Bio Engineer Archive

Thread: Something to look forwards to, Talth is going to need our help with this

meroc
Sat Feb 21, 2004 5:46 pm
#27

I'd like to see them add something along the lines ofpet "sclicing".


CH could come along to us and say "I want my pet to have better damage/armor/speed/ToHit/HAM. We then applya kit of some sort which effects those stats in a similar way that a smuggler applies a slice (but only up to the max cap for that creature/level).



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
Ocura
Sat Feb 21, 2004 5:52 pm
#28

*does the Bionic/Implant dance*

I was a total implant addict in AO - Id really like to see this implemented here aswell. Would give us another Profession to work hand in hand with aswell.


I would even go as far as giving us the possibility to create bionics/implants for each part of the body.

Head, Ear, Eye being for all mind and visual related stats

Arms, Chest, Waist, Hands for all Action, and Weapon related Stats

Legs and feet for all Health, Terrain Negotiation and whatever Stats


I didnt put much thought into this yet so I kept it as short as possible


Next idea from my side

Why does every sample we take only provide us with one DNA Sample. Logically we should be able to extract more than one sample.

Like if we sample a mob to death - we get 2 or more samples as we were able to extract DNA from the dead, yet still warm body *grins


Non Monster Clones / NPC clones

A BE isnt only working with animals, we should be able to clone some humanoid beings aswell. ( will think about this one a bit more )


Biological Enhanced Flora Resources

The whole world is coming down to DNA manipulated Wheat, Corn, Rice you name it.

Why not give us the possibilty to make a *tissue* for an enhanced Flora Farm ( per example ). Enhanced Flora Farms will higher the stats lets say by 10 % and the quantity by 20 % ( not sure if this is in anyway code-able ) just one of my ideas *grins*



---^--- Naburi Nas'Naburi - Kettemoor ---^---
one of those bad things that happen to good people
----^----------------------------^----------------------------^----

RonninOtnemem
Sat Feb 21, 2004 5:55 pm
#29








Pertaining to CLONES:


  1. MORE SKINS -- This is a must. We have no flyers and no snakes and the number of cool pets is very limited. How about even some skins that are NOT seen in the wild?

  2. Continuing what someone else said, the color choices are very poor and they are all variants of the same 3 or 4 colors placed on an already dark or light skin further limiting what the creature can look like.

  3. Also continuing same person's request, the idea of changing the size of a creature is fantastic! Think about it... walking over the hill at Fort Tuskan only to see a giant Gnort surrounded by tuskan raiders! Or on the flip side, a mini Kimogila running after it's master's swoop.

  4. Pet re-deeding would be one of the most sought after skills if this were implemented. The only thing I see the devs saying about it would be the incredible amount of storage space on the servers it would create... but then again, if we have some DNA storage, it might balance out

  5. This is probably being worked on now, but visible CL during crafting would be very nice

Pertaining to TISSUES:



  1. Although I think the idea of Bionic Tissues (like skill tapes) would be very nice, I think it would almost have an UBER-izing effect. It would also create an enormous surge of "profession of the month" type people to flock to BE JUST to create skill enhancements for themselves. I think the defense tissues are great and more of them would be nice, but ones that add to skills would have an unbalancing aftermath in my opinion.

Pertaining to DNA SAMPLING:



  1. DNA storage is a HUGE issue. The blood storage idea is great. We should have some sort of container, crafted by either us or another prof, that we use to collect blood from a single creature. Then we can put them in a freezer crafted by an Architect that allows us to keep lets say 50 blood containers in there. And then we can sample the blood containers like any other creature, and depending on the skill of the BE when the blood was gotten and the skill of the BE when sampling DNA the blood could have anywhere from 10 samples to 50 samples successfully received.

  2. An answer to the DNA sampling limit Tal-N brought up would be a nice thing

Pertaining to MISC:



  1. Skill tapes PLEASE. We are the only crafting profession without them. Something needs to be done about that SOON.

  2. The issue about crafting exp, especially relating to chefs, is also a problem. Due to the high amount of flora and meat and the vast types of resources we need, our crafting exp should be AT LEAST 4X resources.

  3. The Tranquil gun is an interesting idea. If we can get it, maybe that could be the way we are able to sample the blood for the blood containers. We could even have efficiency and accuracy mods in the DNA Sampling tree. It makes us more interdependent on other profs, but at least it makes us more fun



**********************************************************
Cloudrak == Master WookiEE

CrazEE == Novice Ewok
Wookiee_Cookie
Sat Feb 21, 2004 6:33 pm
#30

1. The tranquilizer gun sounds like a great idea.
a. The proficiency could be thrown in at the novice level, accuracy goes up with the DNA Sampling tree.

2. From what I've gathered the Blood Sampling idea seems great as well.

3. A growth hormone would be excellent. Use it on your baby pets to speed up their growth at the cost of some vitality.

4. NPC Clones.
a. There was an entire movie dealing with clone soldiers. In this episode a clone army fought against a droid army. Droid engineers will soon have attack droids. The ability to create a "clone soldier" would add a great deal of "Star Warsy Feeling" into the game. I'm aware that was episode 2 and the game takes place in episode 4-5, but that didn't stop them from putting droideka and a geonisian bio-lab in the game either.
1. Players would have a limit to either 1 droid or 1 clone soldier out at a time for game balance.
2. Why choose a clone over a droid?
a. Clones might could have a "medic" role instead of a soldier role. Letting them heal you 'x' amount of damage every 'y' seconds.
b. Clones would have a higher passive regeneration rate.
3. Why choose a droid over a clone?
a. You don't need the novice medic skill to heal a droid, just a repair kit from your local DE.
b. Droids have superior armor.

Well the question I was asking myself here was what DNA would a BE use in his NPC clones? How about this: 1 samples per player per day, without a critical failure that ends in his death. You pay a commando to let you sample his DNA, he takes some wounds, you get a piece of DNA with the skills of a commando. You pay a medic, you get DNA with medical skills.

5. Bionics doesn't sound like a good idea to me. That is not where I would like to see the profession going. That seems like it turns BE into another buffing class. I would like to see the current roles of BE's expanded, not added to. I'm sure many of the other master BE's out there are already as busy as I am. I don't wany any tells like,"Hey give me rancor legs." and then I have to go get rancor DNA and cultivate some legs for this d00d and have him offer me 1k when it is all said and done.

6. A "CL Scale" would be very nice. While I'm experimenting on a DNA template it shows you the CL of the stats. When it is all said and done if the CL is too high I would like to be able to scale the CL down, as a trade off all of the CL affecting stats would drop by the correct % to make it's CL lower.

7. I never really had a problem with the xp given by BE. Yes it was annoying but I was able to deal with it like the rest of you. The only other crafting profession I have to compare it to is artisan which was very easy. The people who make it to master status realize already how difficult it is, those who give up go on to enjoy their SWG life.



~Kurast~ Bria
~Romeo~ Ahazi
Birdman100
Sat Feb 21, 2004 7:09 pm
#31





How about allowing BE's to create skill/ability attachments that need to be surgically implanted on a avatar. The enhancements should be significant in effect, and they would not survive a death.


For example:
Bionic Eye +10 to Accuracy
Bionic Legs +10 Terrain negotiation or Action/quickness/stamina.
Bionic Stomach +25% stomach size, so you can eat more.
Bionic Liver +25% Stomach size, so you can drink more.
Bionic Kidneys +disease/poison resistance.
Etc...


A BE would have to obtain a sample of DNA from the recipient. Then "Grow" the new organ. Perhaps we could have cross-species Implants...extra tentacle anyone?


A Doctor would then have to install the bionics.





If we did something like this, it would be part organic and part robotic.. So a BE would do the organics part using components from a DE to give to a Doctor to apply to the person recieving it... That would involve 3 professions giving a bit more content to all of them.

SDNewton
Sun Feb 22, 2004 1:24 am
#32

Comment on Scorus's idea with higher crafting exp :


Well, maybe the crafting exp from pet crafting is too low. But the general grinding exp is fine. We dont wont BE to be a weekend profesion !


And i think for the BEs its very important that any " DNA STORING" device, in what ever form it might end up in, shows information by clicking, im tired of pressing examine on dna if i just need one specific type , the load time is terribal!, what ever form, it should be posibal to view and manage it like we do in the crafting session with the information window and such.




Dies / Icaren ingame
Smonkey
Sun Feb 22, 2004 7:20 am
#33

Once upon a time, I remember reading a thread that spelled out a plan to allow BE's to alter a player's race - it involved parts from nearly every crafting profession, and services from docs, ID's, etc. It also included restrictions for the person using the service so that it couldn't be done frequently. I have no idea what it was called to begin searching for it, but wondering if that was ever actually submitted and rejected? If not it definitely needs to go on the wishlist.
InfinitePossibilities
Sun Feb 22, 2004 8:52 am
#34

I'm fully in support of the Blood sample idea. That really should be at the top with the more clone skins and real time level display while experimenting ideas.

I'm also in favor of being able to deed up pets, keeping the name, training, vitality wounds and all. Cloning NPC's and Bionic's are also good ideas.

Now my contributions...

Zoo: I would love a place that was specifically designed to show off my creations, in an environment that looks like it is outdoors. Right now i have a house that i am using, but the floor space and cieling hight makes it hard to place things well. Perhaps it can be a city structure. It would be nice to be able to alow CH's to run a zoo, but they currently aren't able to make furniture pets. Perhaps only tamed pets can be added to the zoo.

You could also give the pets the ability to wander around there enclosures and change positions like they do in the wild.

Farm: I would love for there to be a place you can stick animals in, and then harvest there meat, especially if there is a specific type of meat that you need. The farm would then start respawning the animals. Not sure about the spawn rate, but perhaps it could be dependant on how many animals you put in initially and can be added to at later times. Would be nice to be able to milk and sample the animals as well.

The harvesting and sampling would be based off your normal scores, but perhaps the Farm adds a bonus, much like a hospital does for medics.

Breeding kenel: it would be nice to have a kenel were you could breed certain traits in and out of creatures, much like you do with genetic templates, but in this case you would breed the trates in first, then sell the creature or sample it. Probably more use to CH's, but would still be cool to have.

It would also be nice to breed the resource stats you get from harvesting the creature, so you can get the specific meat resources you need to make your stuff. Example: breed 900 OQ into your meat, etc.

Kaminoan hatcheries and Spaarti Cylanders: Why not have these items that let you grow pets (or even NPC's ..) You stick a pet that you have made in the cloning tank and it grows more. Acording to Ep 2 you could make as many clones as you needed from one specimin. However for game balance issues, maybe it will sample the creature, at your sampling skill maybe with a slight bonus like hospitals give medics, and grows a new creature from the single sample taken. The original would die between 1 and 6 samples, therfore creating 1 to 6 new clones. To keep the balance you probably wouldn't want the 2nd gen stuff to be able to be sampled in this way, but it would still be nice to have.

Another idea for the cloning tanks, if you are within crafting distance of one, it allows you to add a virtual dna sample into your genetic template that is an exact duplicate of another sample you already have in your inventory.

Fishery: Like a farm or harvester, but for fish.

Pose: It would be nice to be able to pose your furniture pets. Right now all you get is standing up and occasionally shacking head or stretching. I would love to be able to lay them down, maybe do a fight scene between to animals, that kind of thing.

Thats it from me for right now.

Have Fun,
Darren
Terwo
Sun Feb 22, 2004 9:33 am
#35

I love the idea of the creature sliceing thing except it could be done by adding new parts to an animal. For exaple u cud add extra claws to a razor cat to make it attak better, perhaps at the cost of its speed.

Hey we cud even start to have fun and "graft" extra limbs on to animals (i can see it now my 6 lb gnort with a lvl 70 Rancor arm attached to its bak)



To succeed you need to find something to hold on to, Something to motivate you, something to inspire you.
Tony Dorsett
Tal-N
Sun Feb 22, 2004 2:12 pm
#36




Once upon a time, I remember reading a thread that spelled out a plan to allow BE's to alter a player's race - it involved parts from nearly every crafting profession, and services from docs, ID's, etc. It also included restrictions for the person using the service so that it couldn't be done frequently. I have no idea what it was called to begin searching for it, but wondering if that was ever actually submitted and rejected? If not it definitely needs to go on the wishlist.


That was another one of my ideas and no it wasn't submitted as far as I'm aware.



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

Wookiee_Cookie
Sun Feb 22, 2004 2:27 pm
#37

"Once upon a time, I remember reading a thread that spelled out a plan to allow BE's to alter a player's race - it involved parts from nearly every crafting profession, and services from docs, ID's, etc. It also included restrictions for the person using the service so that it couldn't be done frequently. I have no idea what it was called to begin searching for it, but wondering if that was ever actually submitted and rejected? If not it definitely needs to go on the wishlist."

Being a wookiee who desperately wishes he played a race that could wear armor and a MBE I'm all for this idea.



~Kurast~ Bria
~Romeo~ Ahazi
bigjeff5
Sun Feb 22, 2004 3:25 pm
#38

Whaddya mean wookies can't wear armor? I have my shield gen and it works at LEAST 40% of the time!!

*smirks*

I love being a BE wook, I also made my avatar about as physically large as possible (short of making him fat), so to have him be a scientist is just wonderful, hehe, I love it.

Oh, and right, I so totally want the Blood idea thingy, that would be, just, like, fantastic.

And meat harvesters, those would be nice. It would need to be slower than what you can kill and harvest, just like harvesters are slower than sampling by hand (at least till you get uber harvesters, hehe). I'm thinking a BER that tops out around 5 or so max, to keep meet rare, but still make it doable. Same with fish.

I think milk should be collected by hand, it is currently much easier to collect than meat is, I got almost 1k in 15 minutes or so, with little risk of dying and no need for combat.

I think the bionicles are not the greatest idea, because there are already incredible buffs out there, you can already add 2k+ to every stat.

We NEED to have the ability to raise and lower the SIZE of our pet. We were told we would be able to when the new clone system went in. We were lied to. We need to have that promise fulfilled. You don't know how many people ask me for a giant gnort, or a mini gurreck or other small animal.

Pet buffs I like but chefs get to do that instead of us, doesn't make sense to me but *shrugs* whatever.

One last thing that has been really burning me lately and that is the skill tape/enhancement issue. EVERY SINGLE crafting proffession EXCEPT BE's get an experimentation and/or assembly skill enhancement of some kind. And who spends the most skill points to master? BE's, 30% more than any other crafting profession, and we are the only ones who can't have 12 experiment points. Even tailors can get 12 experiment points and they don't even need to experiment on anything!!!

Anyway, my thoughts.



Atyyy
Former Master Bio-Engineer
Master Swordsman
Master Dancer
TKA 0/0/0/4

Rhosac
Master Marksman
-almost- novice BH
Merendel
Mon Feb 23, 2004 2:10 am
#39





Things I'd like to see


More colors particularly unnatural colors. glow in the dark would be cool too but I can live without it.


Bird/flying skins. even narglatch's cant keep up with a swoop for long. wild flyers can but only the screatcher is worth anything as a tank


Size ajustment on full grown pets. We know they can scale the skin just from the size change from baby to adult. why not go a step further and alow adults to be scaled to be larger or smaller. Some criters obviously shouldnt be made biger such is rancors/kimos and other already giant criters but those should be alowed to be made almost midget sized. I'v always wished for a levisquall but you cant make bunies that big and I think we should be able to.


More documentation. Might be fixed with the promised friday feature but I'm not holding my breath on that one.


now for the real kicker an addition to the templet crafting. have the system calculate and display the stats of the creatureonceassembeled asuming a pet without a CL cap and a great sucess(most common for me) on the final combine. have it update with the stats we curently see during experimentation. How hard could it be for the system to figure out what kind of stats a great sucess in a gnort would have while in the experimentation stage. It would still be an estimate but would be alot closer that we can curently get.


I guess order of importance for me would be Stat info mid craft, flying criters, documentation, with size and colors bringing up the rear with equle importance.


Edit: Thought of one more thing that might be a decent idea although not sure if it could be done with the curent crafting system. What if DNA sampels were created as Data items instead of inventory items and could be put on droid data pads? That would actualy make data storage on droids worth something as well as aliviating some of our storage issues, 5 droids times 150 slots (think thats the max droid data storage) and you prety much have similar storage to what we have now unless your renting house lots from someone for extra storage.

Message Edited by Merendel on 02-23-2004 01:18 AM



nnnntnnnxgggggggggggggggggggggg)
To Upgrade something implies that you are adding too, enhancing, and fixing the thing that you are upgrading. The CU does not do this, it is not adding too, enhancing, or fixing the combat system that is in place, it is replacing the innovative SWG system with the generic one used by its competitors. Be honest and stop calling it the CU, Call it the CR (combat replacement) instead
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