Bio Engineer Archive
Thread: BE Issues First run Please read and provide feedback
please include that several food addatives do not list how they affect stats. Sure, we get the new paragraph at the bottom of the schematic, but it doesnt actually list the effects the finished product has on the food. Prime example, refined alipedene. i got it up to 80% effectiveness, but i have no idea of what it will do to food since it doesnt list the numbers.
I would like to see some way of experimenting on the speed of a mount. Maybe flip a switch during experimentation to exchange agressiveness, since a mount won't need it, for speed.
One solution to DNA storage might be to give us an ability to duplicate DNA. It will cost resources to do and be like another crafting process, but with it we can turn one sample into five that stack. I know the devs are concerned about database space, just as we're concerned about storage. We could go out on a genetic hunt, look through our pack, and only keep the best ones for duplication. More storage for us, less unique data for them to keep track of. We also get a higher quality product out of the deal. ![]()
Of course these go into the ideas section and not under the bugs section. Looks like you're off to a good start Talth.
More later
Great post!
I would like to see the introduction of a Pet Injury Treatment skil. Currently Pet stims can only heal up to whatever their rating is since there is no skill that governs this. I would like to see a skill that would increase the amount a pet stim could heal.
I think this skill should be part of the CH tree. My reasons for this is these guys are our main customers for creatures (imo). I think if a Pet Treatment sill was introduced then this would make our Pet Stims a lot more attractive.
I think a skill would be a bad idea since the petstims are designed for general purpose, if you wanted to add a bonus then perhaps it could be a tissue similar to biosensors which expand the market further.
These pretty much sum it up.
I think the whole DNA baggy concept is a bit of wishful thinking, as is the animal resource collecting from an animal you've killed via DNA sampling. But i wont argue that here.
All in all a good start to fix a broken class.
From me, two things in specific:
1. All clone templates "work" from creation through calling as a pet from the datapad. (this includes TAMING the blasted thing!).
2. Direct control of what special stats a pet has (like armor, ranged attack, etc.). Ability to add these stats to creatures that would not otherwise have them in the wild (like a bearded jax that spits and has armor).
And some other things that I'm not /as/ concerned with, but would like to emphasize:
o DNA Sample -- Ability to sample from any creature I can get close enough to. Current formula is better than the one we had at release, but really, IMO it should be like this: Low Skill: High likelihood of subject death or spook effect. High Skill: Low risk of subject spook, even lower risk of subject death. Really the creature's level should only determine if it's going to spook and kill you or if it's going to spook and run away. Just getting close enough to a kimo without it going into combat mode should be counted as challenge enough. Sampling DNA also needs a serious EXP award overhaul in the upward direction.
o Tissues -- there are no tissues directly useful to the BE. Make some pet stimpack enhancement components part of the tissue line, like instead of using Liquid Suspension, we can substitute Bio-Strength Formula to get a 20% bonus to the final stimpack's output.
o Tissues -- In an 'official' strategy guide I read BE can enhance the output of flora harvesters... Sha right! Would be nice, but hasn't even been hinted at implementation. I know a lot of doctors would kill for such a concoction.
o Tissues -- Stimpacks: Why stop at healing? Heck I'm already the party's vet every time we go out... give us pet specific doctor concoctions... temporary boosts to pets damage output or time-release healing effects (that's my personal favourite... the opposite of a DOT -- the regen pack). Temporarily make the pet regenerate HAM over time. ... or even more powerful things that maybe aren't so good for the pet and cost vitality when they're used.
o Creatures -- Template Template Template... need more of them.. and fast!
o Creatures -- Ability to control a creature's innate speed would be nice (narglatch warp to target while jax used to take their sweet time).
Ok I'll shut up now. I hope the devs hear this one =)
=-Adun
Just now trained a novice BE on test center. Now there is a Sample DNA command in the ctrl+A list. I didn't notice any major problems with DNA sampling over there. Yes, I failed more than I suceeded, but I think it was like that when I was a novice on live if I remember correctly. One thing I didn't like was that I could only sample three times before my mind gave up. So the mind cost is still huge.
I made and tamed a kaadu as a nonCH. I got an error saying that I didn't have the skill to call it, but it did go to the datapad. Then I tried calling it from the datapad. Didn't work because I was barely out of the city limits. So I walked in a bit and had no trouble calling it.
Not sure I agree. There is no reason not to use the advanced components making pet stims. Either I waste good adv components on vitality packs that gain no benefit from them, or I spend extra time gathering resourcesand makingnormal components, thus creating more work. Having adv components affect vit packs would at least make me feel I'm not wasting them.