Bio Engineer Archive

Thread: Ideas Want to implement a beneficial idea for BEs?

Wapcaplet
Sat Sep 13, 2003 5:06 am
#40

We should be able to make cloning vats components and medical center components for the new player cities. We should also be able to make a cloning station module for droids. Make it so a droid can hold your entire parties' DNA data, but you can only call the droid in a city or possibly a camp. This should help cut down on the the "Doh! I forgot to clone!" factor.


Tobywan


Bloodfin




Tobywan Kenobite
MASTER BE
Vendor -317 5459 MASC City, Naboo
BE Pets, Petstims, Chef Tissues and Tailor Tissues!!!
M.A.S.C.
IbosskRangoon
Sat Sep 13, 2003 1:26 pm
#41

Creature Harvesters like we had in Beta so we do have a valid way to get LARGE amounts of MEAT.. I hate seeing Meat on the bazaar in stacks of 4-11 at 3000 a stack! give us Creature Harvesters and we will give them another money sink..
S0F
Sun Sep 14, 2003 12:03 am
#42

i have a thread going about this already but im gonna mention it in here:


DNA Sample Storage Device!


-5 volume


-50 capacity (only DNA samples)


-Can use as many as u can fit in your inv



this would solve the headache of having to sample every day to maintain aconstant supply. you could sample DNA for 3 days and actually have 3 days worth of resources, instead of having to go back and forth between sampling and craftingso often.




___________
Ryfew - Bria
Master Bio-Engineer
Master Creature Handler
Novice Marksman
Novice Medic
Viles
Sun Sep 14, 2003 3:08 am
#43

Oh yea, I almost forgot..


Cloning vats.


Make a creatureusing DNA samples as normal, make it a schematic with up to maybe 10 clonings, put it in a cloning vat and insert huge ammounts of meat and flora and perhaps a third resource, and watch the babies grow.. Mass-creating creatures is currently a horrible choir. Allowing for some variance in stats growing clones would be acceptable, just as long as it reduces the time we need to be out in the field picking samples from uncooperative beasts.. (BE factory..)


Im sure the design dept. would have alot of fun drawing a cloning factory. Imagine halfgrown fetuses (sp?) half showing through bubbling tubes.




- Viles Witching, Covert Imperial.
Master Bio-Engineer, Expert Merchant
[Dark Empire] Guild Breeder, chasing Star'Li on Intrepid server.

- Spite, Overt Imperial.
Grenadeer Commando, Master Creature-Handler.
[Dark Empire] Armored and guarded by hulks, waving a flamethrower, playing FOTM to waste some rebel terrorists.
Mazen21
Sun Sep 14, 2003 4:39 am
#44

I'd like to see harvesters for meat / fish, like fishnets which can be thrown into the sea's around and bigger traps where the creatures "run" into.


Since the recent harvesting changes it's a horror to get enough meat. Especially when you are a Master BE and need 70+ meat to craft Gurrecks and other stuff.


And for Pet Stim D's i don't really like to fish an hour for 24 fish meat, it isn't worth my time

Mazen21
Sun Sep 14, 2003 4:45 am
#45

*sigh* no edit button ...


- More schematics as loot drop, so that we can craft cowardly gurrecks or greater sludge panthers. I get about 10 tells a day from guys who want a greater sludge panther


- Loot drops like the Armorsmith's get which lets us increase some stats of our pet


- Some way of getting dna-sample crates with 50 samples in it. Like the others have


Scre4mer
Sun Sep 14, 2003 4:21 pm
#46

When I think of a Bio-Engineer I also think of biological weapons.


SO why not add something like powerups but those would addsome kind of bio effect to your weapon and you could only use one powerup at a time (so no bio and regularat the same time).



just an idea




---------------------------
Xeth Freemist - Eclipse
Kirana D'ukal - Chimaera
Yin-Tarquinas
Sun Sep 14, 2003 9:50 pm
#47

Fixing the factory (t)issues for BE would seem incredibly simple on the outside. Obvioulsy it isn't or it would have happened.So rather than retro-modify and correct every new and existing food and chem plant in the galaxay, give usa factoryof our own.If the art guys need some inspiration, think giant dancing veermok (must be some reason you made this a master BE creature).

Vandalian
Mon Sep 15, 2003 1:15 am
#48

I dunno think that refined dna smaple is kidna wacked out. I don't ever see that working properly. I say changed the recources for some of the componenets, that ahrvestor idea for fish is great! Yea i would change talusian fungus for stim b, you have any idea how hard it is to place a flora farm for that stuff?!? Change the danthomir insect meat to mayb jsut incecet meat. You have any idea how crazy it is getting that meat? That and when the harvesting is low. Some of these resources is pretty scarece! That is a lot from a guy who has a bunch of all types of resources lying around and get them for free or practically nothing. I literellay have over 1million all told in resource quantities. Let us able to make pets incredibly more powerful than wild ones, who cares if the creature handlers get all mad about it, after all you don't see riflemen picking up insainly powerful rifles off mobs now do you? No you have to get them from master weapon smiths. Pet buffs is an amazingly good idea! You need to add more tissues. What about riflemen, pistoleer skills, carboneer skills, they ain't getting no love at all! I mean you guys develope this game, you should know what skills are feezable to put into tissues? Really now why are you asking us? Just like how you are taking the business skills out, and came up some crazy idea how tissues shouldn't work in armor, cause there are too delacate, hmmm wich brings me to the melee tisue, um how does that offer up meele defence in clothing? I am suspecting it stiffens the shirt, i seriously thinkg combat tissues like that should work in amor.
p0et13
Mon Sep 15, 2003 10:39 am
#49

Had to bump this one, even makes sense



--D--
ReggarBlane
Mon Sep 15, 2003 3:25 pm
#50

After everyone gets the pets they want, what then? What do CHs and BEs do when there's no need to supply pets any more?


Devs want more money sinks.


How about this?


Permadie pets and pet cloning...


Bring back DBing pets (not incap means instadeath... I mean incapthen they can be DBed as another action just like players) AND implement pet cloning... pay to 'insure' your pets or else they permadie. (But likely that will mean you will have to go get them if they get DBed...)


I think this is a bit more realistic and may help to create a continuing economy for BEs and CHs... Whatcha think?


I'm wearing my flame-retardant suit now. Fire away. (Since this concerns CHs too, I'm posted there already... I've talked with a new BE about this already but we need more feedback on the viability and problems with this idea. We're worried about this possible market going stale...)


Coming here and reading some of the ideas, I would like to add that maybe only BEs can clone and restore pets??? That would make them more useful and unique... Say, give the owner the clone data of their pet and then the BE can recreate the pet upon death? This makes them more marketable to the existing pet community as well...




"Goodness gracious me."
ReggarBlane
Mon Sep 15, 2003 3:27 pm
#51

Oh and to prevent duping, only the pet owner can have the clone data I mentioned above... When the pet is traded, the clone data goes away...



"Goodness gracious me."
ReggarBlane
Mon Sep 15, 2003 3:31 pm
#52

To verify, the clone data can only be used when the pet has died... (and only from a BE? give XP for cloning other peoples pets but not your own?)



"Goodness gracious me."
Page 4 of 9