Bio Engineer Archive

Thread: More Top 5's

SomeUser
Thu Jun 10, 2004 4:00 pm
#27

HMMMmm too much good info to fully elaborate on. Going to sleep before I post anything more that requires brain power


Anyhow, I love all the new tissue ideas as it pertains to armor. I would say though, as much as I like the "slice" tissue, I think that should be regular cloth tissue. I just dont see how it would "fit" as an armor only tissue... Unless smugglers get their own special armor... then I could see it...


Perhaps instead of tissues for armor, BE could enhance segments that AS/WS already use for weapons/armor?


Afterall, most of the loot mods AS/WS use is organic isnt it? Since we are suppose to be masters of genetics why not allow us to modify these mods





Vezek


NancyJ
Thu Jun 10, 2004 4:04 pm
#28

What I was really meaning with the preslice tissues thing is that the tissues would be put in the armour to affect the outcome of the slice however clothing tissues for smuggler isnt a bad idea either




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Aynianu
Thu Jun 10, 2004 4:30 pm
#29








NancyJ wrote:


See what you can come up with if you have a few beers?
I command you all my ginger headed step siblings - to get pissed and bring innovation to the forums







Lol !

Love having a british correspondant

ArthurDentOnBria
Thu Jun 10, 2004 4:46 pm
#30


As far as the slice thingy goes, don't forget that the smugglers are revamping later this year, and they'll be able to control the type of slice they get


However, bio tissues that have a positive influence over percentage success and stuff like that would be awesome.

Message Edited by ArthurDentOnBria on 06-10-2004 04:48 PM



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%


NancyJ
Fri Jun 11, 2004 12:03 pm
#31

IIRC the smuggler revamp was thrown out the window cos it sucked. And nothing with it is set in stone.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



jd2134
Sat Jun 12, 2004 3:09 pm
#32

allow BE to make tissues that cut down on the effect of Cm posion or disease. said tissue at max power cut stop 75% of cm posions and such. have the tissue act as a skill tape.

while at it let BE create some Skill tape as we can sell them to everyone and not just one or two classes
RugburnKuri
Sat Dec 18, 2004 7:03 am
#33

This has probably been addressed time after time, but with all that has been meantioned concerning BE's is true. They need quests, they need new tissues, they need more pet types, they need more products to compete or compliement armor and weapon smiths, they need more more!

1)What I do not see much meantion of is the "Fix" or what I like to call the base line "FRAG" of the BE creature creation. Nurfing creatures created by BE's so that they can't created with Resistances above 60 for kenetic and energy! This is just crazy! Creatures in the wild have it, why can't BE's make them - oh i forgot.. TK's and the other Kenetic based melee professions crying their eyes out! Well CRY ME A RIVER! Every profession except melee is constantly working to change weapons or picking another profession so that they can be more effective in combat! Oh but that is not necessary for Fencers, TK's and the like! They do more damage than any other professions and just laugh at Creatures captured and especially BE created!!! Wouldn't BE's be better than Mother Nature??? If not, where is the technology and futuristic quality to the game. Never mind that Bruce Lee or Zorro totally squashes the Frankenstien monster or the Terminator! (that's another list!) REINSTATE 100% FOR ALL RESISTANCE POSSIBILITES!!! Afterall as things stand now no BE could create a 100% resistant creature on all combat damage sources! They are going to have weakness not matter what. Make TK's and other melees work for a change!

2) What about the Frankenstien Monster! Why shouldn't BE's be able to make some really interesting looking creatures that don't exsist in Mother Natures plan! Just have stats and resists being the only migrating from natures plan is a bit boring! They could make "Special Templates" or allow creatures to have body parts from various creature class levels an arm from this one a leg from that one, etc. Now that would be fun for BE's.

3) True Steath suites, Armor suites and the like would be nice for them to do since they don't sell much anyhow.

4) How about Pets to help out Docs and others in their duties? Or even pets that heal or buff if charged up with buff packs? This could also be done for Droids. Delivery pets, tracking or res pets .. give BE's the ability to have specially functioning pets!

5) Allow them to make BE packs that are specifically designed to cause diseases or poisons in a grenade format and cures for them - making this specific to BE only it takes one to cure one type of thing.
Madhi
Sat Dec 18, 2004 4:22 pm
#34

Combat rebalance:
1) There should be a difference in using armor or using no armor. BE's could craft clothing tissue's that enhance clothing in a way to give it combat bonus. I'm not talking about giving it light armor or whatnot. But a few points in resistances, defense (better than it is now), speed bonus (giving unarmored players the advantage of RUNNING faster, not shooting/hacking), maybe even increased control level for CH. Also, profession specific tissue's (like the mask scent/taming/dancing). This could be enlarged to the support classes (squad leader bonus, harvest bonus, smuggler bonus, etc.)

2) BE's need a good reason atm to clone pets. Personally I feel that cloning pets is one of the coolest, and original concepts in the game, though it suffers from non completion. First of all there's the problem with the hugh gap between wild pets and BE pets. IMO wild pets should be stronger, where the stronger will be much more rare than the weaker ones. Secondly, it wouldn't hurt if we had some more information about what stats actually do. I've done a search on the "to-hit" factor and no one really knows what it does. Dependability/fierceness same. We even don't know how the CL is calculated except some wild guesses. BE is a scientific profession, and science is all about predicting the results, which isn't possible atm.
Third, BE's should have a reason to search for the rare pets. Why not give them better stats compared to the commen creature? This is of course closely related to the first point.

3) Pets need more 'abilities'. Even a pet that does 550 damage is useless because almost all damage will be negated by armor/resistances. Armor piercing, various damage types (though 1 maybe 2 per pet), med armor?, and an increase to regeneration stats could offer solutions.

4) Pets suffer in PvP. They are to weak to take it on with a player (which they should be able to as it is a CH's weapon) and suffer full damage... nuff said. (This might be more appropiate in the ch forum though.)

5) Skins should change the final outcome. It's just not possible that a rabbit deals more damage than a graul. Though the rabbit will be faster and better at dodging. This gives us more things to play with, and it will be more realistic (no more monthy python bunnies)

Though there are more, they are not combat related.

GCW

Wouldn't know what our position is in a war.

On thing I would like to add is, that pets could be used to support other professions. A ranger could use a 'bloodhound' to help him track. What's a leader without it's mount that by itself reflects authority? A 'guard dog' that's on the lookout for a smuggler (attracting the aggro). A rasp that sings along with the musician. The options are endless. Though of course a CH would make best use of those. example: In the case of the musician who's no CH, he could use a rasp of up to level 10, giving him a +10 bonus on enhancment. If he would also be a CH he could have a high level rasp, that gives a bonus of +25.




Madhi Starstrider
Maste
r Bio Engineer/Creature Handler/Marauder
Specialzing in genetical mutated critters
Visit at 6523, 6008 Naboo



sideorder
Sun Dec 19, 2004 12:10 pm
#35


1) They could introduce a new special to pets which enables them to set there target on fire.


2) Maybe a flying pet could be introduced, or even a flying mount!!!!


3) plz plz plz could we have some skill enhancements for BE.....


Other than that im pretty happy with it all, i mean i have mastered it 3 times as i miss it so much.

Message Edited by sideorder on 12-19-2004 11:11 AM



Morgan Leah ~ I'm coming back troops

Dominus Nihil ~ The original Hard Nuts.
JayWind
Sun Dec 19, 2004 5:03 pm
#36

1. All special attacks for all professions and creatures working properly. Not just working. Working properly. In addition, better animations for the special attacks would be nice. Some nice motion capture of real martial artists perhaps for the brawler animations? Less cartoonish animations for creatures. Better sounds as well. Pets should be making noise. Growls. Purrs. Roars. Each pet with a unique sound. When you hear it, it should make you think "Hey, I heard a narglatch roar"

2. More effort required in combat. Remove the ability to use special attacks from a macro. Make it so a players skill and ability to use their abilities will determine how effective they will be in combat. I should no be able to make a macro and press one thing on the toolbar to take someone down. Likewise, someone should not do the same to me. I want to be beat fairly by another player, not by their ability to use a macro someone else probbaly gave to them.

3. More weapons, more armor, more variety. Seeing everyone walking around in composite armor with the same weapons gets really old. And options to customize or modify weapons and armor as well that will be visible to other players.

4. Proper balance for faction and Creature Handler pets, including BE pets. I suppose this could also be a GCW issue also. AT-STs should be a terror on the battlefield. Rancors should be as well. A CL10 bio-engineered Durni with 12k HAM should not be able to kill AT-STs. They shouldn't exist at all.

5. Pet buffs! Yes, a doctor can buff a pet. But they shouldn't be able too. Let BE's make health, action and mind buff stims for pets. Add these to the chef food buffs, make really good pets In addition, foods for pets that increase attack speed, damage, defenses.


1. Imperials should have the same penalties for carrying spices or sliced options. These items are contraband. They should not be encouraged to break the laws they are supposed to enforce.

2. Covert faction memebers should not appear as purple dots to other memebers of the same faction. They are COVERT. They should remain hidden. Only overt members of the same faction should appear as a purple dot.

3. Likewise, I should not be able to click on a droid or speeder belonging to someone, and see their faction alignment as a symbol next to the name of their object.

4. Along with the combat revamp, there should be more variety in weaons and armor, especially for Rebels who scrounge and modify equipment from many sources for use in the war. Add Stormtrooper Scout armor. Make the armor worth the cost in faction points. Make the armor comparable to the armor in the revamp.

5. We're supposed to be in a civil war. It should look like it. Imperial NPCs should be numerous in the cities and in logical well-traveled areas in the wilderness. Rebel NPCs should be located in the hard to reach areas like on the edges of a map or in the middle of mountains. There should be random NPC raids on player cities with factional alignments. Imperial NPCs should drop down on a rebel player city. Rebels should raid Imperial cities. There should be raids on cities. This can apply to other factions as well. Tuskens riding into a player city and taking over until thy're cleared out?


1. Better documentation of bioengineer crafting. What does what and how it all applies to the final product. Especially for creating BE pets.

2. Along with the combat revamp, I would like to see BE pets revamped. Pets should be able to fill the purpose their level might suggest. A CL10 pet should not be very effective, regardless of being BE or natural. My natural Bull Rancor should be a terror to anything it gets its claws and teeth into. My current BE pets put my bull rancor to shame. I should not be able to make a CL28 Dewback with more HAM than a Bull Rancor and with better resists and light armor as well. Changes made should also be retroactive. There should be no "pre-nerf" pets. when a charatcer logs on, their file is scanned for ets and any required changes are applied immediately.

3. Less emphasis on BE additives for chef foods. Make it so if an additive is used, only the stat corresponding to the additive can be experimented. If a BSN is used, only the nutrition (buff size) of the food can be experimented on. There should be benefits and drawbacks to using additives, they should no provide only benefits.

4. Clothing should be unwearable when the condition reaches 0. This will create a new market for tailors and the BE tissues used to make clothing.

5. More BE stuff in general. Usable items like chemicals used to mask scent (similar to Jawa beer but it's not a food/drink, these exist in real life as both lures and masks for hunting), or something to blind a target, like mace or pepper spray



Lowca - Keome Aramia - Creature Handler / Pistoleer

PsydenJester
Mon Dec 20, 2004 2:43 am
#37

One point i would like to see and perhaps the solution that i see nobody else has thought of.


I agree with most people that its a pain deciding whether you should stab a creature or harvest it so these should combine, but i also believe it would be far too easy and an exploit to stab it and then harvest all its meat. I think the easiest way is already programmed in the system, when we kill a creature we have the scroll option to harvest meat so why not an option to extract DNA. Why does an animal have to be alive to give DNA? Scientists get DNA 30 years later from starnds of hair which ought to be dead by that time.


This means only the person / group that killed the creature would be able to sample as well as harvest the meat. Simple, no?



Psyden Lightingfly

Bio-Engineer
Creature Handler
Rifleman
Retired Marksman
Azaki, Talus (Ahazi)
NancyJ
Mon Dec 20, 2004 4:29 am
#38

One thing I'd like to see: less necrotastic bumpage This thread is 6 months old




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