Bio Engineer Archive

Thread: Something to look forwards to, Talth is going to need our help with this

XyberViri
Mon Feb 23, 2004 6:54 am
#40


My 2 Cents:


First off Any 1 DNA sample and any 1 DNA Template should be interchangeable...


In other words the clone body should just accept a DNA sample as its template, the numbers are the same and we should end up with a exact clone CL HAM and all, We should only be required to make a template when tring to make Spliced DNA, since we are spliceing the genes not cloneing them



2nd, we should be able to Clone specific strains of DNA, i i take DNA sample ABC and make a schematic of it with say a planet specific Grain and a planet specific meat the template should ignore the DNA sample and only require Meat and flora food, we can prevent the never ended Schematic firstly BY A Schematic Limits, and B Resouces going out of shift.



3rd, the new clone bodies that we are starting to need i suggest the following (from the reqests i get)


Mynock Bodies
Rawl/Snakes
Perleks
Rasps/Songbirds
Any Type of Beetle or Bug


Also i aggree with the post that was talking about pet Sliceing, IE hormon treatment, and the poster talking about organic harvestors for meat.

Message Edited by XyberViri on 02-23-2004 07:57 AM



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Xyberviri Bounty Hunter
Tal-N
Mon Feb 23, 2004 8:41 am
#41

Personally I'd rank the new Blood Sample system as the highest priority since it solves2 of our most pressing concerns while also freeing up valuable database space on the servers. Those being the issue of how tough it is to actually stockpile dna so that we can have a selection of resources available for any orders that come through just like any other profession and secondly the fact that bioengineers NEED to have maskscent to get dna samples from CL55+ species. The Blood sample system solves this in a very simple way and the process would go like this:



  • Bio-engineer makes hyperdermic needle

  • BE gives needle to Ranger

  • Ranger goes to Dathomir

  • Ranger finds mutant Rancor and draws blood from it

  • Ranger comes back to BE

  • Ranger gives 5 units of Mutant Rancor blood to BE

  • BE pays Ranger for services and takes blood back to lab

  • The blood is added to the resourcestack/container of Mutant Rancor blood already there

  • Customer asks BE for CL70 pet

  • BE goes to Mutant Rancor stack and splits off 5 units

  • Those 5 units are then split into 1 unit pieces

  • BE extracts a single dna sample from each unit (units disappears as it is used)

  • This is repeated 5 times to have 5 samples

  • BE makes clone

  • Gives clone to customer who gives money to BE

  • BE smiles since he has loads of stacks of variousblood in the lab with potential to give well over 500 dna samples

  • Plus the Ranger is coming back tomorrow with Arachne Queen blood samples *smile*

Meanwhile back at the SOE offices....



  • Server admins smile as cluster databaseusagehas significantly droppedsince people don't have loads of induvidual dna samples sitting around each with their own unique database entry.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
Shadowfire Bounterhunter / Commando

SDNewton
Mon Feb 23, 2004 9:06 am
#42

I also think its important, that "buffing " stays as a Doctor job!


Really, i wouldent like either my local electronic store or some mad scientist to install my new eye !




Therefore, bionicles must be installed by doctors, that way when a fighter is looking for buffs after a DB, he wont have to visit 2 people...


I dont really think DE's should be involved on all the BE bionicles, like, i can go make breeth a new enchanced eye on my labotory rat, without even a mechanic man hearing about it..

maybe the organic bionicles should do a large increase in precision, while bionicles made with DE items gives more resistance and toughness?




Dies / Icaren ingame
SDNewton
Mon Feb 23, 2004 10:28 am
#43

Wolfguy have you considered the consequens of that?


How long do you think it will take someone to start putting out extreme pets because maxing all the good stats and not caring about the weak stats?


By doing that we risk loosing all the fun spectaculating and using our experience, BE will simply be a matter of luck :/


Nor i agree , CF chance must be removed but the devs have said no to that once, dont think they will change it



Dies / Icaren ingame
CapricornONE
Mon Feb 23, 2004 10:42 am
#44

I like the idea abou being able to select the special attack that our want to put in your clone. the ablitity to create "special attack templtes" and have them put into something like an optional slot on the final combine. The special attacks could be ranked in diffuiculty to make, and at the master level you would be granted the abliltiy to make AoE special attacks (less the AoE attacks that involve force strikes) in the final creature combine.



Claw
Master Bio-Engineer k Master Tailor
Chef Addative/Petstim k All Black BE'd Clothing Vendors
In the Mos Mesric Mall on Tatooine (-1118, 77)
Blight - Master Swordsman k FS Noob____________Master Riflewomenk Doc - Devaki
Akelan
Mon Feb 23, 2004 10:44 am
#45

Here's some off-the-wall possibilities.

First - A DNA Replicator - Place in a DNA sample, or possibly a DNA template, similar to using a schematic, and appropriate resources, and have the machine work like a factory, producing DNA samples that are identical to the template/model inserted, or with a small variation (similar to the existing variations in samples from the same creature)

Second - A DNA Sequencer - place the samples in the sequencer and have it do the combines, with more specific control over end-product levels. Setting a specific CL, or a Specific resist in one stat, it would allow us to experiment only within a range that was possible for that desired end result, and ONLY to fix a single attribute (The creature will have 10k Health, OR be CL 10, OR have 60% Kinetic as "SET", the rest will be subject to the experimentation, but displayed as end-result figures.) This should be a device made by a master architect with master artisan , master DE components, and should have an experimental effectiveness rating as well as an "input hopper" like a crafting station. This would reduce much of the overall frustration with the missed level or missed stat combines, while making sure pets were of an acceptable range for the "set" stat to be valid. If the range were not possible from the materials , such as putting in 5 bull rancor DNA samples to make a CL 10, the sequencer would return the samples and refuse the operation, saying that the DNA could not be reduced to the effectivness. Placing in too low a DNA and setting a minimum CL would result in something like the all-gnort DNA Kimogila - It may walk like a duck and quack like a duck, but it still dies if you sneeze in its direction.

Third - The DNA Freezer I have already suggested as a module for a droid - A Stand-alone item for a house as well as a droid module would be possible. The one difference, besides storage, is that these devices would display the dna not as "High Quality DNA Sample" for example, but in the "examine" mode, so we would see the creature and stats of the sample as we "paged through" the display, with the possibility of sorting samples by creature when we were accessing the storage.
Templar1865
Mon Feb 23, 2004 11:56 am
#46


"How long do you think it will take someone to start putting out extreme pets because maxing all the good stats and not caring about the weak stats?


By doing that we risk loosing all the fun spectaculating and using our experience, BE will simply be a matter of luck :/"


I think that BEs will quickly work to find the "best" combination, "extreme" pets, etc. regardless ofthe system in place. In my opinion, it's a little artificial to only be able to move a stat up. It's more realistic for BEs to do exactly what you're saying--manipulate up and down to create the desired result (and hey, let's add a realtime CL calculator that shows what the final product will be! Amazing success= -1CL!)


I'd like to see experimentation added to each resist slot. If I want to spend an experimentation point to increase the acid resist by 5, I should be able to do that (and sacrifice the potential gain that point could give in health, damage, attack speed, etc.)


From a dev standpoint, all of the stats on a creature should be important (and their impact on the game clearly documented, if you please). If it's not important, it's taking up server cycles for no good reason. If you focus on one stat at the expense of another, the creature is going to havea serious weakness. That's okay--good even. There should be a way for other players to discover and exploit those weaknesses (especially CHs, Rangers, Scouts, etc.). For example, my high health/low mind high kinetic resist/energy vulnerable creature is great in PvE against creatures, but drops really really fast when a rifleman is headshotting it.

As far as the second comment goes...is this sarcastic? I love the thrill of discovery as much as anyone, but the lengths BE have to go through to figure out how to make a clone isn't all that fun. Frustrating, sure. But fun?


Hope this didn't come across as a flame, as that certainly wasn't the intention. Just disagreeing, I guess.


Zerana
Mon Feb 23, 2004 11:19 pm
#47

The ideas about the size of creatures, and especially about showing the names on the DNA samples, they seem to be great ideas. I know I hate going through a whole bag of samples, searching for a certain few, and having to examine every sample to find them.


But the biggest issue for me is the CL level of clones. It would be great to have some way of knowing or choosing what level a clone will turn out to be. The best way that I was thinking of would be to maybe be able to choose a level from a range of levels, after the crafting is done. The range would be reasonable for the stats of the creatures, so it wouldn't be a way to have a completely overpowered, low CL pet. But it would be a way for BE's to be more exact when it comes to making pets.





Tosigo Phyrexian
Master Creature Handler/Master Bio-Engineer
Lowca Server
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