Bio Engineer Archive

Thread: WIsh List

Amana
Mon Sep 13, 2004 7:10 pm
#27

Never actually thought about it but that needle idea sounds pretty cool. It could inevetable help out or sampling rate on low end critters and give us a small say 10 to 20% chance higher of a succesful sample if we used the advanced needle option on mutant rancors. You can sample without needles but have the needles tacked onto a tool that allows us to get a higher extraction rate and every time we use the tool it will either degrade or have it be like a usage and we only can get so many uses out of the tool itself this way it creates someone of a new way for us to branch out of the necessity for organics and allow us to start having the need to harvest minerals besides the usual uknown radioactive ore for our pet vitality pack Cs.



______________________________________________________________________
Amana Wolf Master BE/Master Rifleman (server: radiant)
Vendor open!!! 340 -5364 outside Cnet The Armory the misc item vendor.
Selling great weaponry both krayt,spiderfanged,and custom orders.
Game Guide Links
jhh
Mon Sep 13, 2004 7:28 pm
#28

Here are some random things I thought up. Most are not viable ideas, but hey it doesnt hurt to dream, right?

First wish: Expanding on the bionic implants idea from above, I would like to be able to make armor for pets. Have it degrade over time just like normal human armor, and make it visible on the pet. This armor would be in addition to normal armor found on critters, and would sort of stack with it - adding to all resists and perhaps even making the pet have medium armor for a short time. To prevent it from being too overpowered, give it a low maximum condition, much like a PSG. Make it non-repairable as well. To encourage inter-profession cooperation, perhaps have it rely on parts from an armorsmith. This would give CHs the ability to take part in higher level content as well. I know this one wont ever happen though since its a major code change.

Second wish: The ability to clone or create human type NPCs so I can have my very own pet nightsister elder! Ok well maybe a pet nightsister elder would be carrying things a bit far, but the NS skin is pretty cool looking. This wish could be as simple as just giving us a new pet skin or two, and therefore easy for the devs to implement. This should have a fairly high minimum CL, perhaps 35 so a pair of them can be brought out at once if you are a master CH. A gungan skin would be nice as well, so I can make one with 50 HAM and repeatedly kill him.
Second wish, part two: Much the same as you can change clothing on a NPC merchant, let us do the same with our human mobs weapons and clothing as well. Next mob to fight has low stun resist? No problem, give the "pet" a stun baton. The pets should have one or two special moves from using whichever weapon they are equipped with (eg; if you give the pet a flamethrower, it knows to use /flamesingle1 and /flamecone1. Or a stun baton, it knows how to use /melee1hit2 or similar.). Perhaps have the pet permanently keep the weapon you give it - this would allow some credits to go back into the economy since you have to buy replacement weapons next time you want to switch damage types. Weaponsmiths would love us because of this.

Third wish: New and interesting pet skins. Gurrecks are cool and all, but how about an Acklay, or even better a Nexu? How about a nightsister? (hint hint)

Fourth wish: Some service to sell to non-crafters and non-CHs. Perhaps the ability to create a clone of someone, and maybe even sell them in crates. This would work like so: Player buys a crate of clones from the BE. Player uses one, and upon his next death he suffers no wounds or fatigue without visiting the cloning center. Perhaps work in an insurance damage reduction thing as well. Should be cheap enough to produce to be sellable.
Fourth wish, alternate version: Sell the clones as above, but let them work like a self resurrect. Would cause a long period (at least an hour) with severely lowered (by 50%) stats. Should be very expensive to sell and difficult to create, and should be put on a 11.5 or 23 hour timer to prevent them from being used often. Jedi would still lose just as much xp from being rezzed if they used one, but not the full 200k.

Fifth wish: Someone said this above. The ability to change damage types on pets, much like the flamethrower force klikniks in the geo cave. Maybe let this require weaponsmith parts.
Fifth wish, part two: The ability to change armor piercing. Almost every profession in the game gets to use weapons with anywhere from no AP to heavy AP. Let BEs imrpove critter AP to make pets at least somewhat competitive in damage.

Sixth wish: Not really BE specific, but have mount run and gallop speeds improved by a large amount in order to make them competitive with speeders.

Seventh: Not really BE related, but a mountable Fambaa would be cool. If the idiot gungans can figure out how to put shield generators on them, Im sure I can figure out how to ride one. Ridable cats would be nice as well.

Eighth: Lightsaber resistance! Though pets would still be useless in pvp.

Ninth: Sharks with big fricking lasers on their head! Ok, well maybe thats not the best idea...

As I mentioned at the top, these are just random ideas. Most are not feasible.
-

Message Edited by jhh on 09-13-2004 07:38 PM

NumeroUno1
Mon Sep 13, 2004 11:30 pm
#29

I would also like more pets, but there a few things I am confused about: 1 the dna storage. i don't get it...........just put it in a droid or pack. That is what you are asking for it seems. I like the idea of crafting yur own needles, but not the idea of higher sample success rates for MR. They are supposed to be hard to get to. (btw, on mask scent, why don't cannibal dewbacks attack anyway? they are cannibals...) I think AOE attacks would be tricky to implement though. Do they hurt everyone they hit? just the target? everybody but the handler? (hmm, i see a griefing tactic) Wild ones don't have this, as they attack everyone anyway lol. (i don't think CHs can tame wild pets with AOE attacks, but i'm not 100% sure.)
Biytor
Mon Sep 13, 2004 11:34 pm
#30

Just a profitable profession would be my wish.


Make Schematics untradable


Stop concentrating on pets so much. Limited market to a gimped class.


Fix the resource requirments for Tissues



Drop off Vendor location 5791 6246. 700m outside of Restuss on Rori
Sgian_Dubh
Tue Sep 14, 2004 2:04 am
#31

May as well add a few thoughts.

1. The ability to be a 12 point crafter again - skill tapes for dna sampling and experimentation and assembly
2. The ability to craft your own dna sampling kit to improve sample rates
3. Secret research data added - sorry but Im intrigued as to what it would do, must be the mad scientist in me LOL
4. More creature mounts
5. Extra inventory storage for DNA samples
6. More tissues/cloths to stimulate the tailor market eg ranged defense, defense vs dizzy etc
CrasknSadler
Tue Sep 14, 2004 4:52 am
#32

hmmmm....


I kind of like the needle suggestion as well, with experimentation going into either success rate or sample quality. I know I'd like to be able to get an average sample or two of some big stompers....


otherwise, here's what I want Darth Claus to bring me this Christmas...


1) a few more skins would be nice...personal faves include pharples and maybe a frog template...

2) greater color selections on skins- either secondaries or just a brighter pallet...At the very least, add albinism and negrism to the options...(for those playing at home, that means all white and all black pigment...)..if the devs so choose, mayhap they can add the secondary pallet to options for an Image Designer- thereby once again improving the inter-class relationships..

3) how about raising our sample cap just a teensy bit, hmm? I'm tired of every large pet we make looking like every other large pet we make...give us more to sample! Vive le difference!!!

4) sizes, sizes, sizes...if nothing else, give that ability to Creature Handlers to "stunt" growth....

5) let us harvest/loot what we sample to death...PLEASE

6)ArthurDent suggested some kind of enhancement ideas...sounds a little like spice-type cocktails to me, but we'd definitely be the best choice for makin'em...perhaps something that gives you a resistance boost for a very short time (like a stim-patch or some such) or perhaps a burst-run enhancer....not to compete with the food or spice markets...maybe even make them as pet-spices...hmm....

7) The ability to retire tamed pets to furniture (and possibly DNA sample banks..heh heh heh..). I foresee this as a possible Ranger Ability (taxidermy!)

8) more skin on "Love Boat".

9) fishing nets (thanks, Arthur!)

10) how about them flier skins? I'd be happy with little ones (rasps, flits, bats...) although my personal fave for this would be mynocks ( I miss the old school LSMs...armor and tough tough tough!!)




"to a BioEngineer, the world is a salad bar to sample...."

-Crask Killem, the Mad Rodian of Bria

Deddarus
Tue Sep 14, 2004 9:12 am
#33

1. scrap the minimum CL for skins and just adjust the size to suit the stats.. so u can make a CL10 rancor but its the size of a hampster (whole new market for pygmy pets there..)

2. combine with droid engineer proffession to make bio-droid hybrids

3. allow us to engineer pets to produce milk/eggs

4. allow us to turn pets back into pet deeds (at some resource cost)

5. allow us to 'tweak' clone terminals for benefits (say less wounds to all non-stored cloners.. or maybe we get to clone with our buffs still on)

6. allow human cloning

7. allow us to make a copy of a CH tamed pet

8. scrap skins and give us pets that look like they are made out of bits of the animals we got the dna from (physique = main body shape, prowess = legs, mental = head, agression = horns/teeth/claws/spines etc physcological = eyes, ears etc) ... just imagine a creature with the body of a dewback, the legs of a giant spat, head of a veermok, claws of a rnacor and ears of a durni ..... rofl

9. let us give BE pets abilities not found in CH pets (maybe require dna modification.. in a similar way to the BE terminal in base takedowns.. where we actually modify the dna... say have a 15 'digit' code which determines the ability given.. these would have to be discovered and would b closely guarded secrets... eg CCGAACGAACGTAAG might give a fire-breathing special... if u randomly discovered this... how many BEs would u share it with?)



___
/ /\/FhhhhhhhhhN N
| |//
/ | |_ / Altyranus Jeden Deddarus Jeden
| \ ___ Jedi Spy
| |l||||H||<(|gggggggggggg)
Kevie
Tue Sep 14, 2004 11:57 am
#34

okay here's my REAL list:

i love the needle idea

it would be sort of a right of passage, like jedi crafting their own lightsabers or something, maybe certain color options, BE's can walk around and equip them



also, i want some way to morph the size of pets..... either by creature handlers halting their growth, or BE's setting a max heighth, or image designers changing it- SOMETHING

also this leaves open ideas for ID's to be able to add such colors as purples, blues, etc. that aren't normally available


more mountable pets..... specifically the BIG ones: fambaas, guf drolgs, huf duns, rancors, and i KNOW people want some mountable cats


the consent principle added to the training of pets: a pet-owner would need only consent to his creature handler and he may then train and possibly mount the pet without having to trade or transfer
this alleviates fears of someone maybe stealing a pet, or if a creature handler is full on slots




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Dalmartynn
Tue Sep 14, 2004 4:42 pm
#35

hmm ....


/wishes


Dear Santa,


I wish that all of the BEs could have:


1. more storage for there samples


2. some pets that hiss, fly, or look good with a sadle


3. some new performance enhancers (tapes, tissues, food)


We have all been very good little boys and girls (if not very quiet). Please Santa, please will you grant us our wishes. Thank you.


Your friend,


Dal



Dalmartynn (MCH/MBE/RM)
Dalynn (MS/MF/TKA)
MAJ, RA
NAE, Commanding
droid327
Tue Sep 14, 2004 7:33 pm
#36

/nod non tradable schematics!! It riles me to no end when other BEs on my server tell me stuff like this...


"I give all Be schematics out for free and i dont care what you or other BE think about it. "



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
furrycat
Tue Sep 14, 2004 9:41 pm
#37

  • We should be able to sample from anything we can get close enough to without drawing aggro.
  • Related: introduce a greater variety of CL50+ critters to sample.

  • More skins. Different types of funky animals: birds, snakes, bizarre newbie creatures (flesh-eating chuba etc).

  • More colours. Not just a (greatly) extended palette but larger areas of the skin able to be coloured. cf kima: you can have any colour you want as long as it's white but there are twenty shades of red for the ears. Combine additional skins with extra colours and we'll make you your blue frog.

  • Ability to set a pet's full-grown size independently of its challenge level.

  • Ability to change a pet's land (or air-) speed.

  • More mounts: birds, cats, rancors! (probably more suited to CH wishlists).

  • Cybernetics!

  • yanini's needle idea. Needle as an equippable item you can wave at people. Choose to experiment chance of success, chance of not drawing aggro, chance of gaining a high quality sample, time taken to get the sample etc etc

  • Invalid pet check! If a pet is overpowered it shouldn't be craftable. Conversely if a pet is craftable it is not acceptable be told, at a later date, that it is overpowered.

  • Any skill which can be boosted with SEAs we should be able to make a tailor tissue for. If the maximum bonus per tissue for the more attractive ones is limited to a low value or if their schematics require obscure ingredients then that is a fair exchange. And if we ever got skill tapes ourselves then the schematic for the corresponding tissue could require Secret Research Data, meaning no one would ever be able to make one for themselves...

  • Change the current situation whereby the only food additives anyone wants to buy use generic ingredients while the other ones and most tailor tissues require insanely hard to get stuff.

  • Fix the incorrect 33/33/33 percentage displayed on schematics, as noted by Seiryuu.

  • System messages explaining why you failed to get a DNA sample

  • Remove the useless "Create Draft Schematic" button when creating pets. Who wants to accidentally click that?

  • Why does "Generic DNA Template" have a subsection of the crafting interface all to itself while pet medicines show up under Tissues?

  • We should be making the poisons and diseases currently crafted by Combat Medics. And selling them to Commandos. The inaptly-named CM profession should be dropped and all players of that profession given the choice to get their skill points back or become Doctors, who would gain the area heal skill. But all this is off-topic...

  • Creator's name on pets in datapad.

  • Ability to "program" pet deeds to "patrol" your house. Each waypoint to be stored persistently with the deed. To reduce the impact on server-side database storage, each waypoint could be learned at a cost of one or more units of space in the house.
  • Related: let the mayor of a city place pet deeds and have them wander around inside city limits.

  • Correct display of skill modifiers in character sheet. (Not directly a BE issue but we make the tissues that go into clothes which provoke questions like "which is right, a hard cap of +25 or the +32 I see on the screen for wearing +17 and +15 clothes?") This "display bug" is baffling. If a hard cap exists, how difficult is it to apply that cap before printing a number to the screen?

  • Display the donor creature as part of a DNA sample's name, eg: Very High Quality wild bladeback boar DNA sample.

  • Show creature level on DNA template. If it takes too much server processing power to calculate this at every experimentation stage then fine, only show it when the item is finalised. But show it.

  • Critical fails! Either get your DNA samples back when you critical fail on a DNA template or reduce the chance of critical failure on an actual creature to zero.

  • Failure rate when sampling: Master BEs should not fail to get samples from capper spineflaps three times in a row.

  • Use of experiment points when creating tissues: as it stands a Master will almost always have experiment points left over when crafting a tissue. The final quality of the item is entirely determined by the resources used. Unlike other crafting professions we have no decision to make about how to distribute points. The exception is the case of pet medicines where we can choose to boost charges or power. Even then a Master can max out power and get a good increase on charges. And pet medicines are not tissues.

  • Storage: there has to be a solution to this lurking somewhere. cf the big thread about it.




  •   |\_/|  
    >(o.o)< furrycat ruffles your hair.
    ( ),
    ^^ ^^

    the_smasher
    Tue Sep 14, 2004 11:27 pm
    #38

    1) I want to enhance pets that have already been created/tamed. BE makes a pet powerup that only lasts a certain amount of uses, much like a weapon powerup. The poweup would change the stats already mentioned such as armor, damage type, speed, etc. The point being that it's not a permanent change so we get repeat business.


    2) Some sort of attractkit that would be kinda the opposite of a cammo kit. The master ranger moves out to an isolated area of the map, uses the kit, and waits for the desired creature type to come to them. Limit the cl that can be attracted so that the tracking skill still has a use. May help lower meat prices...?


    3) Buff fatigue. Make it so thatany stat or skill buff (doc, entertainer, chef, spice, and powerups above) cause damage to dna. The more damage that is taken, the less effective the next buff will be. It could even be a counter likebattle fatigue so the player can see how bad of shape they are in.A new schematic lets the BE make a portableinjection that will lower or removethe buff fatigue. This gives us something to craft that would be used by almost every player in the game. (i know it will never happen, but this is a wish list right????)
    Alila
    Wed Sep 15, 2004 1:07 am
    #39

    1. DNA storage tanks, this is a must - Liquid Nitrogen Cooled Container for example with space for 50 samples in it.. only one could be "worn" at a time and it would take for example the left bracer slot and only be equippable in that slot. It would only accept DNA samples, nothing else.

    2. Craftable needles, as mentioned above

    3. OUR OWN TYPE OF FACTORY, like "Genetic Lab". the idea behind this is to let BE's handle the tissue business, as it is now, chefs seem to buy schematics from BE's and make the stuff themselves, this is BAD as it cuts most of the profits from the entire profession, thusly contributing to our neglible playerbase.



    Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
    Page 3 of 5