Bio Engineer Archive

Thread: Creating the Superior Animal: an analysis of the complexity of Bio-engineering

Vorgus
Thu Aug 07, 2003 3:48 pm
#40

Lelu_Eclipse


That is the point I was trying to make. This particular cat, had both Armor and was a higher level than my pig is, but it ran from EVERYTHING we fought that night. The whole reason I ended up in a discussion with it's owner about this, was the fact he was so annoyed with his pet getting him killed running from fights, and he was wondering if I could make anything comparable to it.


I explained to him I was still too low a level BE, to make anything he could use, and even if I could, he'd need a much higher level CH than I was to tame such a beast, to give to him. My main point is, I don't know if this specie of animal is simply not a brave one, or if his particular one is a coward, but it was very noticable in a fight, that his pet was simply not very reliable.


I am hoping that others might also have at least "annecdotal" evidence that the traits that we are able to see in animal DNA that govern courage and dependability do exist in both our creations and wild animals. If it does exist, and it does matter, then there probably isn't a stronger reason to buy a BE made pet than this one, since a pet who isn't reliable, is close to useless, no matter what it's strengths may be.


Any time your fighting and a pet breaks from the battle, there is a chance that you end up the target. If your fighting "swarming" type mobs, it's almost assured you'll get one or two coming after you, the moment the pet attempts to return. One of the reasons my pet is a preferred tank amongst those I play with, is that he has little tendancy to ever leave a battle. If I can engineer pet's with this same charectoristic, they will be highly desired by my eventual customer base. So I'm attempting to find out if this statistic matters or not.


Vorgus

Virschaza
Thu Sep 11, 2003 3:46 pm
#41

Best post ever on cloning.



- Meep Meep!
Mongoloid
Thu Sep 11, 2003 9:28 pm
#42

Certain species are just cowards and some more so than others... dewbacks are the biggest cowards ive ever seen and run from just about everything. I've heard that cowardly gurrecks exhibit similar behavior. Other species are less cowardly but still run in certain situations. It seems to be related to the Ferocity level of your pet and the mob attacking it. Then there are some state effects that seem to cause pets to run like blindness... perhaps some species have innate defenses against blindness and will tend to run less due to them resisting the effect.



Wanderer
Master Pistoleer
Master Creature Handler
THE Fattest Wookiee on Starsider
isildursbain
Fri Sep 12, 2003 1:59 am
#43

Great post, first time I've seen it. I hope it can get stickied...
Bladezzz
Fri Sep 12, 2003 10:18 am
#44

First off Id like to thank all of you guys for posting this info, we appear to have a lot of very good people playing BEs. Ive been a Master BE now for about 3 weeks. Ive made 2 12.3K HAM Gurrecks and 2 12.3 K HAM Rancors. As far as the Psych modifier goes I'm really sort of in the dark on what it does for a created pet. Although, in response to the couple of above posts on "Pets running" from fights I personally have had more trouble w/ my Graul Mauler and my 2 Mereks and Kliknik Queen Harvesters. All of those seem to run from mobs alot for some reason. I have yet to see my Engineered Rancors or Gurrecks run from a mob.




Thanks, just my couple of credits worth.

Darksfallen
Fri Sep 12, 2003 10:53 am
#45

Hmm I find just the opposite:


I use garbage DNA for everything and a 998/890 Flora and a 972/670Meat and wind up with 12k ham Gurreck and 630dam.


Garbage DNA and garbage meat turns out housepets.


A regular combining with the info above gives me a 22% on combining the pet. 2 Boxes full and 8 empty for all stats. Depending what the customer wants to I put it all in Phy, or Agg. This gives me an increase but takes away my two filled boxes in Agg so I get to fill them again. This works with any stat. (Gurrecks 630-650 dam) (Rancors 650 to 700)


Mir




Miriam
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Yasmin
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XyberViri
Mon Sep 22, 2003 11:50 pm
#46

I ended up getting novice BE before i got to novice CH and played around with the stats a bit, played with the profession and did not like it on my main character, since i was going for a combat on my main. so i fired up my alt account and started grinding up to novice be. now to my point, When i first got novice CH, i went out the mountains of naboo and tamed 4 mountain krevols. All with in a 1 hours period.


Of the 4 krevols, 1 of them Reached full adult size in about 6 days,another onereached full adult size after 9 days.


I was hunting out in the wild with one of my krevols, and came across a poision flingers nest, i sent him in the lair when ape and drop maby about 5 or 6 more on it, so i started poping off headshot2 on everything that i could target, well this took about 5mins for the dust to settle and my krevol didnt die though the proccess. He was still left with about 400 equalish ham and never once came back to me though out the whole ordeal(which is why i though he was dead)


now out of the whole pack of krevols i had(yep i have given my babies all away after they grew up to tame more)I have noticed that alot of wild pets migth have = stats as far as HAM/To hit/Dmg is concern'd but as far as there ability to Tank, use status attacks, follow you his based on something hidden. Not all tamed babies were created equal?



Iv'e come to the conclusion that either A)The devs of swg took into conserdation alot of things, and have developed a wonderful system when it comes to the animal AI/genetics.


OR


B) The devs wanted to try and develop a wonderful system, but in some way is full of alot of bugs, and as a result we some times see it work in ways we never though possible.


OR


C) some one has switch set to the magic setting on the server(you only get this is you know what im talking about)



This brings up alot more questions about swg's creature system: If i sample from a Mob that Clearly has a Higher Mind pool than Any other Ham, do i get DNA with high wisdom/intelligence, and does that really affect the mob, or is it random and just tied to your skill as a be? Why do the Bio engineers have schematics without anyinfo on them except what stats the raw resouces should have?


well i think maybe they do want the be's to be the mad scientists of sw, so really theres nothing there since my "mad scientist kit" does not include a manuel either. If you keep your eyes open when your out in the wild, you will notice that creatures even seem to follow some form of logical ai.


It's either really good code, or really bad code.




__________________________________________________________
Xyberviri Bounty Hunter
Zebolisa
Tue Sep 23, 2003 5:35 am
#47

BE is the best
Scre4mer
Tue Sep 23, 2003 5:49 am
#48

This shows exactly why I became a BE


Great posts




---------------------------
Xeth Freemist - Eclipse
Kirana D'ukal - Chimaera
LokSG
Tue Sep 23, 2003 1:04 pm
#49

Sounds like someone needs to have the pet obstacle course. Do something like call out a low psych pet and go from say a mission terminal to your harvester, and see how far in meters you get before you lose the pet. Repeat for other pets with varying psychs. From what people are saying, you should probably be able to travel further without incident and frequent back tracking with good psych pets.


I was making some observations along these lines though, and I think much of it may just be the games AI is bad. I had a probot and a rock beetle (tamed) out and usually if one got hung, the other would also get hung. But sometimes one was a bit further along than the other.


Banthas always drag way behind compared to the rock beetles.


Banthas make a rearing motion when you issue commands, and sometimes they will not obey.


So the possible list oflow psych detrimentsin a pet are:


1. Lagging behind (Depend)


2. Requiring multiple commands to train (Depend)


3. Requiring multiple commands to obey after they are trained (Dependability)


4. Running away (Courage attribute?)


5. SLow to attack (Courage?)


I find the whole psych area very interesting, as dumb pets hung up on stuff is my main beef to their use, and if you can engineer better pets to avoid this, fantastic. I think this code is evident in other areas. FOr instance in the early game I was doing escort missions. I had to drag some scientist back from Taike to Bestine, and the guy was dumb as a post. He would pause all of the time for no reason, and walked (not jogged). I got so annoyed with him that I just shot him in the desert about 1k out from town, and now all the scientists hate me. Well go on a diet.


Then I was in Taike and was excorting noblemen to a 'party', which in the quest world seemed to be a front for rebel ops in an imperial town. The guys I escorted kept pace with ease and never required any kind of pausing and waiting.


There is some instance of the bravery in other mobs. Take for instanace trando slavers and slaves. If you walk up to a camp and pop a slave, they all fight. If you pop the slaver, the slaves scatter and the slavers fight. If you then pop the nest after the slavers are gone, some of the former slaves go through the Patty Hearst effect and return to fight, while others stand off and ignore the action. Clearly they have AI routines which have probabilities to trigger, and in some instances it is 100%, but for BE pets and regular pets it seems to be more random.

TeufelhundSoldat
Wed Sep 24, 2003 1:30 pm
#50

Just thought that this is great info for all of us new BE.....



Teufelhund
Intrepid
Synister Yet Noble Guild Leader
SYN City Dantooine
XyberViri
Sat Oct 04, 2003 12:13 pm
#51

Is there some way a mod can make this sticky this info is something that is very important for the as there is little to no documentation on the experiementation and what stats effect what.


Btw, im now running my 2nd account as a novice be




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Xyberviri Bounty Hunter
Fadari
Thu Nov 13, 2003 1:14 pm
#52


Bumping this for more current information!




Fadari
Mos Woot
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