Bio Engineer Archive

Thread: New CU info

Eskie
Mon Mar 21, 2005 1:17 pm
#40

Yep, according to this post CM crafting is going into BE, also.

Message Edited by Eskie on 03-21-2005 09:21 AM



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
SpottyGekko
Mon Mar 21, 2005 2:11 pm
#41








Healing/Doctor/CM Changes



  • Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
  • Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
  • Enhancers are on a 1000 point scale - the higher the number the better.
  • The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
  • .....




Sounds to me like BE's are getting a new line of "additive's" here... but these are called "Enhancers" instead !


Maybe I'm wrong, but it looks like med crafting is moving from Doctor to Medic (not to BE), with BE's supplying the "enhancers", whatever they may be. Of course, that will mean that BE's will become the favourite people of Doc's AND chefs ! Right ?


If these new "enhancers" are going to need creature resources, where will all the meat come from ? It's hard enough atm to keep my chef supplied without having the door kicked in by a line of doc's demanding "enhancers".


Message Edited by SpottyGekko on 03-21-2005 09:19 PM



Rankh Xholo (Master Chef)

**If I can have more than one account for SWG, can I also get a second account for LIFE ?
bounty-loki
Mon Mar 21, 2005 2:21 pm
#42

i think most crafting docs will go be and make your life much harder, instead of hiring a be.



lockiwee

Zabrak Master Smuggler

[Take your Medicine]


pnuma
Mon Mar 21, 2005 7:26 pm
#43

"If these new "enhancers" are going to need creature resources, where will all the meat come from ? It's hard enough atm to keep my chef supplied without having the door kicked in by a line of doc's demanding "enhancers"."

I've been concerned about the post-CU meat supply in general. If with a 'rebalance' it becomes much harder to tackle the biggest creatures, and the biggest creatures have the most meat, then it seems logical that the meat supply as a whole will dwindle. Even if the new craftables don't require any meat, I already have enough trouble getting good meat in quantity for chef additives.
Felisconcolori
Mon Mar 21, 2005 7:34 pm
#44






ArthurDentOnBria wrote:

Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.



  • Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
  • Enhancers are on a 1000 point scale - the higher the number the better.
  • The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
  • We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
  • The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
  • Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
  • Stims can modify your health ~10%. You can’t use your stims to heal someone else.





Here's a shocking lightning bolt out of the blue. Perhaps these enhancers will be the result of some kind of, let us say, secret research. Thus, perhaps they will give us some secret research data to enhance the enhancers...


Since skill tapes have no effects on BioEngineers (it is evidently neither food, nor medical crafting, despite us using food and medical devices) this secret research data might be used the way that skill tapes are used...


Hmm. Nah, probably not. But like many other people, I am scared of the many changes this system necessitates. And whether or not those changes will be made. TH has stated "changes to entertainer [as a profession] are beyond the scope of the CU"; thus it is easy to assume that changes to BE (not already being directly affected on as deep a level as entertainer) are so far beyond CU scope that we'll likely have to wait for the NCU, or Non-Combat upgrade. Without being too much more facetious... Most of our non-chef tissues are going to need some work, at least to validate their place within the CU. (Although, to be honest, I don't know if we had an anti-mind/action bleed tissue... not my specialty.) Pet crafting... this system works now, kindof, for the current system. In the new system, how are all of our old DNA samples going to work? How will they combine? If, after the CU, 13k HAM is insanely high, does that invalidate all of the pets we thought were <CL70? Rancors are not going to be something you can solo... so how will that affect us trying to sneak up behind one with a dirty syringe and (it seems) lower than your average n00b health?


I think the changes will be very far ranging, and they might be very good. But change scares me. Especially when they aren't talking too much.





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FlyMoe
Tue Mar 22, 2005 1:21 am
#45

To be honest I'm not worried about whether or not we get to craft stims. There will be BE's that will craft it and there will be BE's that won't, just like it is now with chef tissues. My biggest worry is that BE's won't be able to keep an elite fighting profession along with their BE template, so my BE/Swordsman template will disappear. Other BE's that have similar templates will disappear as well like the BE/TKA, BE/Rifleman, BE/Fencer, etc... Here's what they are proposing with the new CU (as far as Swordsman goes):

OLD Profession Prerequisites:
Swordsman = Brawler, 2H Sword Specialization Tree (4 boxes)

NEW Profession Prerequisites:
Swordsman = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)

This basically means that I will need to pull 14 more experience points out of my butt to get to the same lvl of swordsman I'm at right now. As a BE I don't even have enough experience points as it is to even master swordsman (1 point shy of master). I need to use all my other skill points to get a vendor (24 skill points for Business 3 in the Artisan tree), need up to exploration 4 in Scout (29 skill points) to get the DNA to make decent pets, organic chemistry 4 in the medic tree (29 skill points), and to make Master BE (63 skill points). SWG is basically making it so that BE's can't have an elite fighting profession. I might end up dropping BE then if can't get a fighting profession with a BE template, because that means I can't get my own meat and do other cool adventures. What I think they should do, and I've said this a million times before, is offer us a vendor once we become a Master BE. Hell, even a vendor at novice BE will work as well. Another thing to do would be get rid of the Organ Chem and put those abilities we get from that tree into the the BE tree somewhere. I think basically we are the only crafting profession that won't be able to get an elite fighting profession when CU comes out. BE's definitely aren't getting any love. Anyone else think this is going to be a problem for BE's?



----------------------------------------------------------------------------------------------------
Alkrin Vegan
Kauri
Master Bio-Engineer
Vendor (-5275 3422) Near Theed on Naboo

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PlainWhiteSocks
Tue Mar 22, 2005 1:58 am
#46

If they changed the BE scout req to Explore 4 we could keep our current templates. On the other hand I'm not sure if it's a good thing or a bad thing to keep our current templates. Maybe it's something we can have looked at after the CU.

I'm one of those BE/TKM things. As it stands I don't need buffs or armor or help from anyone to do anything I want to do in the game. If I had to rely on other people a little more it would help build personal ties and generally enhance my game play quite a bit at least on the social level. As it is now I spend 95% of my time in the game running around doing stuff by myself just cause it's more convenient that way. Heck of a way to interact with the other 200+ people in my guild.



Corbis
Kauri
Ex-Master Bio-Engineer
Halthron
Tue Mar 22, 2005 4:14 am
#47

Considering



  • A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.

  • and



  • Long term buffs will modify this health value no more than 10%.

  • Demand for doc buffs will most likely be a lot lower than they currently are now.

    LloydPickering
    Tue Mar 22, 2005 4:28 am
    #48



    Halthron wrote:
    Considering
  • A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.
  • and

  • Long term buffs will modify this health value no more than 10%.
  • Demand for doc buffs will most likely be a lot lower than they currently are now.






    You forgot short term buffs of 20%...Meaning the max a health can be is 3600. Thats about the mark of current buffs. Obviously we don't know how long 'short term' and 'long term' is.

    tbh with my 80% comp and effective sliced helmet assuming I have the secondaries it doesn't matter what my HAM is, as there isn't much PVE can actually hurt me. The big difference will be what happens with the armor.

    For those worried about templates:
    CURB Beta Template Calc

    That says u can get TKM/BE/Scout 4000 with a few SPs left over, but u can forget the vendor.



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    Zadokk
    Tue Mar 22, 2005 4:32 am
    #49



    LloydPickering wrote:


    Halthron wrote:
    Considering
  • A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.
  • and

  • Long term buffs will modify this health value no more than 10%.
  • Demand for doc buffs will most likely be a lot lower than they currently are now.






    You forgot short term buffs of 20%...Meaning the max a health can be is 3600. Thats about the mark of current buffs. Obviously we don't know how long 'short term' and 'long term' is.

    tbh with my 80% comp and effective sliced helmet assuming I have the secondaries it doesn't matter what my HAM is, as there isn't much PVE can actually hurt me. The big difference will be what happens with the armor.

    For those worried about templates:
    CURB Beta Template Calc

    That says u can get TKM/BE/Scout 4000 with a few SPs left over, but u can forget the vendor.


    That puts my current template out the window :/
    LloydPickering
    Tue Mar 22, 2005 4:35 am
    #50



    Zadokk wrote:


    LloydPickering wrote:


    Halthron wrote:
    Considering
  • A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.
  • and

  • Long term buffs will modify this health value no more than 10%.
  • Demand for doc buffs will most likely be a lot lower than they currently are now.






    You forgot short term buffs of 20%...Meaning the max a health can be is 3600. Thats about the mark of current buffs. Obviously we don't know how long 'short term' and 'long term' is.

    tbh with my 80% comp and effective sliced helmet assuming I have the secondaries it doesn't matter what my HAM is, as there isn't much PVE can actually hurt me. The big difference will be what happens with the armor.

    For those worried about templates:
    CURB Beta Template Calc

    That says u can get TKM/BE/Scout 4000 with a few SPs left over, but u can forget the vendor.


    That puts my current template out the window :/




    Don't forget that this is a Beta of the calc...it's possible other Pre-Reqs might get changed, but as someone in the Alpha...you should know more than most whats going on



    Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
    Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
    Halthron
    Tue Mar 22, 2005 7:08 am
    #51






    LloydPickering wrote:

    You forgot short term buffs of 20%...Meaning the max a health can be is 3600. Thats about the mark of current buffs. Obviously we don't know how long 'short term' and 'long term' is.




    I didn't forget it, I was referencing Doc buffs only, not short term buffs. At the moment, short term buffs are food, which are also self administering. Assuming both long and short term buffs can be used at the same time to the 10% and 20% values, maxed buff would be an additional 900.

    supersparc
    Tue Mar 22, 2005 8:37 am
    #52

    My 2 cents....the best sub-components should come from the Basic profs, Medic and Artisan. The best finish products should come from their own particular prof, BE, AS, WS, DE....etc.

    Specifically, I think it makes alot more sense to make low-level crafters the ABEC, schematic monkeys until they master their chosen 'finished-goods' proffession. Also, they would need to add vendor skills to the Medic crafting line.....makes sense to let Organics crafters have easy access to vendors. Ideally, change Merchant to require either Medic crafting 4 or artisan bus 4.

    Oh well, the devs always see things different than me..





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