Bio Engineer Archive
Thread: We want to use our own pets!!
Yes, it's quite understandable thatBio-Engineers will want to use their own pets...
However, this will neccessitate them also being a creature trainer. That's just common sense.
Fortunately, the developers have seen this coming ahead of time. This is why the prerequites for both professions share so much.
It only costs an additional ~30 skill points for a Bio-Engineer to fill out theone additional scout tree they need and then buy creature trainer.
It is, in fact, easier for a Bio-Engineer to become a Creature Trainer than it is for a Creature Trainer to become a Bio-Engineer.
This is in a non issue.
While ideally (for me), it would be nice if the BE had some MINOR ability to use one of his creations, I have come to agree that BE is a crafting class, and CH is the combat class.
The problem I'm having is the market. The one and ONLY profession that can use what a BE produces is the CH, another Elite Class that can also just as easily provide for itself. The comparison has been made to Weaponsmiths making a Republic blaster, but not being able to use it unless he picked up his Marksmen skills to get the cert. My point is that for the weaponsmith to do that, he does NOT need to pick up another Elite profession, but one of the starting ones. Additionally, a simply Marksman can't simply provide for himself in terms of getting a new weapon. Generally he has to buy or trade from someone capable of making weapons in order to get a better weapon for himself...unless he gets the artisan/weaponsmith skills.
So that's my problem. The CHs can provide for themselves, while none of the other combat classes can do that in and of themselves. This presents a problem since the CHs are the ONLY group of people able to use the creatures a BE can put together. And the fact that BE critters take up 2 pet slots instead of normal CH tamed critters (which only take 1)....if I were a CH (and I will be eventually) I'd take having 4 pets over 2 anyday.
The BE probably shouldn't have much, if anything, in the way of creature usage and control. But SOMETHING needs to be done to give the profession a bit more value.
This would still leave the taming, training, and creature combat to CH's, and it would open up the economy for BE's and CH's. I agree the BE's would probably need a few changes to make engineered pets different from tamed pets. I don't see why it couldn't be similar to other crafters and their creations. Player-made things are just plain better in most aspects. Is there any kind of experimentation that could be used to mess with the stats of creatures? If they can make flat out better creatures though, there should also be some downsides, like maybe genetic defects from radical experimentation that can weaken and eventually kill the creature. Or maybe vulnerabilities to certain damage types or special attacks.
And even if nothing changes, I think a pet is a pet. BE pets shouldn't take more than one pet slot. At the bare minimum BE's should be able to call and store a pet, and either have the pets only follow them, or even just stand idle. That would at least give them some advertising power (like how armorsmiths can wear their armor etc). These are just some of my opinions on the matter, a Novice CH with no intention of ever picking up the BE profession. From everything I've read, BE sounds like a fairly gimped crafting class.
Yes, I've rethought being one. I now can't see any really good use for the BE skills.
Arion, your counter to the weaponsmith analogy is simplynot true. A Republic blaster is not useable by a Marksman - it requires an advanced profession (Pistoleer) to use it.
Furthermore, combat characters CAN indeed find weapons on their own and provide for themselves if they so desire. I've even tested that theory personally, and although 'found' weapons are far inferior to their player crafted counterparts, they are functional and can be utilized.
Bio-engineers can't train animals. They can't, and they shouldn't. Creature Handlers can't create DNA templates. They can't, and they shouldn't.
If you want to do both, you have to train both, it's just that simple.
But there's no market, the naysayers whine. If you're only concerned with making wads of credits, you needa different source of income, no question. You go ahead and ask the majority of genetic scientists that are working today if they believe they're making what their skills are actually worth.
The greatest asset about this game is the complete and utter freedom to change your mind. If you've worked yourself into a profession that doesn't suit your tastes either economically or aesthetically, you can surrender whatever skills you want to start back into something more your style. You want the big money? Go be an architect , weaponsmith or armorsmith. You want steady flow of income into the later stages of the game? Go be a tailor.
They certainly need to fix some BE bugs, but trying to incorporate CH skills ultimately makes no sense for the BE profession. The idea is that these are scientists trying to perfect genetic mapping, not behavioralists that probe the psyche of the animal kingdom.
I don't see what the problem is in letting all players have the ability to own and have access to basic pet commands for basic pets like those available to novice BE. Just restrict them so they can't attack, or make sure their HAMS are so low they'd die instantly in 1 hit.
BE's need a market, depending on CH's who tame their own creatures all the way up to master isn't a significan't one.
Taming wild creatures is essentially a skill based loot system. It would be like if Marksman had a skill line that allowed them to loot good weapons off corpses, something which similiar discussions erupted into mass hysteria among crafters about people having 'free' loot and taking demand away from players.
It was my understanding that the dev's fully support player crafters (which BE are among), there needs to be a significant reason for BE pets to be purchase, and demand to support them (such as opening the market to the whole playerbase for basic pet quality creatures - just like Droid Engineers can make droids for anyone).
I don't know how you figure that we have plenty of skill points unless you haven't been doing anything. Already a master doctor, which i do not want to give up, I am also trying to get through CH and every time i want to learn something I have to give up something else. I can no longer survey and hunt for my own resources to make my much needed medicines.
I am very interested in bio-engineering, but without giving up Doctor, and forgetting about CH.. which i also want to do, I can't do it.
WHY OH WHY DIDN'T THEY GIVE US MORE SKILL POINTS FOR CHRISTMAS INSTEAD OF FLOODING THE GAME WITH A LOT OF HOLOS SO WE COULD HAVE JEDI GRINDERS???? PERSONALLY I DON'T GIVE A DARN ABOUT JEDI, I DONT WANT TO GIVE UP WHAT I HAVE WORKED SO HARD FOR ALREADY.
I say let us have the ability to call our pets but to not use them in combat. The reason for this is advertising the pets we make. Let us call any CL (that we make) and give us 4 commands: group, follow, t1 and transfer. Since we created it we should be able to do more then have it sit in our inventory. Plus people can scanned the called pet and see it's resist and armor rating w/o having to ask us the stats of pets. Just an idea.
AngusMacGregor wrote:
I plan on Mastering both Bio Engineer and Creature Handler. I even have enough points left over to get some decent pistol skills.