Bio Engineer Archive
Thread: Top 5 Input needed.
2. Removal of CL cap on sampling
3. Fliers, snakes, and creatures who have no wild equivalent (think: Geonosians)
4. More tissue items would be cool. Tissues for armorsmiths, droid engineers, bounty hunters, etc. Would all be cool stuff.
5. Like the slicing idea someone mentioned. Perhaps "bioenhancers"? Something that would amp up skills, offer temporary special attacks, convert outer skin to armor, offer resistances, etc. at the cost of marked reductions in either HAM, vitality, etc.
My Top 5 -
1) DNA Storage/Organisation device- The most I can have is 350 samples (250 house - 100 bank) + personal inventory space. Obviously this doesn't leave room for much other stuff.
2)Harvesting from"DNA Death" animals -even if it is at a reduced rate.
3)More tissues and Skins (many finesuggestions in other threads) / CL in template (Don't know which is more important to me,
)
4) Redeed tamed pets - Be able to raise a CL 1 baby up to max ans sell it fully grown. (CH will love this too)
5) Name of the sample to include the name of the creature it came from
Talthazar wrote:
Do we really want crit fails on this round of the Top 5? It is already being addressed in Pub 7.
1. Make creatures we kill by sampling harvestable/lootable.... Nothing more frustrating than killing a lair and not getting anything but DNA from it.
2. More space for our samples. It is really hard to make an efficient sample trip if we have to empty our inventory before leaving for the trip and can't carry stuff to help us while in the field, ie armor, food, spice, weapons and such. Plus to keep stock its insane, we can't stack, for obvious reasons, like any resource, so this needs to be fixed.
3. More skins to chose from. This isn't a huge deal, but I would like to see flyers and snakes.
4. I for 1 wouldn't mind seeing a better percentage of succesful dna samples. Most people I have chatted with seem to agree. The failure rateson samples are way too high.
5. I would like more variety in tissues to play with. It may be just me, but I think we could benifit from a wider variety of tissues.
- Have creature name displayed in DNA sample on mouse over so I don't have to examine every one to organize
1) Officicial guide to legal pets. This means other this a clear guide to how CL is determined. I think it would be ideal if they discussed this with us and made it official. I don't like selling goods that the devs may decide to invalidate becuase we happen to be good at our proffession and they won't tell us what the limit should be.
2) A CL indicator on the template during experimentation and on the finalized template. Even if this is just an approximate. In the even that this is an aproximate I'd like it to be the maximum so that we can get a good success and have the CL be lower than expected.
3) Fix experimentation failures on clones. Currently if you fail an experiment on an attribute then something you weren't experimenting on will go down. As an example I don't think its reasonable that experimenting aggression can cause fortitude to go down. If this behavior is desired by the devs then I think that we should then get the ability to experiment it back up. In the case above I could have already maxed out the physique stats. I experiment agression and get a failure. The fortitude drops below 500 and I lose light armor. I still have experimentation points left but it won't let me experiment on phsyique because it had been maxed out. This despite the fact that the physique stats are no longer at max.
4) However you do it we need more creature resources, especially meat. BE/medic/doctor/combat medic/chef/smuggler all use huge amounts of meat in disposable/consumable products. This means meat can be used up faster than just about any other resource and yet its the toughest to get in reasonable quantities.
5) If we get a working formula for CL then there is no need for a sampling limit. I think we should be able to sample anything out there, assuming it doesn't kill us first.
I know I'm about to be unpopular for this, but I see no need to harvest meat from a sampled to death critter. I get enough meat from those I have to kill because they aggro'd during sampling. Meat gathering should be a separate process than sampling and both should not be done to the same corpse. that's a little greedy I think, but in some minds it seems entirely natural because when you kill something, you're used to harvesting. when you kill it using sampling, you have a subconscious urge to complete a task by harvesting.
Scouts can only gather one resource from a dead critter, why should we get 2?
Please, add a valid and reasonable category for pet deeds on the bazaar as well as vendors.
Wokka-wokka
It may be a bit pedantic, but we would get one resource from a live creature, then one from dead creature, not two from a dead creature. Scouts also get to harvest milk from a live creature, then meat, hide or bone from a dead creature.
Whydiscriminate against BE's just cause we killed something with a needle and not a gun?
Wokka wrote:
Scouts can only gather one resource from a dead critter, why should we get 2?
I suppose I should toss in my other penny...
My own solution for DNA storage problems was to make batches of templates... figure a nice DNA mix... go fill your inventory with said DNA... head to your favorite crafting location... begin assembling/experimenting... the first template you make.. continue on and final assemble it.. ta da.. you now have a good approximation of the CL of your templates... now assemble all the rest and label them with the @CL(and other info as you wish). Now repeat this for other commonly requested creature builds. Now you can reliably supply made to order creatures! My customers were always very happy to be told their pet order could be filled in 1 minute and of course they got to choose the creature skin and its color too.