Bio Engineer Archive
Thread: Cloning Bugs, Problems, and Suggestions
I am sorry if this was mentioned...
I would like to see BEs be able to REALLY effect the damage output of our clones. Big freaking deal, we can change the amount of damage per hit. The damage per second remains the same. If people weren't so stupid and ask for high damage pets I would never spend a single experimental point in aggression and just raise HAM and to hit.
BUG.....I'm sure it will be fixed first other than them actually making our profession work.
Items do not disappear if there is a critical failure in the Tissue line or the Genetic template line. THey don't disaappear and U can just continute crafting like it never happend. The clone assembly does properly trash the ingredients if a critical failure occurs though.
Problem one
NA sampling spend 6 hours to collect samples with my mind i can try 6 times before i have to rest with failures i get enough samples to make about 15 creatures if im having a good day then i need to go harvest meat for those 15 creatures figure 60 units per creature now yes i could just go kill gnorts for meat but the animals created suffers so spend another 6 hours harvesting go pick up from your flora farm and start crafting so i spend 12 hours of collecting resources to craft 15 animals to get about 4500 exp in 2 hours
We are considered an elite crafting profession every other profesion sets up harvesters for every item the need except meats in the same time we spend collecting resources they spend crafting equalling 9000+ exp
let us have farms to make meat let us grow dna samples let us have fisheries
dont get me started on meat....
A Bio Engineer requires over 70,000 pieces of meat to master BE.
There's no reliable way to practice BE without meat, and no way to harvest it automatically via machine.
They need to at least allow us one item that is craftable without meat, like a plant based stim or something, ANYTHING. I'm so sick of getting straight ripped off for meat, paying 3000c for 500 meat of the worst quality, just so i can practice and get a few minutes worth of xp out of it.
My first post. I read, but not posting till now.
In RL, Cloning process produces exactly what the DNA says to produce. Cow produces Cow. Here, DNA produces what ever, not realated. I go get Torton DNA, and make a Jax? The DNA should effect the creature created. In fact it should be the defining thing. Making DNA sampling much more important. Like the guy I read, made everything from Wrix? How can a cat DNA produce anything but Cat like atributes? I make this suggestion because of the limited types of Creature creatable by BE. If I use 5 DNA samples from one creature type, I should get that type of template. If I mix types of DNA, I should be able to create creatures which do not exist. ( I could see this as tough to develope )
DNA from creatures with natural armor should produce amror in the output. It should not be easy but it should be doable.
Quality of DNA should be a huge facter in the quality of output.
A nice thing to have would be, a graphic output of what the DNA currently about to be combined would produce. As in little bar graph output like you get on your equalizer on your sterio. Combineing seems hit and miss, if I just randomly click DNA to combine, many times this is better than actualy thinking about it.
Sckoarn ;(
The species BEs have right now are good for BEs; they should be left in the profession (and those that have baby versions of them in the wild should be left alone as well, not tampered with so that only BEs can create them and CHs have some of their species removed from what they can tame). With the exception of those seven species (kimogila, blurrg, tybis, bol, bolle bol, snorbal, and fambaa) that are broken. Those seven species definitely need a solution put to them -- it isn't fair to BEs to be limited to the number of species they are and have seven of them that don't work.
Instead of limiting the animals that BEs create to animals only created by BEs and not tameable by CHs, BEs should have the ability to combine species. But BEs should not be limited to just hybrids; they should be able to create "pure" versions of the animals that they can combine. So a novice BE can make "pure" versions of kaadus, eopies, and bearded jaxes and play around with their stats to make a stronger animal, but they can also create a cross between a bearded jax and an eopie. In my opinion, this is what BEs should be able to do instead of being as limited in their skills as they are right now.
As for how many animals can be combined with other animals, I think it should be limited to just two and that number should not grow. I also don't think that hybrids should be allowed to combine. Personally, this suggestion seems to be very doable. If we were to include the ability to combine hybrids, it could get extremely complex. It's better to keep it as simple as possible, but with as many options as possible.
In Real life Scientists can manipulate the DNA to produce what they want it to produce how they want to produce it as long as they know what each strand does. We have mapped the DNA code so know we just have to go through to see which each does. In a Star Wars like future is it to hard to imagine that is already done given their other technologies (hyper drive). So shouldnt a BE be tought this when learning his craft? Be no harder then todays kids learning to use a computer. Do this, this does that etc.
What we need is this diversity. Say instead of being able to make Jax or blurgg we get templates for the shape of the animal. Like an Image Designer can see the hair styles, we can see the animal shapes we can make. Then the DNA should be viable in how the Stats come out. And speaking of which it needs to be clearer what the stats on DNA actually enhance. The quality should effect how well those states come out. Perhaps DNA can actually have the stats listed as well as to hit and damage and any other qualities (such as poison, knockdown attack etc). Have a DNA slot for special attacks. Also have a slot to put tissue enhancement . Be nice to havea pet that added to Aiming or Dance skill or any other skill.
We should be able to combine a few templates together to create a totally different creature. Within reason no Rancor and Chuba combo. Hey why not make the Rancor a combo monster where you have to combine a few different templates to make it. Kilamagilla also. Quests for more templates would be nice. We should also get a color pallet as well. Both combining templates and colors would be part of the experamentation tree. It is called Geneticist after all. And would make that tree more needed. AS most get that tree last as the experiementation is still messed up. Imagine Purple and green Peko peko's. Ok dont image that eww. But it would be nice to have the option. Maybe allowing us to color the parts seaperatly. Do just like character creation for animals.
Ok just my few ideas.
<ignore the spellling please>
Okay Blurrg is untamable
Tybis is untamable (found this out the hard way tonight)
What else can we create that is currently broken/untamable?
I hear complaints about a single weapon being bugged and the devs hurry along and sort it out. But what about an entire skill tree? Please, make this profession more complex, more challenging, and a lot harder. But fix a few things while you're at it. It's all been mentioned, but let's summarise:
TISSUE ENGINEERING 1-4
Everything on this tree APPEARS is bugged or broken. BE stims are the only ones that dont work in a factory. Food adds are missing ingrediants (I have fished, foraged and harvested on every planet for milk an mollusk) and stats either don't translate or make the final product buff worse. Tailor mods don'ttranslate to all garments, and don't show onplayer attribute lists. Reams of field testing suggests that the final garment does zip. If some of them do work, there is insufficient notification to qualify their existance. On a happy note, these make great sculptures.
CLONE ENGINEERING 1-4
As creatures revert to baby status when tamed, it appears impossible to use several of the critters which do not have kiddy spawns in the wild. In addition, oneof our creatures islevelled higher than a master CH can tame, and a couple I figure are just too agro or plain busted. Still, there are some very good creaures. Unfortunately these are at taming 1 and training 1 level (21-25), which most people XP through very fast leaving the bulk of our pets without an owner. However, I aniticipate demand may grow in this area as players reach master status in proffesions such as BH and must surrendor some CH skills. The real problem is that most Handlers have egos as big as their Graul Maulers and prefer to keep precious slots for their own tames. Of the non CH pets, it would appear people are only interested in two things - HAM and damage. In that respect, only a well crafted Kahmurra stands up. Now, if only it wasa cat people might want to buy it.
DNA SAMPLING 1 -4
Obvioulsy works. No issues apart from the generic labelling and the fact that a warren of gorgs can produce something that does 1000+ damage - a real problem IMO.
ENGINEERING TECH 1-4
Working as intended.
MASTER
Stim D would be nice if we had time to fish. Then there's thefive great beasts: Torton(works), Fambaa(busted), Rancor(works), KIMO(too high) and, erm.... Veermok.
I think some people have stated this fact in different words.. i have some CH friends, and they alltalk about how BE are competitors (even though our pets arent as good as theres). What if the BE pets were totally different then the CH pets? Im talking programming wise.. so the CH pets are from the wild, but the BE are different class, even though they might be the same animal. This would make it easier to open new options for the BE while keeping the CH happy. I would be mad too if one of my skill blocks were useless because anyone can do it. Thats waisted xp.
There can be differences in each that are pros and cons, so one profession isnt getting screwed by the next. Maybe we can make BE pets trainable by only BE.. and how many commands it will know can be based on the dna you use for the intellegence block.. you can go on the same about the color, the size, the agressiveness, etc. We should be able to make pets that are way weaker, or stronger, depending on the resources and the creatures we gather DNA from. It should be VERY difficult to make a high end agressive CL25 pet, but should at least be possible for say a master BE, even if it is a pet they cannot have themselves. We need things to be possible.. and we also need to not be so competitive with the CH. If we get up high on the BE tree, we should be able to make pets thatTHEY want.
I know im probably repeating some other stuff that was said here, but didnt really see anything streight out saying the pets should be different from CH.
Thanks,
Tevys