Bio Engineer Archive

Thread: DNA splicing idea, something to keep 'Lab Rats' in business

Wiltfong
Wed Dec 03, 2003 12:09 pm
#14

I got to thinking about it, and from what I figure, there's really no benefit to splicing two DNA samples together into a single sample that is, on average, a little better, that isn't going to be a waste of time compared to just tossing the weaker samples in favor of a better one. You STILL have to go out and get better samples and you might as well practice combining the really terrible ones for the experience of having done it.

The ONLY time that I could see a benefit would be if you wanted to do this:

Five "spliced DNA" options, one for each area to which DNA can be applied. Each of these five construction patterns is made available at a different level in the skill progression, from novice to level IV.

Each combine requires two pieces of DNA, one for each of the two attributes that make up an individual property of a creature. This allows you to take a piece of DNA where X = 800 and Y = 200, combine it with another piece whose X = 200 and Y = 800, and end up with a result whose X = 800 and Y = 800. When a property like loyalty is made up of an XY pair, this permits one having two abnormal pieces of DNA to splice bits together into a single viable piece.

It might make sense for a formula to be used whereby an 80% success in this combine would result in the 800/800 result I listed above. This would allow horrible combines to result in a pair that was, say, 300/300 (on average, worse than using the original 800/200 mix) and a perfect 100% success to result in DNA the purity of which reaches the pinnacle of 999/999. Or not.

Anyway, just a thought.
Monthar69
Wed Dec 03, 2003 2:48 pm
#15

KISS - Keep It Short & Simple


1) Same tool we use now.


2) New template that takes 2 DNA samples.


3) Add the stats of both samples then divide by 2 to give an average.


4) Allow experimentation to try to improve the sample just as we do when creating templates for creatures.


5) Work experimentation points as follows. Where 1% = 10 stat points since the stats go up to 1000 max


Critical failure = -6%


Failure = -3%


Success = +1%


Good success = +2%


Great Success = +3%


Amazing Success = +5%


Next rework the DNA samples to be 1 stat for each HAM and 1 for aggression.Change the Pyshological slot to Resistsances and add the resists stats to the DNA samples. Thus we can tailor the resists of the creature as well. That armor ratings for individual creatures woudl be based on the creature type but the resists would be determined by the DNA used. So if you had Rancor DNA samples You could use them in a Carrion Spat to give it 100% resist to Cold Electricity and Heat, but the Carrion Spat would still have no armor rating. So usre it can't be hurt by those types of damage but it wouldn't gain the higher level armor. Plus if you experimented the DNA to try to raise the other resists and got a failure or critical failure those 100% resists woudl be lowered accordingly.


Then in the creature DNA template and creature schematics change the physological experimentation to resistance experimentation. Using the same percent changes listed above but in this case since resist is max of 100% the numbers above are the actual resist adjustment. Thus even if you used all 10 experimentation points on resists you couldn't get more than a 50% increase even with all amazing successes, but the ham and DPS are going to suffer a lot. Thereby we have some blances already worked in that way.


Now when splicing 2 DNA samples not only woudl we get an average of the stats but also of the reists between the two. So if someone took a bunch of low level samples such as gorts and flech eating chubas, they coudl create a high level DNA stat wise but those samples would have no resists. So if you got enough to make aRancor this way sure it'd have it'slight armor, but it'd also be vulnerable to everything thus making that armor rating pointless.


So the lab rat would still need to combine these new higher level DNA samples with some others that have resistances. So if one of these new samples were combined with say a wild Rancor sample the resists before experimentation would be:


Cold 50.0%
Electricity 50.0%
Energy 30.0%
Heat 50.0%
Acid 15.0%
Blast 15.0%
Kinetic 15.0%
Restraint 15.0%
Stun 15.0%


Thus they'd have to spend all the experimentation points on resist just to attempt raise it back to full, which means no adjustment to the HAM and Agro stats. So odds are they would end up being lower than they were, though a lil better than the original Rancor sample was.




Looted crafting components Revamp idea
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=794885
Tal-N
Wed Dec 03, 2003 3:26 pm
#16

The trouble with that method is that your not seeing much in the way of more effort, because you basically have a single sample and improve it. Also it means that lab rats could NEVER produce more advanced dna from junk dna which is really what they seem to want. If they experiment on it again and again then this still means there's just little effort on the lab rats part side from pushing buttons with the risk of losing the sample.





I got to thinking about it, and from what I figure, there's really no benefit to splicing two DNA samples together into a single sample that is, on average, a little better, that isn't going to be a waste of time compared to just tossing the weaker samples in favor of a better one. You STILL have to go out and get better samples and you might as well practice combining the really terrible ones for the experience of having done it.



The point is that lab rats don't want to go out and get samples from CL50+ critters and put their necks on the line, the system of merging two samples means that you both have effort plus the end result if done properly is always better. The aim of it all is to take the vert best samples from the non-aggro animals which lab rats typically go after and then splice them together to create higher rated dna which is actually overall superior to what you'd typically pulls from a wild animal which is higher. Since there isn't any CL50+ critters that are non-aggro this would be the only way for them to make advanced clones without taking that risk themselves, considering how the dna trade is non-existant they don't have any other option to be honest.


I've argued the point that sampling in the field is what a bio-engineer is about but clearly some people want to play it differently so I say.. let them eat cake





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
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summerlove
Thu Dec 04, 2003 1:57 am
#17






Neffertech wrote:
Speaking of splicing, what do you think will happen if you throw one high powered dna (rancor) in with 4 low rank (chuba) into a template? Right now one stat balloons above the others, but what would happen in the new case.



I'm wondering about this too, at least as far as CL is concerned



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Evolver Three'Eleven - Former MBE/MCH... now unemployed
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