Bio Engineer Archive
Thread: A serious proposal for player species switches (new market potential)
This is a great idea. It should have been in the game from the start. I have already rerolled my toon on Tarquinas twice, after deciding I wanted to try a different species. It sure would be nice to be able to switch without losing all my skills. And since they allow cloning, it maintains a certain verisimilitude.
Ghrox
Great ideas. Just to add to the pile of professions working towards this to make it real hard to achieve:
All Faction with Imp and Reb lost even if your not declared. (Both sides look down on these actions) Factions can not be joined for set amount of time ( You just quit of course your name is going to come up. They might think you were a spy)
Factions can not be joined without a very high level of splicing of that faction's systems (Terminals) removing any information on said person. (Both sides look down on this practice and don’t want to work with someone who changes species. Keeps names the same so no one can cheat others, can only be done by a splicer on the inside of that faction but has to be willing to be penalized if caught by npcs)
Perks of being that species take awhile to take effect. Just like stat migration only longer.
A special tool is needed created by M Artisans and M DEs combined to do the splicing. If the splicing fails the tool gets fried.
Just a few things that came to mind while reading this post. I'm glad some of the board areas still have constructive ideas rather then whining.
Trellix Shadowryder
Very good idea.
Once the BE is fixed, this is something they could implement.
/thumbs up
Tal-N wrote:
Well, 3 pages worth and nothing but people agreeing with it. There you have it folks, the bio-engineers have spokenmaybe we should get the image designers, artisans and medics opinions on this since they have a large player base.... if someone doesn't repost this on the relavent forums I'll do it later today during the downtime.
Good idea!
Great Idea.. Ive been wanting a way to change species already.. I agree would fit pretty well as a BE class Item...
BUMP FOR DEVS!
In addition to this, I would suggest having both a fixed and a mobile option:
Fixed - A large station could be set up in a house or PA hall that increases the maintenance by a small amount, but stores small amounts of power from the structure. If the station is not used over a 1-2 week period of time, then the system could have 50-75% of the power required for an operation. The possible percentage amount that can be stored would be determined by the quality of components used by the architect. Then the BE would onlyneed to add the additional power required to "boost" the system beyond what the batteries can hold. If the station is used twice in a row, then the first one would benefit from the power savings, but the second one would require that full power be added.
Mobile - The other option would be a mobile station that requires 3 parts to function. First would be the station itself which would use fewer resources than the fixed version because the BE would have to cart it around. Second would be a special module in a droid, possibly even 2-3 modules requiring a dedicated droid for the task. And third would be a Medical Tent or a DNA Recombination Center (or something like that). The tent could be assembled by highly skilled scouts allowing a BE to set up a large temporary facility (preferably one that you can go inside of) where they can use their equipment. The structures that replace the tent would be rare based on the assumption that most city councils do not approve of the procedure, therefore they will not allow it to happen within their city limits. With the mobile system there would be no maintenance, but 100% of the power would need to be supplied every time it is used. Also, the lower amount of resources used on the station itself would be offset by the fact that a droid would also need to be built which may result in an overall more expensive system.
Ellis