Bio Engineer Archive

Thread: What BE content would you like to see in the semi-near future (2-4 publishes down the road)?

MrMet
Sat Dec 06, 2003 6:37 am
#14

How bout giving us BE's and also the DE's a break and maybe make some type of Bio Engineer Droid. let the droid hold 150 DNA samples and have a food and chem crafting machine in it. Wouldnt be a very big seller being we are one of the smallest professions but it would get two professions off the devs back for a while......



Wyla - Bria
Wila - Tarquinas
Aristo
Sun Dec 07, 2003 9:18 pm
#15

DNA storage....definitely. Set it as Data....it's all code anyways.
neinnunb
Sun Dec 07, 2003 9:40 pm
#16

some fantastic ideas here...


What comes to my mind: Jurassic Park.


Imagine you talk to a guy (ala ris armor quest).. and he tells you that there is this tree stump somewhere that has a DNA sample from a creature long extinct. You go and find this piece of log containing the DNA is heavily guarded by (add x mob) and you need to fight your way to get it. After you aquire such DNA (its actually a draft schematic for the extict creature).. you can then craft this monster that no CH can ever tame in the wild because only you (and other MBE's) can make them, ala Jurassic Park.




                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

Omeck
Sun Dec 07, 2003 10:02 pm
#17

Don't mean to be pessimistic, because I like the quest-schematic idea a lot too. I can see it coming now:


Weaponsmith: "Now BEs get a quest? **edit**?"


Architect: "Let's complain."


DE: "I'll back you."


I think it'll just get flamed too much. One quest for a profession is explainable... I think. Two prof quests made and whining begins.

neinnunb
Sun Dec 07, 2003 10:09 pm
#18






Omeck wrote:

Don't mean to be pessimistic, because I like the quest-schematic idea a lot too. I can see it coming now:


Weaponsmith: "Now BEs get a quest? **edit**?"


Architect: "Let's complain."


DE: "I'll back you."


I think it'll just get flamed too much. One quest for a profession is explainable... I think. Two prof quests made and whining begins.





I see your point. But I may have some inside info on a new lootable draft schematics for weaponsmiths. I searched the forums and I found no clue about it, so I guess I'll leave it up to the devs to release the info. I'll just say you need to go to Dathomir to get it.



                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

Omeck
Sun Dec 07, 2003 10:15 pm
#19






neinnunb wrote:

I may have some inside info on a new lootable draft schematics for weaponsmiths.



Inside info? Does that also mean that you can drop hugequantities of mollusk in my shop? *wink wink*
ThePuck
Mon Dec 08, 2003 3:22 am
#20

Tissues
DOT resistant tissues
These will help with a "Negative Feedback Reinforcement" gamestyle. NFR means that instead of nerfing something like the "Flame DOT" so that it's useless, instead make it fairly easy for somebody to have the ability to negate that strong advantage with an item or ability.


In this case tissues that can cancel/reduce the effectiveness of:


Flame DOT -- currently a HUGE problem in PVP
Bleeding -- Coag Tissues don't work! And even if they did and the +25 overall limit is true (I can't verify this for all tissues, but my skills show up to +90 from multiple items of clothing)
Disease
Poison
Dizzy
Knockdown


You could make these tissues very strong in their countering effect. Make it so that if someone is wearing a full suit of, say, anti-Flame tissues that they simply cannot be set on fire. It's not too strong because that same clothing is worthless against someone using a Bleed attack, and carrying6 full outfits just isn't feasable.


Skill Enhancing Tissues
More of these. Because there's a hard-limit based on how many tissues you can fit into clothing, making a lot of these tissues available doesn't cause an imbalance.


More Clothing-Tissue Options
My wife is a Master Tailor, and many clothing items are skipped over when creating Enhanced clothing simply because others are more efficient in the number of tissues they can hold versus the "clothing slots" they occupy.


Example: Dresses take up your shirt and pants slots (and sometimes hat slot!) yet can still only fit two slots worth of SynthCloth tissues, and will max out at +25. You could instead wear a Wooly Shirt (2 SC slots) and Pantaloons (2 SC slots) and have two skills at +25 instead of one.


Possible fix: Allow the optional adding of extra synthcloth to clothing based on the number of "clothing slots" that clothing takes up to counter this inefficiency in "large" clothing.


Flavour Items
Bio-Engineers should get a discount at cloning centres, and/or reduce the effect of cloning without having stored. At Master BE, I'd like to see there be either no-cost to clone, or next to no ill effect of cloning at an unstored location. BEs are the guys who RUN Clone Centres. Let that show with some flavour.


Gene Manipulation of PCs -- allow small "Semi-Permanent Buffs" or other bonuses to players. Let these be incredibly expensive in resource requirements, as well as being quite risky. Perhaps even gene-splicing of players with creatures. My Bio-Engineer will madly go on about his ultimate dream of transplanting the brain of a Teras Kasi Master into the body of a Graul Mauler (though after the CH pet nerf, he'll probably say "Rancor"). Of course, that'd be incredibly unbalancing, but minor changes could be interesting.


For a minor addition: let an Image Designer use a BE crafted item of some sort to create wild changes in player models, such as adding fangs, claws, fur and wild coloration. This is quite common in modern science fiction, and I'm sure somebody in the Star Wars universe does it. Let some of these additions actually have a beneficial effect (dark fur giving a bonus to camouflage, claws giving a bonus to unarmed damage (doesn't work with VKs equipped, obviously)).


SWG needs more player options. The Bio-Engineer is a huge untapped resource of player options, and should be mined heavily for "fun" stuff!




Togashi | GoonSquad
Master BioEngineer
S0F
Mon Dec 08, 2003 5:27 am
#21






Omeck wrote:

Don't mean to be pessimistic, because I like the quest-schematic idea a lot too. I can see it coming now:


Weaponsmith: "Now BEs get a quest? **edit**?"


Architect: "Let's complain."


DE: "I'll back you."


I think it'll just get flamed too much. One quest for a profession is explainable... I think. Two prof quests made and whining begins.






i disagree, omeck.


i never said i wanted only BE's to get a master quest, and 2-4 months from now we should be pretty much ironed out. i think there should be more content for all masters. i recently posted in the discussion board about this: quests for schematics or moves/abilities. i still think its a great idea.




___________
Ryfew - Bria
Master Bio-Engineer
Master Creature Handler
Novice Marksman
Novice Medic
Xanda
Thu Dec 25, 2003 5:25 pm
#22

Cool thread .


I like the quest idea as well. A lot actually.


What would also be fun would be special enhancements (HARVESTED off the corpses from which we've sampled DNA) that could be added to the DNA which could make a creature's damage more powerful or have higher HAM at the expense of reduced vitality.


I am also a huge fan of unique critters. But I also recognize the design limitations of the idea. But, the Jurassic Park suggestion is a cool way of doing that.




--Xanda
GNC
Thu Dec 25, 2003 6:20 pm
#23

+1 vendor within the BE tree




Curzon


Pleaser offer winnings to my Theed vendor (-3767, 5987)
ArthurDentOnBria
Thu Dec 25, 2003 6:57 pm
#24

Hehe, well, I think all us BE's definitly got our Christmas present early this year. I almost feel funny asking for anything more.

If I must though, I'd say fixing the cloning bugs (i.e. the bugged dna), balancing it so that masters can actually make decent CL 10 critters, and the addition of more tissues. The biggest thing missing from the tissues line is something for artisans. People have suggested boosts to things like surveying, or perhaps something like construction (i.e. less crit fails) being things that would be "balanced" yet be something useful for artisans.

I would say that I'd like to see milk and fish as well, although to be honest I'm not even sure if the addition of either of those would really make a monumental impact on the profession.



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%


Paradisio
Thu Dec 25, 2003 8:05 pm
#25

I would like to see an alternate advancement like everquest, to unlock more powerful abilities/schematics for each profession. Or maybe a third tier for professions.... Like after master another class.
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