Bio Engineer Archive

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

Dacrusha
Mon Sep 15, 2003 3:37 pm
#53

First fix collection of things like milk, eggs, and fish. This is the age of high technology. Why do I have to go to a creatures lair to get these? Or buy a fishing pole and go fishing? It makes no sense.


In the real world, we go to a FARM to get the milk or eggs. How difficult would that be to implement? About as difficult to implement as those semi-portable FLORA HARVESTORS! Hmmm. Imagine that. I could set up a mobile green house to collect flora, but for some reason I can't set up a farm to breed egg laying animals, or milk producing animals.


Fishing? How about setting up fish hatchery. Harvestors that can only go on the edge of a lake, or river.


Next lets talk DNA storage. It takes a single inventory slot to store a single DNA sample. Yet a single inventory slot can store 100000 units of steel. Sound equitable? Not quite. We could use some sort of container for storing DNA samples. Maybe on the order of 10-20 samples per container. Nothing overdone, let's just make it a bit more convenient to store these things. My PA created a Biolab specifically for the 4 BEs we have. We ran out of space in no time becuase we foolishly tried to store a little bit of DNA for the future. It takes me 5 inventory slots just to collect the components for a DNA template. Thats a bit ridiculous compared to the other crafters out there.


Da'Crusha

ReggarBlane
Mon Sep 15, 2003 3:38 pm
#54

Scratch my post... found out more about CH and pet vitality... Cloning would probably end the pet market even if it did boost the BE market. Sorry.



"Goodness gracious me."
Plageron
Mon Sep 15, 2003 4:37 pm
#55

Well the pet stims is great and all...

But a big thing right now...is that I am seriously surprised we cannot make stim paks that heal the mental atribute....I realize that the random dropped ones from NPCs that do heal Mind pools is a nice incentive....

For people to slay thousands of NPCs to get one item...

It would be up the Bio-Engineer ally for something that so simple....

I also want to suggest that the animation for sampling be eliminated...all together....I could care less if there is an animation....

I also suggest that the organic chemestry or mediciane crafting experience be all cobined with bio-engineer experience....

Why does there need to be separate experince for Bio_engineering...I mean its all the same thing....

I relize...that the special abilites of Doctors and COmbat medics alow them to make Diseeses and cures.....

But would it not be prudent to have the bioengineer be able to make defenses for those things.

In other words Tissue items granting people immunities to those attack forms....

I think it would be nice to have special items that could be equiped....like resperators and other things, that have a set number of uses....that would protect the person from bio-logical effect slike poison, disease,...maybe even prtection from bleeding...

I realize that the idea was to enhance items to give these resistances....

But what the heck ever happend to the concept of gas masks and rubber gloves?

I realize this will be for later as well...but maybe the bio-engineer could even be the one that makes the SCUBA type gear for people....They do it by making gills on the person or making an item that oxygenates the persons lungs for a while....

And how about adrenaline drugs, that would allow a person to recover quicker from burst run...or to burst run longer..

I really want to see the baility to color pets, and an even bigger template library for the bio-engineer.

Heck i woudnt mind if the library stayed how it was, but there was an added item to make it possible for bio-engineers to go out and get data to make schematics for creatures out there.

And why the heck do bio-enginners have to clone for 1000 at a cloning center....they make clones on a regular basis....doesnt it stand to reason they might get a discount or else have the baility to clone at their own facility.

And I have another idea....you had these in the bottom of a base...how about a nutrient bath device that could be operated by Bio_engineers to heal people...basicslly it would increase the amount of healing one would get wi=hile inside the thing.

maybe even...gasp....heal fatigue....
uh no...that might steal from the entertainers...and give people other options....while out in the middle of nowhere.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
BaneDeath
Tue Sep 16, 2003 7:41 am
#56

trot lines for fish, water installation, get bait and load it up like a mine field, already implemented system for a different result, should take much coding
R5
Tue Sep 16, 2003 1:00 pm
#57

Bio-Engineers need a basic item that we can craft that doesnt require creature meat as a component. meat is such a pain to get in any significant quantity it is particularly annoying that *every* item that we can craft (other than stims) require meat. this makes skilling up a grueling task compared to the other crafting professions which can harvest their required resources with extracters while they are in bed...
ServerDown
Wed Sep 17, 2003 11:58 am
#58

- Add a creatures/pets node to the Vendor Map and Ad Barking choices.
- Allow us to create buff packs for pets like doctors can for PC.
- Allow cloning of any creature in the game *assuming you have 5 dna from that species*.
- Second RicketyI's idea for dnasampling + clone support. This is the BE version of Doctor's rezzing in the field.
- For pet deeds, the CL of the creature should be listed. Additionally, it should have red text indicating whether the player viewing the deed can tame it *right now* (based on their skill set).
- Second BallsBisnac's observation that for every XYZ species there's always a CH preference of "adjective XYZ" over mine. Kills much of the market when you can't compete with CH offerings on *any* pet.
- Concur with KkaosReinz on adding a way to extract milk. A twist: Perhaps this is only allowed for non-aggressive pets. This would give non-aggressives some additional game value -- both for BE and other classes.
- Either change the requirements of StimPackD, make a way to harvest fish, or just remove the schematic. It's currently just a waste of space in my datapad because nobody in the game ever has fish. I've been Master BE for over three weeks now and have made exactly 2 PetStim D. I've made over 100 each of the A,B,C varieties. (Approaching 1000.)
- Please, please, please give us some flying pets to craft.




Cheddar [Fenix], ex-[WotS]
Ar4000, Br4000, Ma4004, Ri3001, TKMast, SWMast
M:BE,CH,Ma,Sc,BH,Ca,Ra,SL,Ps,Md,Sm,CM,Dr,En,ID,At,Br,Da,Mu,Ac,Fe,Sw,Pk,Mr,Co,AS,Ta,Ch,DE,TK,WS,Ri,Po,Sw
CSRTimV: I would suggest sending in a ticket, as there has never been a bug with the jedi system.
Lochar
Fri Sep 19, 2003 11:06 am
#59

To be honest , I always like the idea of this class, but have gotten behind levelling due to becoming bored with sampling and always the need to make room for sampling so I was playing around with ideas I would like to see.



Sampling DNA -


Give us tranq guns - with these we can tranq a mob which will be like a regualr incap, we then have 1 minute to scrape some DNA from the mobs. Either way a success of failure would just make the mob vanish, so as this cant be recycled. Perhaps a system message saying you release it into the wild. I never liked the idea of killing a mob with taking a sample. Maybe different suggestions for this


Also not just 1 sample per mob - depending on the skill vs diffulculty of the mob, if successful you would get 1-4 samples.


As well with sampling, supply BE with a DNA container, which maybe takes up so much inv space but allows for a hold of 50 samples. Also since this would be a sperate container, maybe give ability to sort by stats allowing us to sort by best physical,endurance,etc


Add to the tissue line varying degrees of tranq darts to effect harder mobs.


Extra equipment - like microscope scanners orwhatever ya wanna call them. This tool would allow us to look at samples and cut away the bad stats and leave only the stats-attribues we want. Maybe even refining the DNA so that we could rename them as a better method to use for the final DNA gen template for a mob.


In essence this would add a crafting step maybe but then we could then not have to cycle thru every sample to find the best stats to fit into phsyical,enduance,mind ,etc


Maybe even better equipment at higher tech lvls that would give more detailed info on the samples.



I am sorry if this is kinda scrambled but was just taking notes here and there during one of my boring sampling trips to create junk pets for furniture....


Also I have come to realize every crafting profession has their way to grind thru levels just by accumalting resouirces and getting into the mindset, but the BE is left with a limited inv as each sample takes up 1 space. Where a DE or armorsmith has either a harvester or can buy resources on the bazaar and get enuf to grind a lvl and maybe tie up 1 spot. We as BE's must spend hrs and constantly adjust our inv to always make room for 1 sample at a time.


As four our harvesters, what about a cage structures that we can place anywhere and what ever spawns are withint a set radius will get sucked in on maybe 1-2 ever hour. Diff lvls for diff str type cages and too many agro mobs cld maybe break cage or escape more so someone wldnt just drop a cage down on high lvl mobs without any risks.



Irxox
Fri Sep 19, 2003 11:51 am
#60

I became a BE because I thought maybe I could make a dewback with wings. Ok, dumb idea. But...


It would be nice if all BE creatures had an OPTIONAL COMPONENT listing.


Before I became a BE, I thought things like Biostrength Formula and Charigra were things you added to creatures to buff them up.


My biggest problem with the BE/CH issue isnt who has the stronger pets, its the fact that both pets are EXACTLY THE SAME!!



If you really want to spice up BE pets, let us use some Droid Engineer components too (a Rancor with a Prissy Personality Chip...)




----------------------------------------------------

Irxox - Master Bioengineer (Other skills may change without notice)
GrandChampion
Fri Sep 19, 2003 8:51 pm
#61

I've read all the ideas above and I've had some of these myself. These are the favorites and would help BE out a lot.

1- Unique creatures. BE creatures are wierd hybrids of other DNAs, they should look that way. They don't need to be any better or worse than wild tamed ones, just different. People should be able to look at the pet and see its a BE creature. Possibly even make the way it looks independent of what it can do. So when someone sees a BE made Gurrcat-looking creature they can be surprised because it spits like a Greater Dessert Womp Rat.

2- DNA storage device. A few people hit on this one and it would a huge help. Bad enough we have to spend all that time harvesting the DNA, let alone only being able to hold 40 samples or so before our inventory gets crammed. A true DNA sample would be smaller than a finger nail, I should be able to hold hundreds of samples.

3- Fish Farms/Slaughterhouses. If we are spending all this time harvesting DNA it takes away from the time we need to harvest the meat and fish. So getting the materials needed is a slow grinding process as you can't harvest meat from the DNA sampled creature (kinda wierd too, why would taking a sample spoil the meat?). It would be nice to be able to plug a few pets into a farm and then line the offspring up for the slaughter.

I'm selling back my BE because as I have ZERO business, but if these 3 things got added, I might want to get back into it.
Yewrev
Sat Sep 20, 2003 4:40 am
#62

-- Wait time to use Pet Stimpacks seems to be twice that of regular Stimpacks. I'd like to see these evened out a little more or at least reduce the mind cost of Pet Stims.



-- Add a macro /healpet or something that automaticaly uses a Pet Stimpack from inventory so they do not need to be dragged from the toolbar.



-- Let BE's tame our own non-CH capable pets and teach them 3 basic commands so we can sell these live.



-- Reduce Fiberplast need for Pet Stimpack B's isn't 24 a bit high? This seems to be the highest cost of any one thing that is not a Creature that we can make.



-- Make tamed deeds sellable on the Bazaar or at least in Vendors



--Does the power of Pet Vitality Packs make any difference? I don't see any.



-- Reduce SP cost of DNA sampling this skill isn't worth as many skillpoints as it takes to master



-- Reduce EXP needed to advance or make Stimpacks worth more EXP at the rate I'm at now I have to make 3000 pet stims to advance to the next level.




=========================================================
Yewrev Americo

Master Bio Engineer - Chilastra

Shop just outside Theed
-5400 3400
Ironstone
Sat Sep 20, 2003 8:39 pm
#63

Number 1 request!!! Please give us a Terrian Negotiation cloth add on!!!!!!!! Man this is my #1 request and it isnt even in game Its already in the code as mobs drop TN clothing items so can tbe that hard to add
KinianWaylander
Sun Sep 21, 2003 1:27 pm
#64

i think i missed that one in the whole post:


the ability to raise the stats of biological resources like meat, berries etc..


may be again like slicing for smugglers...



Vandalian
Sun Sep 21, 2003 4:43 pm
#65

I whole hartedly disagree with you statment that or creatures shouldn't be more powerful that the wild ones. Let me sight attack of the clones. Camino, the cloners there are bio enginners. The head cloner dude, I cannot remember his name, but he said that the clones he made were way stronger than normal humans, including Jango Fet, In many aspects. And they were. However i do agree with the whole farming deal. If i rember right sony was talking about how you would be able to have animal farms, before the game even hit beta. I havent seen any sign of this since. And in this game we are in the age of technology, yet we still gotta fish?!?! And what is up with this domesticated meat, you have any idea how hard it is to get a stack of 20?!?! Spawns that drop this are the rarest in the game! And you would be lucky if the meat even stacked even if it came from the same type of animal from teh exact same area. When i got bio enginner i was expecting stuff closer to the movies. I though we would even be able to make super soldiers like that. That is actually a good idea, and all you would have to do to pay the upkeep is feed them an edible flor, kinda like paying money for the maintanece for harvestor. You should be able to equip them to. Is eriosuly don't understand why we can't do stuff like that, when it si easily done in the movies, heck what happened to rocken facilities like that? You know that in real life they grow dna smaples in labs? Why can we not do that here? A single dna sample from jango fet spawned more clones that i would want to count! Yet 5 samples spawn one creature. I think we shold be able to duplicate the dna samples, and grow them to create more samples, and even be able to improove on those samples. I expected to be spending most of my time in a cool lab like in the movie, but i find i spend most of my time in the feild. Scientist are supposed to spend most of their time in a lab. I also think you should have kept pets permadeth. Allow for bio enginners to make reserection kits for creature handlers to bring back their very dead pet. But however make it so when they are resed in this manner they still loose vitality, and thus the need for vitality packs are still in the game,I think this should work the same for droids, you can only rebuild something so many times, before you can't rebuild it again. You should also let the vitality go all the way to zero, once the vitality reaches zero the pet can't be revived again. It is scientifically prooven that your body starts to loose information once the body dies, wich would mean if resurection was possible, you would be coeming back with less and less information each time.
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