Bio Engineer Archive
Thread: Top 5 Input needed.
1) Documentation for BE. Q said they are working on it, it needs to be a major priority.
2) Creature resource availability. They need to at least double the output of creature harvesting, fishing, eggs, shellfish, etc.
3) Edit: Did have xp issues here, but instead I'll agree on the DNA storage problem. There are several good ideas out there to fix it.
4) More tissues. There are tons more skills, defensive if nothing else, that could be put in. A side-issue is that there needs to be more tailor items that our tissues can go into.
5) Let us dna sample fresh kills, the system would work similarly to creature harvesting. You could only do one attempt, you could only do those creatures that you or your party killed, and it would be done in lieu of other resource gathering from that creature.
As I've said before, letting us harvest those killed by dna sampling will not help much. Once you get good at dna sampling you rarely kill your target (though you do get killed by them more often). We need them to increase the overall resource availability so that everybody gets more, not just a handful of characters on each server.
Message Edited by Scorus on 02-24-2004 03:18 PM
- Guide to what slots effect the outcome of a creature.
- Harvesting creature resources once done sampling.
- Display CL of creature in the DNA template.
- More creature skins (and colors too).
- DNA template storage.
Regarding #5, perhaps we could have a droidor droid module(hey, class inter-dependency!) especially for BEs that takes DNA "cartridges" (that's basically what they are no?) and only that, allowing us to store 100 cartridges in one module (or stacked modules, like the data module for droids now).
1 - For the love of Jehova, Challenge Level visible in the crafting process! (he said Jehova! /throw rock)
2-A decrease in Chef additive ingredients. Why in the world does my equivalent to A-1 Steak Sauce take more resources to make than the actual plate of food itself?
3- More schematics, skins specifically.Highly requested are skins for flyers, snakes, and simians. Tailor tissues have a lot of potential from the hundreds of skill mods out there...
4- Control over creature size, another big customer request (tiny kimos, giant vir vurs, etc).
5- BE content! BE-specific quests and unique schematics similar to what is in place for weapon and armor makers.
Bonus question - skill tapes? Everyone but BE's have them
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[quote]"Pet Slicing". The ability for BE's to "slice" a pet similar to what Smugglers can do for items. I'd be interested to hear if the Dev's think it's a plausable/usable idea. I believe this would help both us and CH's, so it'd be double the payoff for the Dev's.[/quote]
I'd like to expand upon this idea, as I think it's something that has a lot of potential, and development potential for the Crackdown.
- BEs should be able to craft an ingectible steroid that only they can use. The effect of the steroid depends on its type, but you can only apply one steroid, otherwise the pet would feel overloaded. The steroids are: Power Capacity Inducer (dmg), Speed Enhancement (speed), and Broad Power Serum (HAM). Not only would the using of steroids be illegal, but steroids themselves would be contraband.
- Steroids are not a permanent effect, and leave negative symptoms in humans.. they should do the same for pets. Decrease pet vitality number over the lifespan of the steroid. (cannot be repaired by vitality packs until after the steroid has worn out of its system, to prevent exploiting) Pet vitality will never drop to an unmanageable level unless the owner allows multiple steroids with no healing inbetween. If one steroid is stacked upon another without vitality healing, the second steroid will, in effect, work better for a short period of time, but the owner will have to suffer the huge vitality hit as a consequence. Steroids will wear out based on their potency, and should have a timer on your pet's "Examine" option in the datapad. They can be re applied at any time after the previous steroid has left the blood stream.
Probably not gonna happen, but it would be cool.
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meroc wrote:
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?
Still I see a big point of greed here. The resource we get is a dna sample, wasn't it enough that we can get several samples from the same creature? But you did bring up a good point that gives us the existing advantage over other classes.
With your proposal, from ONE creature (not counting if it is dead or alive, lol)a BEwould be able to get the following resources:
1) milk
2) meat
3) 1-5 dna samples (or more?)
Are we going to also ask for a loot drop or maybe the ability to harvest hides and bone too? How much do you think we can get away with?
I think its ludicrous to ask that we get meat harvesting rights along with milk and our dna extraction. Hunting and killing for meat is NOT that difficult, lol and should be a separate process. We're scientists, not barbarians when we're harvesting DNA.
Wokka-wokka
blazed_fosho wrote:
I would like to point out that when the devs agree with us there is a storage problem, they're not talking bout your difficutly storing DNA. The SWG database simply has no space to support the suggestion listed above. Inventory limits are in place with the explicit intent of preventing the above from happening.
Arimah
1. Losing DNA on Crit Fails! Please let us at least keep the DNA or finished template when we get a crit fail.
2. More physical customization of clones (size, colour, etc.).
3. CL indicator on DNA template. I want to know the CL before the final combine, because itwill impact which skin I use.
4. Storage of DNA (lots of great ideas for this already mentioned).
5. Addition of BE skilltapes and the like.
1) Proper Documentation for BE crafting, this is almost Every BE's primary concern
2) Additional Skins to craft with
3) Colors to stick to our pets once tamed, and perhaps additional colors or patterns that we could add to the skins
4) No Loss of DNA template on Crit failures of Skin/DNA Combine. Having a chance to crit fail on a 4th generation DNA template is something we should live with (after they fix the failure rate), that is a chance we take. But unlike other crafting professions Our final combine isnt a bunch of sub components crafted in a factory. That second chance to Crit Fail and loose all our DNA is to much IMHO, and more importantly it can be fixed without major repurcussions. (and I know what it is to loose a template, I lost7 Bolma(2 Alpha, 1 prime) several War Gronda, and several Kwi plus a few odds and ends the other night to a crit fail on the Template)
5) BE skill tapes etc., As someone said, we are the only profession that doesnt benefit from skill tapes etc, with the exception of possibly movement or mask scent( I dont know if those tapes exist, as I have come acroos only a few tapes at all)
The reason Harvest, after DNA death isnt on my list: Balance. It is rather unbalanced for BE's to be able to solo a lair, get great DNA, and then get all the resources needed from those same mobs. The other day I Solo's a Sharnaff mission on corellia. I had a couple friends and a pet group with me so that I could get the mission, then went out and slowly eleminated each of the sharnaff for purposes of DNA. We all know that harvesting is a slow process, I wasnt keeping track but lets say half an hour later I had a good dozen+ Sharnaff DNA's, 12k, and about 3600 DNA sampling exp. Only once did I have to run for my life. Now if I where able to sample meat too I would have come away with a good 1k stack of meat, is that really balanced when you compare what other professions can do? Most of them would have issues jsut soloing that mission. In short, I dislike not being able to harvest after sampling DNA, but in realityit is for some semblance of balance sake that we cant.
MissileToad wrote:
1 - For the love of Jehova, Challenge Level visible in the crafting process! (he said Jehova! /throw rock)
"What?! Well what sort of chance does that give me? Alright, I AM the Messiah!"
1. Harvest Creatures we sampled to death
2. Sample DNA from dead creatures we have looting rights on.