Bio Engineer Archive

Thread: We want to use our own pets!!

Chaice
Tue Feb 03, 2004 2:58 am
#40

My opinion is BE and CH should be one prof... *I know it's crazy and all*


Here is why... with all the recent changes to CH and BE I dont think it merits 2 prof.s... I think more then one for sure... but 2? Maybe 2 trees to cover all of CH with exception to pet level ability....


With natural pets being sooo weak... Taming is not worth much.... empathy has 2 command worth it and training has the formations (useless) and Management has a useless command box or two... Tissues schematics could be in the tech. tree and clones could be in the sample tree... *cant clone what you cant sample type of deal*....


I do love the BE prof and the CH prof... *why I am master CH and working on BE* just wish I could do more... *Logic is: not everyone wants to craft all the time and I dont want to do mindless killing all the time either*


I think a total revamp of alot of skills...


Wepsmith=gone replaced with pistoleers making pistols, rifleman making rifles, *insert any combat class being self sufficient* IF they master artisan *schematics are in combat prof, but can only be "unlocked" if you are a master artisan* Will still cost some points, but no longer prohibitive... and not everyone will want to spend that many skill points to make thier own wep when someone else already has and knows how to make good weps... ****this could also explain why master craftsman crit fail sooo **edit** much(being a shared class instead of pure crafter)***** Could also come up with multiple titles for the prof.s master pistoleer if no MA, Master pstol designer if MA and even a combo of the two for the MA to have fun with.


But you get what I am saying? Combat medics craft what they use, doctors do the same... Architects craft what they use harvesters and factories and stations.... Only like 1 or 2 profs craft thing they cannot use without getting another prof... WEPsmith and BE are the only 2 I can think of... Everyone uses weps of some kind... Unarmed uses VK's... only pure crafters or entertainers and they can use CDEF weps if they want...


I am not complaining about anything at all.. I am just discussing a topic and throwing out a wild hair brained idea... If anyone thinks this is a decent topic idea... cut and paste it to a new thread and see what kind of creative discussion we could have....


MonkeyofDoom
Tue Feb 03, 2004 6:28 am
#41

You can use your pets. You just need a CH to train them for you.


As somebody else pointed out, Weaponsmiths can equip their weapons, but they're useless with them unless they train in the apprpriate skill. Bio Engineers are the same.


- Tyl






- tyl rojen -

teras kasi master
[eclipse]




ByygPapa
Tue Feb 03, 2004 9:28 am
#42

if u wanna use ur own creations, I know how u can


take the hunting and exploration lines of scout and then go see a CH trainer....they'll explain everything





ASSAULT BOWCASTER: BECAUSE YOU ONLY HAVE ONE ASS TO RISK...
Sooty
Tue Feb 03, 2004 7:15 pm
#43

Do you ever look at the DE boards? If not, I suggest you do, specifically THs comments regarding giving freebie combat power to professions with no skill point cost - its NOT going to happen, thank the gods.


Yanno, people that wantpet trainingabilities for BE without having to make any other skill point investment really tick me off. Guess what - what you are asking for IS ALREADY AVAILABLE TO EVERY SINGLE B.E. OUT THERE. It costs 25 additional skill points to get novice CH and Empathy 1, which provides exactly what you want.


If you want to use your clone, get the skills and use them. This is an awesome time for BE, most of us are having to turn away customers just to get some peace and quiet. I have no idea at all what you mean in the middle, I'm not even sure its english;


"For the lack of time and or credit investment what do we give up? the complete albillty to use or sell anything we make??? At this point no creatue handler would buy a BE pet, since it lowers their pet number to 2."


Ummm, huh? What does this mean?


One last time - no-one is stopping you using your own clones EXCEPT YOU wanting abilities for free that other people pay skill points for.
En-Sabah-Nur
Tue Feb 03, 2004 7:26 pm
#44

I agree thata BE should not really have a benefit to CH. It's a crafting skill. A weaponsmith can make a kick ass Republic Blaster but would need the Scout Blaster Certification to use it in Marksman. I think at best for sales use they could use a creature preview control that calls the pet out to the world for a set time of a minute. This way a buyer can view the pet before they buy. That would the closest thing to a BE having extra control with it. Would I like a BE to have benefit to Max Number of Pets? Sure. Is it a reasonable request? No.



^TORAX NIGHTWIND^ TORAX' NIGHTWIND ^ TORVAN ^TALIC^
-V- Vengeance
THE EMPIRE WANTS YOU!
Disclaimer: I donot proof readmy posts. Use liquor to translate.
Disclaimer:
I post strictly for my own amusement.


MissileToad
Wed Feb 04, 2004 3:41 am
#45

I'd really like to see more Master boxes give cross-bonuses to other professions and skill mods. This is already the case with Master Dancer... their agility gained from dancing gives them Melee and Ranged Defense, as their nimble bodies can avoid blows better. As such, a Bio-Engineer should get a bonus to handling animals. While creature training isthe CH's terrain, I would very much like to see Master BE's gain the ability to handle a higher level pets... +5 to +10 would be perfect.



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

Blutzoll
Wed Feb 04, 2004 6:59 am
#46

totally egoistic thread, posted without any reason and thinking at all
meroc
Wed Feb 04, 2004 7:11 am
#47

I'm MBE/MCH/Pistol. If you go read the CH forums there are a lot of them that don't thinkBE's are"useless"...


Most of the clothes I wear are made with tissues that I also made and got a Tailor (Marilyn on Ahazi, makes great gear, go see her at Galactic Fashions near Coronet) to make them for a few extra crates thrown in. If I'd paid cash for what I wear I'd be out of pocket for a few million credits.


I actually make a tidy income fromdoing missions, selling DNA and selling Stims (yeah, crappy compared to Docs ones, but if you choose where to sell them with thought, they'll sell) and pet stims.


I actually made the mistake of holo grinding MA and couldn't wait to get back to my "home" template. There's nothing quite like roaming the great outdoors, stealing things DNA and mixing it up in a pot to see what happens )





Dairko wrote:
" Well if you really want to use your own creation as a Pet of your own, then you should have to learn Creature Handler skills. There's plenty of Skill Points that you can learn both. Heck probably Master both and have a few left." -RVE-


This is off the issue. The issue here is not weither or not i can work it around to be able to use my own pets, the issue is that at this point BE's are useless and have no role in this game.

We are unable to use or benifit from ANYTHING made with Bio-Engineer skill.
Also, as it stands there is a Bio-pet bug, so that any CH that has one is limited to 2 pets, no matter how many they are supposed to have.

Lets go over what a BE can make
A: a very limited number of creatues no one but a CH can use, and why would they want to?
B: Constricker Cloth, ok here is our only real source of income, but how lng can you expect to supply the tailors, before they get a schematic made for a factory?
C: Micronutrient supplement.....oh there is a hot seller, i'll be making all 2 of the chefs out there happy.

Dr. Moreau
Bio-Engineer






Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Tarnblade
Wed Feb 04, 2004 8:29 am
#48

Overall to this proposal.


NO



You can have a creature at the moment.


Its level 10, its non CH, and you and your fellow BE can easily make them just about any skin you like.



If you seriously want a decent tank though, go pick up CH skills instead of asking for a huge freebie.


It doesnt matter if you can only control 3 pets or just1 pet.


If its a really good BE pet it beats the crap out of just about every wild one.


Vep
Wed Feb 04, 2004 8:57 am
#49

this coming from both a bio engineer and master creature handler, giving bio engineers any skills to control the pets we create would be a horrible idea. i did not read the whole thread and I am sure it has been said if you want to use the pet spend the skill points
Akelan
Wed Feb 04, 2004 9:18 am
#50

This is an example of a "Gimme this skill 'cause I want it" thread, with no real justification provided to make it a meaningful request. Like knowing CL when we examine in the wild (a master scout skill), Tracking (ranger) or any of a number of other handy items, it is available through the normal progression, and there is no reason to give it to our class simply because it would be useful, without making the choices and spending the skill points like anyone else.

What WOULD be useful would be the ability for us to drop "deeds" in cities or camps, so we could display pets as visible models. Perhaps a "holding pen" structure, designed to be set up temporarily, even in a non-player city, where we could drop the pet deeds to display/examine could be made and allowed to be used for a defined period of time, with the creatures displayed returning to our inventory when it dissappears, similar to a camp.

A holding area could be based on the advanced field base that rangers can set up, without any internal structures, simply the "awning", supports and the 'force barier' that surrounds one, as well as the lighting the camp includes.

LLan Farseeker
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