Bio Engineer Archive
Thread: Top 5 Input needed.
2. make sampling less mind intensive
3. more creatures
4. document, document, document. this is the most complicated profession, and the least intuitive.
5. sample above CL 70 at master level
- The Blood sample concept which solves 2 of our pressing issues (storage space and need for maskscent)
- A fair trade off between HAM/damage and damage/HAM if the CL remains unchanged
- Full documentation of critical things like how CL is calculated
- Fix AoE special attacks, there's no reason why a clone shouldn't be able to have them
- Want better control over the stats in clone crafting to avoid alot of the randomness
Also put me down for removing the maximum dna sampling cap, alot of the community is familar enough with roughly how the system works to realise that mixing CL100 dna with CL50 will give you an untamable pet. The bottom line is that given the other restrictions in the game to stop people from taming and controlling CL70+ animals it's reasonable to as for the 'training wheels' to be taken off of the profession so we can have a little fun with our new bike that we have learned to ride. I'm sure Keldarin hasn't forgotten that the profession did used to be fun when we could sample from Kimogila and such simply because it was a challenge.
It looks like the dna storage issue is on alot of peoples list, maybe I should do another full write up on the Blood Sample idea so people are famlar with it again. Then you can just present it to the devs and say, "we'd like it to work like this... can you do it?"
2. Removal of critical failure and/or treat it like Architects are treated (hint, yeah it does take a long time to gather Mutant Rancor DNA and other high end DNA and you CRINGE when it crit fails)
3. Removal of planet specific resource types (i.e. Dathomirian Insect Meat)
4. Step down ability so we can experiment in reverse (i.e. we take fortitude to 580 and we need it at 501)
5. Mutated clones (i.e. Geonosian Lab Clones) give us the ability to work with Droid Engineers to combine Organic clones with Droid Engineered parts to make super clones. (i.e. Ferocious Durnis with frickin' laser beams on their heads).
#1 ISSUE:
We need something to hold all our DNA samples. Im sorry but like someone said up top, they have all their houses filled with the stuff, which is crazy. Not to mention our "Tool Chests" and Armoires and such can not hold anything (although it should, and it shouldnt count toward the max number of items in the house) I waste a ton of credits traveling to endor and back to my house on Naboo, just to get there and start deleting the samples that are crappier cuz i dont have room to do anything with it. DNA samples shouldnt really take up much space. A DNA sample should not take up the same amount of room that a T21 takes up. Maybe make it where 10 DNA samples take up one slot in inventory, or like someone said up top (sorry forgot your name) make a BE only pouch or something. Maybe this would be a good thing to replace the lack of the limited scheamtic Crafter Apron's for BEs or clothing attachments. I will take the DNA pouch over the crafter's apron any day, saves me ALOT of trouble.
1. I'd like to see the "resists" on the DNA samples separated into two groups - Effectiveness and Special Protection.
2. The restraint resistance stat is not shown on DNA samples.
3. I read that there are bugs with some creatures not having the ranged attack when they're supposed to. Not sure if that's a bug.
4. Lessen the chances of DNA sampling failures.((I'm a master BE and I still have many failed attempts in getting the DNA of a huurton pup))
5. #1
--- Yes, I really want that #1 idea I put down, lol ---
Wow, I just read on other people's ideas, and some of them are soo nice. Let me do another "top 5" ... Hehe.
1. Challenge Level visible in the crafting process!
2. Make birds craftable. ((So we can put them in the Nemoidian Bird Cages.))
3. I'd like every DNA sample's title to tell me the kind of creature it came from. (i.e. Above Average DNA Sample of a kreetle-- that "of a kreetle" part)
4. Creature size options. (I don't think that's too important, but as a geneticist, I think I should have the ability to "stunt" a creature's growth, or size, right?)
5. I don't know.
"The reason Harvest, after DNA death isnt on my list: Balance. It is rather unbalanced for BE's to be able to solo a lair, get great DNA, and then get all the resources needed from those same mobs." - Said by Cwhippie.
My comment to that quote: I agree with Cwhippie. As nice as it would be to be able to harvest the DNA-sampled creatures after they're dead is a great idea, and yes - I do wish that were possible, but that would be too greedy. There is an economy in this game... balance is indeed very important... so no, I don't want that "harvest after dead" idea. ![]()