Bio Engineer Archive
Thread: More Top 5's
SomeUser
Thu Jun 10, 2004 6:09 am
#14
OOpps. Need to learn to readdirections hehe.
Will make another post on this subject at a later time.
Sorry 
Message Edited by SomeUser on 06-10-2004 11:19 AM
Talthazar
Thu Jun 10, 2004 9:13 am
#15
Combat - Since the BE skill itself has no direct role in combat itself, most of what I'd want really would apply to our pets or things that would help us in gathering DNA.
1) More variety and damage types and AP(high level only)for creatures.
2) Defensive bonuses vs creatures from scout. I'd say hunting since that is the creature knowledge line.
3) A better role for creatures in combat. Anything a pet can do now, a player can do better with buffs and armor.
4) More combat related tissues -not only more skill mods, but I like the idea of tissues for weapons or even armor.
5) Some kind of stun weapon ability for BE's. This would immobilize a creature, and only creatures,for a few moments and allow us a chance to get away. Striking a creature so stunned should break the stun to avoid it being used in normal combat - this should be an escape ability only.
GCW
1) Equalization of pets vs players in GCW. People should have a damage reduction vs pets just like anyone else.
2) Faction based items. Either tissues that would only be for one faction or another, or the ability to flag goods to only work for your faction.
Fun
1) BE related quests with schematic rewards
2) Inclusion in dungeon content
3) More skins, see above.
4) Meat still isn't available enough. From Aurthers comments about traps in his fan fest repot it sounds like this is changing but I think it should be here.
5) Easing of the crit fail on cloning.
Message Edited by Talthazar on 06-10-2004 01:16 PM
Kevie
Thu Jun 10, 2004 10:05 am
#16
also on my list i'd like more specials to clone through, specifically open wounds
some abilities i'm sure would be deemed powerful enough so that if a creature handler wants it they should run around looking for a baby to tame, but i would like to see bleeds work for pets as well as poisons/diseases
some abilities i'm sure would be deemed powerful enough so that if a creature handler wants it they should run around looking for a baby to tame, but i would like to see bleeds work for pets as well as poisons/diseases
on that note, i would like for the creature specials fixed during the combat balance
lately i've avoided making pets with knockdown because it simply does not work, ever
lately i've avoided making pets with knockdown because it simply does not work, ever
Meplorium
Thu Jun 10, 2004 2:52 pm
#17
Talthazar wrote:
5) Some kind of stun weapon ability for BE's. This would immobilize a creature, and only creatures,for a few moments and allow us a chance to get away. Striking a creature so stunned should break the stun to avoid it being used in normal combat - this should be an escape ability only.
There is actually a trap, paracrine dart (sp), that does exactly this. It immoblizes the animal for about 15-20 seconds. There is a chef food called dwezel I believe that gives a bonus to trapping in the range of+15-20. For anything that you would need to run away from you still need more trapping ability, unless you are a master scout, which I am sure some BEs are. So this is already in the game. Maybe a +20 to trapping at novice BE so we can make more use of trapscombind with chef foodso we can escape bigger animals without needing to be a ranger?
Tissue use to be placable in armor until that got nerfed. They are going to do a pass on armor to balance it out. I think the weaker armor should get tissues in them to make them more attractive over the higher end armor. The other thing they could do is simply make armor resistant to a couple of things and that is it. That would give each armor a nitch, but I would rather see weaker yet utily armor then strong and resistant armor.
Talthazar
Thu Jun 10, 2004 3:00 pm
#18
There is actually a trap, paracrine dart (sp), that does exactly this. It immoblizes the animal for about 15-20 seconds. There is a chef food called dwezel I believe that gives a bonus to trapping in the range of+15-20. For anything that you would need to run away from you still need more trapping ability, unless you are a master scout, which I am sure some BEs are. So this is already in the game. Maybe a +20 to trapping at novice BE so we can make more use of trapscombind with chef foodso we can escape bigger animals without needing to be a ranger?
Darnit, you're right of course. I was trying to think of something to help us withouttaking more skills than we already need
Tissue use to be placable in armor until that got nerfed.
Just to clarifiy, tissues only worked in armor for a very briefperiod of days where a bug allowed them to work. This is nota nerf since, other than that short period, tissues have not worked in armor since day one.
They are going to do a pass on armor to balance it out. I think the weaker armor should get tissues in them to make them more attractive over the higher end armor. The other thing they could do is simply make armor resistant to a couple of things and that is it. That would give each armor a nitch, but I would rather see weaker yet utily armor then strong and resistant armor.
The problem with allowing skill tissues in armor is that it allows for too many skill mods. With the current list, if tissues were allowed in armor it would be trivial to max the skill mods we can make. What I would rather see for armor are tissues that actually enhance the effectiveness of armor slightly similar to dropped components for armor like voritor hides.
NancyJ
Thu Jun 10, 2004 3:07 pm
#19
If I said I wanted BE tissues to add skill mods to armour N'jessi would beat me with crusty hawtpants 
Adding enhancements to armour would be nice BUT they have to be different and no better overall than the enhancements we can give to tailors.
Adding enhancements to armour would be nice BUT they have to be different and no better overall than the enhancements we can give to tailors.
ArthurDentOnBria
Thu Jun 10, 2004 3:15 pm
#20
Hmm, in my extremely biased opinion, I'd go one further than that and say that any tissues in armor should be much much weaker than those that go into clothing, in as much as they'd be permitted to exist at all. This is definitely a balance issue. There are precious few reasons to justify wearing clothing into any kind of outdoorsy or battle situation and this is killing tailors. The only advantages to wearing clothing over armor are encumberance and bio engineered bonuses. The prospect of removing the bio engineered bonuses advantage would be very troubling to tailors.
NancyJ wrote:
If I said I wanted BE tissues to add skill mods to armour N'jessi would beat me with crusty hawtpants
Adding enhancements to armour would be nice BUT they have to be different and no better overall than the enhancements we can give to tailors.
Talthazar
Thu Jun 10, 2004 3:32 pm
#21
Just to clarify, I would not support skill mods of any kind in armor for the reasons both Nancy and Arthur are giving. My vision of tissues for armor are more along the lines of voritor hides or nightsister segments - things that actually enhance the effectiveness of the armor, not add skills to it. The same for tissues for weapons these would not be skill mods, but more along the lines of krayt tissues. In retrospect it's probably a bad idea in the first place.
NancyJ
Thu Jun 10, 2004 3:41 pm
#22
I have to say, as an ex-Tailor I'm also on Arthurs extremely biased side 
In terms of balance, armour already provides protective bonuses, with the introduction of armour equip timers, clothes are going to be even more unpopular
I'm not opposed to the idea of tissues for armour as long as they are significantly different to tailor tisses (and I wouldnt say no to a few more tailor tissues)
Just a few ideas off the top of my head for armour tissues
'pre-slice' tissues - increase the chance of a slice being the one you want (either effective or encumberance) or increase the percentage of the slice
lowered encumberance
higher effectiveness
additional damage resistances
obviously we dont want these tissues to have mass availability, maybe we could suggest as part of a quest schematic or similiar?
In terms of balance, armour already provides protective bonuses, with the introduction of armour equip timers, clothes are going to be even more unpopular
I'm not opposed to the idea of tissues for armour as long as they are significantly different to tailor tisses (and I wouldnt say no to a few more tailor tissues)
Just a few ideas off the top of my head for armour tissues
'pre-slice' tissues - increase the chance of a slice being the one you want (either effective or encumberance) or increase the percentage of the slice
lowered encumberance
higher effectiveness
additional damage resistances
obviously we dont want these tissues to have mass availability, maybe we could suggest as part of a quest schematic or similiar?
Talthazar
Thu Jun 10, 2004 3:49 pm
#23
'pre-slice' tissues - increase the chance of a slice being the one you want (either effective or encumberance) or increase the percentage of the slice
Ooooo, I was thinking along the lines of the others you mentioned, but I like this idea. And I agree, after thinking about it, things like this shouldn't be too common for armor. We don't know what it will be like after the combat balance but currently there is too much compaint that some of it is overpowered as it is. The idea of a quest to cut down on things like this being common is a great one.
Ooooo, I was thinking along the lines of the others you mentioned, but I like this idea. And I agree, after thinking about it, things like this shouldn't be too common for armor. We don't know what it will be like after the combat balance but currently there is too much compaint that some of it is overpowered as it is. The idea of a quest to cut down on things like this being common is a great one.
NancyJ
Thu Jun 10, 2004 3:52 pm
#24
Talthazar wrote:'pre-slice' tissues - increase the chance of a slice being the one you want (either effective or encumberance) or increase the percentage of the slice
Ooooo, I was thinking along the lines of the others you mentioned, but I like this idea. And I agree, after thinking about it, things like this shouldn't be too common for armor. We don't know what it will be like after the combat balance but currently there is too much compaint that some of it is overpowered as it is. The idea of a quest to cut down on things like this being common is a great one.
See what you can come up with if you have a few beers?
I command you all my ginger headed step siblings - to get pissed and bring innovation to the forums
Talthazar
Thu Jun 10, 2004 3:54 pm
#25
Heh, get pissed.... You know to must of us Yanks this means getting angry, I thought you wanted the boards to be a nice place 
At least you didn't ask for a rubber to erase a mistake 
NancyJ
Thu Jun 10, 2004 3:57 pm
#26
doh! damn you 'mercans
OK for all that need a translation pissed = drunk
pissed != pissed off
OK for all that need a translation pissed = drunk
pissed != pissed off