Bio Engineer Archive

Thread: TC Info 01/23/04

Wire3k
Sat Jan 24, 2004 10:28 am
#14






Tal-N wrote:

Oh and can see have some idea of just how much these enhance by please? If its less than 50% then the resources will STILL not justify the price, the typical item there is 2 organics with around 30 units each and one meat with around 30 units. Based on typical server prices thats going to come to around 480-500c per item! Do the devs know just how much meat usually costs?






Well, unless they vastly increase the amount of resources required in food - looks like the optional parts are far heavier on resources than the food it goes into - which personally, never made a lot of sense to me.



www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
ArthurDentOnBria
Sat Jan 24, 2004 4:01 pm
#15






AyaOnane wrote:




A Quantity bonus of 135 increased the food quantity from 3 to 7 so it looks like it's +135% to the quantity.








OMG! They may have actually made our bio additives both cost effective, and useful


/faint


Off course all these means nothing unless it results in like a 500% increase in the number of non-holo chefs per server.





ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Talthazar
Sat Jan 24, 2004 4:16 pm
#16

Tal-n, seeds is the class of flora that all fruit and vegetable fall under.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Talthazar
Sat Jan 24, 2004 5:38 pm
#17

On the "secret research data", here is an excerpt from SirVimes original announcement on the Chaf changes:


Each bio eng component for food can also take a "secrets" item. Secrets will start to appear as loot or in other ways later and can add to the power of food items quite a bit.





Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Tal-N
Sat Jan 24, 2004 7:40 pm
#18

Well fruits, berries and such I can imagine as seeds. But I'd take it that tubers aren't. If so I'm glad I have around 400k+ unitsworth of a nice fruit which is 900+ for ALL stats. W00t! Sure glad I mass harvested that when it popped up a month ago.



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

meroc
Sat Jan 24, 2004 8:38 pm
#19

Excellent. Sounds like loots getting more interesting in general with some of the other things I've read so far.




Talthazar wrote:

On the "secret research data", here is an excerpt from SirVimes original announcement on the Chaf changes:


Each bio eng component for food can also take a "secrets" item. Secrets will start to appear as loot or in other ways later and can add to the power of food items quite a bit.











Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Talthazar
Sat Jan 24, 2004 10:48 pm
#20






Tal-N wrote:

Well fruits, berries and such I can imagine as seeds. But I'd take it that tubers aren't. If so I'm glad I have around 400k+ unitsworth of a nice fruit which is 900+ for ALL stats. W00t! Sure glad I mass harvested that when it popped up a month ago.





Not sure how tubers managed to get listed under seeds, but that's where they are. For that matter so is fungus, though really it has spores.




Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Toady974
Sun Jan 25, 2004 2:26 am
#21

As long as they insist on the tissue line being every item made from 30 units of every type of meat then I will never have any faith in the tissue line. I dont even mess with getting meat anymore, its a joke and a waste of time. If I cant harvest it from a harvestor, I dont make it. My days of paying 25 credits a unit for meat are done.


7 months now since release and they still think rangers and scouts provide this class with enouph resources to make their steep requirements. Its amazing.

Wire3k
Sun Jan 25, 2004 9:53 am
#22






Talthazar wrote:

Not sure how tubers managed to get listed under seeds, but that's where they are. For that matter so is fungus, though really it has spores.






Well - this is the same system that insists that meat, milk, vegetables and wood are suitable resources to put into clothing!


Ewwww, where are the dry cleaners - my outfits are starting to mold.





www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
Talthazar
Sun Jan 25, 2004 2:50 pm
#23

Been playing with some of the additives. Apparently the be additives we make get used by chefs or artisans, for the light additives, to make a chef food additive. This in turn is used in the food.


Some results:


K-18(burts run bonus)rations without: Filling 17, ham decrease 27, recovery decrease 10
with additive: Filling 17, ham decrease 45, recovery decrease 10





Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Talthazar
Sun Jan 25, 2004 2:56 pm
#24

The above was using nutritional additives. Here's some Almond-Kwevvu Crisp Munchies with nutritional


With additive: filling 23, taming bonus 12.3, duration 14m 12s
Without:Filling 23, taming bonus .5, duration 14m 12s


Both the above took light additives. Each schematic appears to specify whether it takes light medium or heavy.




Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Talthazar
Sun Jan 25, 2004 3:34 pm
#25

Did a few more of the k-18 rations with the flavor additive. recovery decrease jumped from 10 without, to anywhere from 27-32 with the additive.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
Dsabre
Mon Jan 26, 2004 12:28 am
#26

talthazar...could you possibly test additives with some of the foods/drinks that give a bonus to the next x events...perhaps the duration, and effectiveness ones on those...from what the chefs on TC are saying the food (ormachek I think) gives 4% xp bonus for the next 14 or so xp gains...would be nice to know if we could somehow get that 4% to go any higher...or if we could use a BE additive to give it something more like 4% for the next 50 gains. theres also food for damage reduction...one in particular that reduces damage by 85%...but only for 3 or so hits...

if BE additives can boost the amount of events that the buff will last for...plenty of business for BE's...you guys would also love starshine surprise, reduced incap time...oh, and might as well test the highest level additive you can put into a food...if chefs are going to use additives, we'll want the best possible...so if it can take a heavy, med, or light...just test the heavy if you only have enough resources to test 1...
Page 2 of 6