Bio Engineer Archive

Thread: BE Issues First run Please read and provide feedback

grelgen
Sun Nov 02, 2003 3:56 pm
#14

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.




BE?
MissileToad
Sun Nov 02, 2003 6:40 pm
#15

Talth, a day before you are officially made BE correspondant and you're already hard at work! Nice list man, UXP for clones and more XP for clone crafting are the only things I can think to add.



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

Yosho_Tarien
Sun Nov 02, 2003 7:22 pm
#16

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.




Hida Riken, Kettemoor - Pink Teras Kasi
Hovanoi Riken'lar, Kettemoor - Bartender
Fasma Tarien, Valcyn - Wallflower

Long Live the Teras Kasi!
It's the community stupid!

Kellis
Sun Nov 02, 2003 7:33 pm
#17

One of the early issues from months ago was that BEs didn't like the title "Breeder" for completing line I. I suggest instead the title "Cloner."
Marthis
Sun Nov 02, 2003 7:58 pm
#18

Change the tissues so they can go in more clothing. Poor Wookiee's get the shaft when it comes to BE tissue clothing =/

More later



Obedd - Master Architect/Master Artisan/Master Tailor
Marthis - Master Creature Handler/Master Bio-Engineer
Aegis Industries - Weapons, Deeds, Furniture, Pet Stims, Pets, and more!
Just north of Theed, Naboo -4348, 6385
Bria


Reasonable1
Sun Nov 02, 2003 8:25 pm
#19

Xanda has some great points on what Cloning should be like. I'm just worried that it's too late now to have any input into how Cloning will work. It's supposed to hit Test Center in mid-November, but that date is based on our last communication with the BE dev, which was in August. Do we continue to say "This is how cloning ought to be", or do we shut up and take whatever it is that the dev came up with on his own? Enquiring minds want to know.



Asu Lion
Master BE, Rifleman, Ranger, CH
Shop at 2900, 5400 - 2200 meters NE of Mos Entha
RicketyI
Sun Nov 02, 2003 9:04 pm
#20

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.






Rickwook

http://www.theoldergamers.com
"So Shines a Good Deed
in a Weary World" - Willy Wonka
Tal-N
Sun Nov 02, 2003 9:18 pm
#21

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.




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

Sanid
Sun Nov 02, 2003 10:52 pm
#22

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.




Sanid
Master Bio-Engineer
Valcyn
Officer Soga Mijizi
DJC
Sun Nov 02, 2003 11:24 pm
#23

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

Yosho_Tarien
Mon Nov 03, 2003 12:06 am
#24

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.




Hida Riken, Kettemoor - Pink Teras Kasi
Hovanoi Riken'lar, Kettemoor - Bartender
Fasma Tarien, Valcyn - Wallflower

Long Live the Teras Kasi!
It's the community stupid!

Tarnak_Archvold
Mon Nov 03, 2003 1:04 am
#25

Tal-N, I se the lack of milk and the like as a kind of "bug", but yes, getting thoughts would be second priority.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
Talthazar
Mon Nov 03, 2003 1:13 am
#26

... this would only add more cost and work for us (ala nerfing).


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.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
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