Bio Engineer Archive

Thread: Cloning Bugs, Problems, and Suggestions

DanniD
Thu Oct 02, 2003 9:07 am
#66

Here is what i think. If u take dna from a mob u should be able to clone that mob. Like say i take 5 samples of dna from a graul mauler, shouldnt i be able to make one then? Just a thought that i think make sence.Let me know what u othe be's think.

DanniD
Thu Oct 02, 2003 9:13 am
#67

That sounds like a great idea serenity.

Xechran
Thu Oct 02, 2003 7:16 pm
#68

First off, and I hope whoever suggested it was j/k, it would be great if we could create new species the way a BE would be able toirl, but think about it. A whole new skeletal system AND texturing for it would need to be created for every new creature (anyone ever done skinning for another game?). Then we would need to make some way to enable stats for it and add special attacks, WEEEE uber pet! Ok once we have made our Ultra-cool looking, cat killing beast the code for it would need to be uploaded to the server and then downloaded to every player in the game! *shudders* Im a rifleman, I warp enough as it is plz dont make the server lag worse than I do already. If it were feasable I would love to see something like this, maybe in ten years or so...


bugs/fixes issues etc:


Things like tameable creatures, expanded cloning lists, complete descriptions of workingand beneficial tissues etc would all be wonderful (and have all been mentioned gj guys).


Things like, DNA sampling rate = dismal has been mentioned once, so I guess Ill throw in a second plug. Im DNA III working on IV and the only big difference I can tell now from noviceis the creature mayget more chances to attack me before it dies (I get maybe one or two more samples... sometimes). All that for a totally expended mind pool in about 4 or 5 samples. Muon gold is good I guess, but I really dont wana have to glit bite my way through my proffession. Drop the ham cost and/or raise the success rate of sampling please.


Also, I saw it mentioned, but addingcreature levelto experimentation much the way medics and doctors can experiment on required medical use would be advantageous, at the least.


We need to be seen as suplemental and even desired by CH's, not the other way around. I dont want pushy salesmen coming to my door, "Try and buymy product! plz?" I want the product to speak for itself. That said I think pet vitality loss should be increased 10 fold (toabout 20 or so)to give CH and nonCH alike a reason to come to us for vit packs. On the same note, Medical stimps should have greatly reduced or no affect on pets what so ever. I favor greatly reduced as opposed to a total nerf asa nonBEmay be out in the field and have no BE available, no baazar terminal nearby, and a pet on the ground that needs to bepicked up with no pet stimps availible... rather than have everyone upset that theres absolutely nothing doable (and a quick cry for a return to the things way are NOW) just reduce med stimps effectivenessby 75-80% to make our stimps able to compete with and excel at pet healing. All this just to give us some means of steady income. Not everyone is always gonna need a rancor, but everyone with a pet should need pet stimps and vit packs.


Potentially give BE's a stat bonus for healing pets, giving groups a reason to ask us along and enabling us to sample creatures on planets and in situations we may not normally get the chance to by ourselves. I cant count the number of times Ive gone to dathomir alone to get some DNA xp and gotten slaughtered by something that a group of people would just laugh at, or at least have a better chance of running away from


Resources Resource Resources! One micro nutritional supplement requires a total of 50 units of resources and gives something like 90 or 100 xp as I recall. In short we burn through inordinate amounts of non-harvestor resources faster than I care to think about. The weaponsmith in my guild said something once about needing soo much steel, like 30k, to make master level from where he was. So he just let his harvestors pull resources all week as he went off and did... well... whatever he felt like. Maybe give architecht something to help us out in that arena? Especially for the stranger resources. (I feel like Im beating a dead horse with that one, and yet...)



Ok so its more than just cloning issues.... but still




"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety."

- Benjamin Franklin

"Those who want freedom, yet are willing to sacrifice their civil liberties, deserve neither. "

- My dad
Ockasao
Sat Oct 11, 2003 3:43 am
#69

Reading all this gets on my nerves.. WHY?


because there does not appear to be any interation between "customers" (lets face it.. we are) and the Devs and it allAPPEARS to be a waste of our good time writing these. If the devs could just comment every now and again, you know.. "that is a good idea.. or that won't work because... " it will make us feel like we are making a difference and noticed.


My appologies if a dev has written.. but i must of missed it...


Anyway, there are some fantastic thoughts and ideas here, but i think a wider creature selection is required, with a higher degree of customisability, to make our class unique.. like the others are..


Like we could find armour segments.. and use them in the creation of the creature to be able to enhance their armour value.


Or special chemicals we could add to increase other stats..


most of the other proffessions have this ability.. why not BE?



(in saying this... i am not a master BE, so i do not know if the higher creatures have this ability)




SWG
Roady / -Roady-
Khrath
Sun Oct 12, 2003 3:56 am
#70

When experimenting on clones, even if you fail, the stats still go up sometimes. not sure if that was mentioned yet, just browsing.
Athose
Fri Oct 24, 2003 5:19 am
#71


The game is still bugged tryed to make these bi-eng pets can you let me know i you know when swg will fix this bug



Athose

Droideka-9
Fri Oct 24, 2003 10:15 am
#72

I'm no BIo-engy, and I do not know if anyone has suggested such a thing as follows, but just for opinions...


Okay, I think it is safe to assume that the level of technology in the SW universe is far superior to real-life modern technology. Even now, we can take DNA from long-dead creatures, clone it (using fairly simple PCR and other methods), and study it.


Why not make quests or dungeons (or whatever), where bio-engy's can harvest DNA from well-preserved bones, etc... They can clone it, make the creatures, and so on.


The point? Bio-engi's want creatures better than you can tame wild, right? Well, make some ancient creature available that is superior in some way--easier to handle for how powerful it is, or something...


Alright, I've usedall of my brain power for the day. All thats left to do now? Grind stimpack...

Droideka-9
Fri Oct 24, 2003 10:18 am
#73

To add on..



I know there needs to be a draw-back to keep it balanced, but I don't know what... maybe you destroy a particular bone when you try to harvest, and only have success a low % of the time?



I don't do solutions at noon. In the words of Ratbert (from Dilbert comic strip): "I'm more of an idea rat."

EvilJonUk
Mon Oct 27, 2003 8:18 am
#74

Suggestions in no particular order


Allow us to clone a players body off the floor so if we are out adventuring with a group we can get them back up in the current location with the same wound damages as if they have respawned at a cloning centre they weren't registered at. (not as powerful as a doctors ability but handy none the less)


Instead of just getting a fixed amount of xp for creating a DNA template/Creature/Tissue how about getting more xp for making a good template/creature/tissue and even more for experimenting. It will cut down on the grinding and people will actually start to understand the profession (a bit) (maybe).


Even better, make the DNA assembling into a mini game where the DNA samples are shapes that need to be dragged into a template, or a sliding block puzzle, or anything thats not just mindless drag and drop, and actually involves a bit of skill/fun.


Annago "If I have to make one more micronutrient supplement I'll scream!" Hawk
Wanderhome





Evey cloud has a silver lining, except mushroom clouds, they are lined with Iridium and Strontium-90!
TandisJargin
Fri Oct 31, 2003 1:31 am
#75

The fact that BE clothes do nothing for master docs. I have wound and injury treatment of 100/+145 (be clothes). Yet I am told that docs cap out at 125. So my expensive clothes were a waste. If they fixed that issue there would be alot more docs buying clothes.




Tandis
Medical Know It ALL
Obsidian Mineral Co
"Your Wanna Be Community Leader"


Scarran96
Fri Oct 31, 2003 5:55 am
#76

I think we should be able to see more of the creatures info in prior to making the creature. I'm speaking about the crafting schematic, much like how dev just changed Tissue Buffs. Currently, if I look at a tissue buff, via the crafting tool, or my datapad schematics, I can see what it would take to make the buff, and what it's affects are. I think the same should be for pets.

Following would help:
CL,
AR,
HAM Range (like 1100min-1500max),
Dmg,
Resists,
etc.

Mostly because I get tells all the time from Non-CH's that go like this...

CH: "What pets can you make?"
ME:"Goto Cntrl + S, and look at the Bio-Eng. Clone Level 3 to see what I can make you."
CH: "That doesn't help me. What's the best pet that you can make, with the highest CL."
ME: "I have no idea."
ME <thinking> "And that's why I hate to make pets. That's why I make Sims and Vits."

The only way that I've been able to "Guess" is look in the Prima Books, which are soo incorrect. Or I have to make a pet, and get it into my datapad, (this means I have to be a CH too), and wait it see what happens when it "grows-up." All of this just to find out, what it's CL is. I mean, we are crafting the darn things, we should know at least the minium stats of the stuff that we craft.

- Scarran / Ahazi

Sometime I feel like Richeard Dean Anderson from "MacGyver"
"I'm going to take a stick of bubble gum, some gun powder, and a paper-clip; from that makea pet for you. I have no idea what it does, but here we go!"

CarissaLeigh
Sun Nov 02, 2003 11:15 am
#77

In regards to cloning pets.........Instead of have 4-9 pets that are cloneable at each level. It should be that you simple choose the level of pet you wish to create. For example at Cloning level 1 you can make any pet from level 1-12. At Clone 2 you can make levels 13-24, so forth and so on.


To add to that you may select profiles for the pet you are making. The profiles would be something like: Mount, Attacker, Defender, Flyer, Specials. That profile is then loaded based on the Pet level you want to create.


And as a third you can customize the templates by adding special moves, increasing HAM, etc. This can be acheived by the DNA that was harvested.


Also, per previous posts. i like the idea of adding commands to pets, that way they come preprogammed/hardwired.


What it boils down too.



  1. You choose a Pet level.

  2. Choose the Template.

  3. Choose the DNA needed to augment pet.

  4. Choose hardwired commands.

  5. Create pet.

The other skills in Bio-Eng skill tree would bring the customizations to life. For example, When you advance in DNA harvesting you basically get nothing except DNA harvesting bonuses. Extra commands can be added in that tree to represent the new abilities to augment the pet being created.


In summary:



  1. The pets will have a unique look that is derived from the DNA harvested.

  2. A simple formula could be created to drive the pet's appearances, that way Bio'd pets are unique looking.

  3. The pets are customizable.

  4. The pets are preprogamable.

  5. The level is known prior to creation so the pet is made to order.

  6. The pet then becomes something that cannot be found in wild.

  7. Creates a market for Bio'd pets.




Carissa Leigh
Master Smuggler/Commando
Mos Krayta, Tatooine. Mall is Beside Shuttlepad. (Weapons, Resources, Power)
** ALL Vendors registered on Planetary maps **
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