implement a beneficial idea for BEs?

Soonerlittle
Sat Sep 06, 2003 7:36 pm
#14

My request is a very very VERY simple one....

I would just like to be able to see armor ratings and levels of the pets I make. Possibly resists too. Levels is the biggest of those.

Its awfully inconvenient when someone what pets you have of a certain level.. and unless you just know through memorization(which Ive done, but still shouldnt be expected). Otherwise your just throwing pets out in the dark if a person can use them or not....

Just my two cents. Id be happy with that.

-Ocoollo, Master Bio-Engineer, Naritus
isildursbain
Sat Sep 06, 2003 11:38 pm
#15

My idea has probably been said before, but if not, here goes:


I think we should get the attributes of the creatures we sample. For everything, appearance, HAM, damage, special attack, armor, resists,etc. It should then determine the creatures level based on how good these stats are. If you have armor 1, you will automatically raise the CL by 10 or 20. If you want 15k HAM you raise this level higher.


The first dna sample should be for the appearance of the animal. For example, if you want your creature to look like a graul, you would take the sample from a graul. I think the look of the creature should increase the level of it, so that not everyone will be running around with a wussified Krayt or Kimo. You could also then have a creature that looks like a gnort, but be a rancor killer. The body of the creature shouldn't affect the CL as much as the other stats, but it should have some effect. It would also be allowable to use any (or almost any) creature design, so that those who love a type of animal, but hate the stats, can finally have the pet of their dreams.


Next you decide that you want the HAM of the creature to be, so you go sample something with the HAM that you want. The HAM will greatly affect the CL of the creature (err..well more like monster) that you are creating. I dont' know if you should have to take three seperate samples for each bar, or just one.


Next you would sample for resists that you like, and also sample a creature with armor of one or zero. I think the resists and armor would also be massive CL factors. ( I really haven't thought about how these numbers should really go...) Maybe have just an optional box that you could either put dna to have armor, or a special attack.

The reasons why I like this system, you would be able to have a creature look just how you want it, with the stats for the type of mission you are on, and you could finally have something that would sell to creature handlers of all levels. Master CH's could now have a reason to exist, since you could make a rancor with a little better ham and resists and bump his CL up to level 70. I also think it would be a ton of fun for us mad scientists. Again though, I have no idea how to actually figure out the number of CL, how much per resist HAM etc...

EyeDye_SWG
Sun Sep 07, 2003 5:16 am
#16

Pet slicing for pets that exist already and the "husk" idea to create creatures from scratch by choosing from a preset list of body types, selecting its specials and adjusting its stats to reflect cl .



"The only thing necessary for the triumph of evil is for good men to do nothing"
...Edmund Burke
Serinity
Sun Sep 07, 2003 8:40 am
#17

Bio engineers should get the ability to change an already tamed or created creature . take that deed or data in the schematic add dna from other creatures example :: Squall from rori dna from a spitting rawl , dna from a lowland salt mynok ,dna from a graul, dna from a rancor results a squall with light armor say 7000 ham that has the ranged spitting attack and hits for 300 or so ( the monty python bunny ) and yes there would be the risk of losing the creature. in theory bio engineering in the real world would be able to do this


This would actually give us true CH bussiness as was intended with the profession allowing us to improve their wild creatures as well as us being able to make creatures they can not tame in the wild


I highly doubt we could ever be given this but heres hoping for my Monty python bunny


Runaway Runaway Runaway


Butterfly Kisses BE/CH tarquinas

Tal-N
Sun Sep 07, 2003 9:59 am
#18

I'd say the #1 more popular addition we want which wasn't mentioned on the designer report is the ability to enhance existing animals for people, more than simple stats enhancements but that would be a start. I'm talking about the kinds of things i mentioned a while ago with giving them unique traits that last for a number of days at a time rather than just a few hours. Things like absorbing some of the damage they cases like a vampire-esque enhancement, the iron-maiden effect where the enemy suffers some of the damage they cause to the pet, resistances or immunities to things like disease or poisons. The kinds of things that you cannot get with wild animals but could be possible by bio-engineers grafting genetically modified or created organs and tissues into the pets.





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

ComicsGuy
Sun Sep 07, 2003 7:06 pm
#19

When creature mounts are implemented in the game, Bio-Engineers should be the ONLY profession that can make a rideable creature. This would give us a REAL purpose in the game, and gives us a valuable item to sell.


However, B-Es don't have tohog all the glory. Creature Handlers could still tame creatures, but only Bio-Engineers could construct a device that makes the creature rideable. Perhaps this device would require a component that only Droid Engineers can make. Tailors could make riding equipment (blankets, saddles, bridles, reins, etc), Armorsmiths could make armor plating,andWeaponsmiths could make a weapons for the creature (either head-mounted blasters or melee-type blades). Even Chefs could be included in this by making special food for rideable creatures.


This would go a long way toward inter-dependency between professions (which seems to have fallen by the wayside many moons ago). But no matter what, make Bio-Engineers the CENTER of the upcoming creature mounts feature!

Donca
Sun Sep 07, 2003 10:09 pm
#20

Getting back to basics here, the SWG manual describesthe Bio Engineer profession as follows, and I quote:


"Excels at producing and harvesting organic resources."


With this in mind, I'd be very interested in being able to do exactly that. I'd like to use bio engineering abilities to raise the stats and concentrationof the wheat in my fields, the dantoinian berry fruit that I'm growing, the meat from the herd of Bantha I'm raising, and the seafood and mollusks from my 500 gallon aquarium. I'd like to produce and harvest organic resources that are superior to the organic resources which are grown, found, or harvested in the wild.


As the majority of us seem unimpressed with the broken tissues line, perhaps we could toss that completely and replace it with a line which allows us to manipulate the organic resources found around us. Or perhaps DNA sampling could become part of the clone engineering tree and be replaced with a seperate tree for producing and harvesting organics. Heck, maybe we could add it to one of the existing trees.


This would give bio engineers a much broader customer base (doctors, medics, chefs, miners, etc.) and allow us to turn a profit prior to becoming a master without having to hand-grind pet stims or vitality packs. It would also help with the issue of coming up with the ludicrously rare resources like milk, seafood, mollusks et al - we could simply farm them ourselves. I believe that being the only supplier of these rare resources would be an appropriate reward for taking the most difficult and expensive artisan profession to start and master.

goodspeedx
Sun Sep 07, 2003 10:26 pm
#21

How about we throw away all the stupid templates, and to make a creature you need to get 15 samples of it(so its not so easy to make, and worth selling for a high price). To throw some more difficultness in, you need to have harvested3 of them for bone, hide, and meat(u dont get bone, hide, and meatfrom flora food and dna templates).


To make sure a novice cant make everything, u need to have a certain amount of dna sampling skill to dna sample a bigger creature. I.E. you want to make _____, you have 30 dna sampling and 30 clone engineering, if _____ has a creature level of above 30,you cant sample him, let alone clone him. But if ____'s level is lower than 30, you can sample 15 of them, harvest3 of them for their bone, hide, and meat. Then put them into your specialised cloning crafting tool, along with some str/ham power-ups so they can hit 15% higher, or have 20% higher ham, to make a ____.



Sorry for the grammar




Isherz

Master PIstoleer

ATXT
herculewhodaman
Sun Sep 07, 2003 11:05 pm
#22

-i would really like to see teh ability to chage teh astetics of a creature, fur pattern and teh like.


-i think foor cloning we should get a level we can clone, and when we go in the wild we can sample a template of of something. When we have that template we now can start producing that creature we just need to add dna.


I think 3 more slots should be added to dna, armor, special attack 1 and special attack 2. making it random for our pets to recieve specials kinda defeat the purpose of us hand crafting one.


- i think just as the doctor can pump a pc's stats we should be able to pump a pets stats






HerculeDaMan
~ Tera Kasi Master~
~ Leader the Sanctum Of the Soul's Edge ~
"Enlightenment is only found through strife."

Chewarra
Mon Sep 08, 2003 1:25 am
#23

PROTEIN BASE:

It's meat...but at that stage when human cloning is possible, why can't we "grow" meat, or at least an equivalent for meat. Meat parts still might be required, but perhaps we could just enlarge the quantity somehow. Perhpas another work station like a Laboratory might be required.
Ganson
Mon Sep 08, 2003 8:29 am
#24

For the tissues line (Some more serious than others)


Synthetic Meat, Synthetic Hide, Synthetic Bone all made from base materials + chemicals, stats from experimentaion + ingrdients stats.


Hormones/Steroids for pets (make them grow to adult faster, possibly at the expense of max vitality)


Powerups for pets, same idea as doctor buffs but usable by all (cf Pet Stims vs Doctor Stims)


Tranqilizers : Make ferocious creatures non ferocious for a limited time.


Player Hormones: Speeds up stat migration significantly.


BioDyes: Changes the pallet tailors use for a particular item (cloth additive).


SpiceAdditives: Increase effect, reduce downer, increase duration options.


LifeSupport Systems: Consumable, equipable,expensive, one shot, turn slain into incapped.


Suicide Pills (Return to last clone point without wounds)


Happy Pills (Reduce mind damage taken)


Pain Killers (Reduce Physical damage taken)


Pep Pills (Reduce Action damage taken)


General Issues:


Harvestors for Fish / Seafood (I like the above mentioned aquarium idea). Fauna Farm to compliment Flora Farm, products local planetary meats / hides / bones / MILK. (Would provide a boost to archictects too)





Jandreww
Mon Sep 08, 2003 9:06 am
#25

Specifically for the pet market, and by that I mean the non-CHs, the players who have a pet JUST for the novelty/roleplay value of having a creature follow them round, I think it would be cool to have BE's able to make a creature than doesn't grow up. It'd be cool to be able to be able to chose to halt development of a creature at an early age so that you could have a baby bantha for life!




Warracca- Eclipse



Nerj
Mon Sep 08, 2003 9:30 am
#26

Yeah something like SPICE for pets



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

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