Bio Engineer Archive

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

Vandalian
Sun Sep 21, 2003 5:09 pm
#66

Oh yea btw as per my post above, goring tissues would be an easy fix for cloning in factories, as the tissues weilded would be identicle. Heck if clones can be made in factories in Attack of the clones, why not in the game? This games is based after the movies right?
Liu_Bei_Xuande
Mon Sep 22, 2003 5:34 am
#67

wayubb71, someone has probably already mentioned this but here I go:


How about a 'Personal Hatchery' or a 'Personal Dairy Processor'?


The 'Personal Hatchery' could work one of two ways. First, loading unfilleted fish into the machine and the machine would use cloning and growth technologies to create fish meat. This would require food, credits, and power to run. It also could run anywhere. The second method requires a river, lake, or ocean. You set it up and it automatically fishes. Credits and power would be required to run it.


The 'Personal Dairy Processor' would operate as a cross between a factory and a harvester. You load the mammal into the hopper as well as some food (and of course credits and power). Then the animal would produce milk over time. If the food runs out or the creditsor power goto zero, the animal loses production efficiency. This may also be necessary to reduce the production over time (A user supplied Nerf!!!).


These are just some thoughts. I'm sure Chefs would love this, too.


Dypli Ogewi, Bio-Engineer, Gorath Server

Vandalian
Tue Sep 23, 2003 9:41 pm
#68

Dairy would be easily fixed if they incorperated Farming. I do believe they were talking about that, that would also take care of the eggs. Netting fish would kick ass to, I wonder if you guys are going to make some kidna cool ranger trap for fishing.

RaZoR617
Wed Sep 24, 2003 5:06 pm
#69

Please makeit soBE can create Modified Grand Wrix's,



Wookie Heavy swordsman, Creature handler, Medic

Razar
Slice you later
Cypheroo
Wed Sep 24, 2003 5:58 pm
#70

As a Novice Doc and Master Medic, I use a lot of Adv components. I think all of us that want to make the best medicines also do this. One bottleneck is gathering quality herbivore meat and avian meat. So I am throwing up this idea, if you like it, keep it bumped or add your own insight.


Proposal: The ability to set up "farms" to produce herbivore meat or avian meat (could be adapted to fish farms for BEs)


Benefits:


* Allow advanced medical and BE crafters to access a ready supply of herbivore meat


* Uses existing game mechanics to make it work, with interaction stronglyemphasized between the Medic, CH, Rangerand BE classes.


* Recognizes that hunting is still desirable, and that people should go out to explore and hunt. Therefore, the approach is to make the farms --- large, fairly costly to run but still beneficial to medics and BEs


How it would work:


* Works like a hybrid factory/farm


---You put in an animal sample, enhancement, feed (wheat/oats), water, credits and power


---Takes up 2 lots --- medium and large sizes. This isto combat the conflict between hand harvesting meat (by hunting) vs. farming.As in RL,small farmstend to be uneconomical to run.Raising half a dozen chickens is not the sameas running afull scale pig farm, for instance.


There are a few sub-arguments to this --- I do not want (and I think the devs also) many many farms dotting the landscape, and people do not go out to explore and hunt. However, farming has to be made palatable to those that need it and want it. In this case --- advanced medical crafters.


Secondly, with the plethora of fauna around, hand harvesting via hunting would still be faster and cheaper than running a farm. This fits in with the hand sampling while afk vs. running a personal harvester argument.


*Farmoutput production would beequivalent to a medium harvester or large harvester.The question ariseswhat if I put in a ronto vs adurni, (since rontos produce more meatthan a single durni). Theexplanation is the limited space you have on your farm. The logic is that you could raise 1 ronto or 100 durni, both combinations of which would give you the same output of meat,so absolute size of yoursample animal would not matter. Therefore, we will use the same output sizes for a medium and large harvester to cope with this issue. In addition, this makes sense --- smaller farm animals are easier to handle than large rontos.


* Sample animals and powerups are usable once per farm, if you redeed it, then you have to reinsert new samples, powerups (see below)


*Quality of meat--- Dependentthe quality of feed and water as a (averaged)10% modifier to the base herbivore OQ. However, this could be modified to Planet specific feed and water based on the animal type, that is to say --- you need to feed Corellian feed and water for a Corellian animal. So a durni with 500 OQ and 500 PE meat fed with 900 OQ wheat and 900 OQ water would would have +90 points added to the OQ, making the meat 590 OQ.


This makes feeding high quality feed and water to your animals highly desirable, rather then feeding them substandard feed and still getting good quality meat. Note: You dont get penalised if you use 1 OQ feed and water, you just wont get a positive modifier.


It is possible to "breed" high quality meat animals this way, especially if you add enhancements.


*No maximum size of schematic, unlike manufacturing schematic


Interdependence


* Taming the animals to raise on your farm --Unless you are a CH/medic, then you needafarm animal to raise! This is where a CH comes into play,who can tame and transfer the animal to you to put into the "schematic" slot of the farm.I am imagining a CH with 3 durnis behind him shouting "High Quality Durnis for Sale!!!" at Coronet starport now


* Enhancement ---Using BEs to allow"power-ups" on basicfarm animal DNA, in the same way armor segments are used to enhancea piece of armor. This is by:


--- Breed forSize powerup ( Increase output)


--- Breed for Quality powerup


--- Breed forFlavor powerup


--- Breed for Energy powerup


Each powerup would add +5% to the final stat or output size and is usable once per farm. Only one BE enhancement can be put into a farm at a time.


Alternatively, each BE enhancement could be tiered from 3 to Master to a 5%, 7.5% and 10% final modifier.


* Fencing --- A ranger is able to add a fence enhancement to the farm, in the same way as a BE enhancement. The effects of which:


--- Simple fence (at TierIII schematic) -- Increases Output by 5%


--- Advanced Fence (Tier IV schematic) --- Increases Output by 7.5%


--- Laser Fence (Master Rangerschematic) --- Increases Output by 10%


Only one Ranger enhancement can be put into a farm at a time


Comments? Observations? Ideas?


This is a repost of my idea from the Medic/Doc forums which I think you might want to ponder on.


Cheers!




________________________________

Sevros Nod, +20 Master Doctor
Majeure Med Resources (-699 , 347) New Coventry City, Corellia
Dri0dmaster
Fri Sep 26, 2003 10:12 pm
#71

OK first off i dont think anyone has mentioned anything about accelerating the growth rate of a creauter(if did sry, i didnt read your post) this is what BEs do IRL. (if you dony know they like made trouts mature in like 3 weeks instead of 1year) this can be solved by creating an item called growth rate regualor. lets say you can buyild more advanced growth rate regulators as you reach higher in teh BE profession. so when this regulator is added(if not creature grows at default rate)when the DNa templet and the material then it will obviously make the creautre grow faster. so when a Master BE makes one of these lets sat his creature's growth rate is reduced by 50%. so instead of waiting 10 days for a creature to reach its peak it will only take 5 days. AND BE should be able to make grauls and sludge panthers because they are the most sought after making the BE have even more business



Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
Naikrovek
Sat Sep 27, 2003 3:33 pm
#72



Ganson wrote: PARAPHRASED

Synthetic Meat, Synthetic Hide, Synthetic Bone, Hormones/Steroids for pets, Powerups for pets, same idea as doctor buffs but usable by all, Tranqilizers , Player Hormones, BioDyes, SpiceAdditives, LifeSupport Systems, Suicide Pills, Happy Pills, Pain Killers, Pep Pills





I think these ideas are GREAT! We should be able to buff, in one way or another all of the things mentioned above.

SOE, give this guy a job.



--
"If you ever drop your keys into a river of molten lava, let them go, because man, they're gone." -- Jack Handey
uhrwerk
Mon Sep 29, 2003 2:27 pm
#73

Every on talks about harvesting milk and eggs but i think we all missed a obvious solution:

- Add a chicken (ala Star Wars i.e. Tatoonian Sand Chicken) and cow (ala Star Wars) DNA template.

Have the stat "aggression" replaced by "yield" with a substat for decreasing maint. and a substat for increasing output. These could work similar to a harvester but require flora food instead power (or in addition, im easy). We clone things right? Lets clone cows and sheep and chickens and things. This solves the farmer dilemma, farmer is built into BE now. I don't really like this for harvesting meat (aside from domestic) or hides ect but those are already available on the market (plus the difficulty getting them justifies my prices ). If the devs want milk and esggs to be rare still make them painfully inefficeint, that will drive up the prices (the mods may need to be adjusted to compensate)

- Fish farms (yeah been said already but my 2 quatloos)

It could be placed adjacent to open water, or if the devs want to keep things arbitrary and maintain the sheer insanity of resources ("You fail to locate a sample of water", What are you talking about? Its raining!!) have it extract nutrients from the ground.

Ornl Krewrhu
-Radiant
-Phishy Physics Phor a Phiner Phuture
straud
Tue Sep 30, 2003 8:01 am
#74

I have a thought to improve the class other than just fxing all the broken things such as experimentation, milk and a the other various stuff that doesnt work.


1) Take the experimentation tree and add those skills iinto tissue and cloning trees so you get the points from those trees.


2) Make a new tree that lets you add some good things to your creatures such as special attacks, armor, resists things of that nature. IE


level 1 special attack


Blind, poison, spit ranged attack...


level 2 armor


Light armor ....


level 3 resist


improved kenitic


level 4


Medium armor and improved resists to pet



This would make us a crafter again and make it so CHers would actually BUY a pet from us not just stims, if i had wanted to be a medic i would have made one






Straud Lo-Cash
Master CH / Architect/ Pistoleer
Naritus
Senator (Death's Head)

Obsidious De'Vauire
Commando 0440 TKS 0101
Pistoleer 0002 Carbineer 0002
Naritus / Death's Head
straud
Tue Sep 30, 2003 9:14 am
#75

Also to add to my post above I had a few moeridea on how to balance it out.



Lets say you have an incredible success on a high level pet with medium armor that would increase the CL of the pet based on the amout of success you have and vice versa. Keeping things balanced for the Chers but still allowing custom unique pets worth buying and selling. This to me makes this class a lot more fun and interesting. being capible of changing their natural atributes and things of that nature. seems more Bio Engineer to me then making something that is the same as or not as good as a wild creature. Sure the taming rater of babies would go down but who would complain lol. we would get to sell something and be known for something the same way ALL other crafters are, as well as making it more fun to make and buy BE items for Ch and non CH pets alike. Well hope someone digs my idea and takes it to heqart and does something with it LOL. Would really LOVE to see something like this implimented.





Straud Lo-Cash
Master CH / Architect/ Pistoleer
Naritus
Senator (Death's Head)

Obsidious De'Vauire
Commando 0440 TKS 0101
Pistoleer 0002 Carbineer 0002
Naritus / Death's Head
shnelle
Wed Oct 01, 2003 7:35 am
#76

Give Bio's the ability to also change a pet's appearance either in size or color. That would certainly make some pets much more desirable than anything that can be gotten in the wild.



Oppeei Xigu - Female Rodian - Bria - Rori

Master Creatuer Handler
Hunt Master
Novice Pistoleer
Emergency Tech - Field Tech
pitamon
Wed Oct 01, 2003 10:37 am
#77

There exists in the game a way to get more eggs and milk, let avian nests give eggs, and herbivoire nests give milk. Simple, shouldnt be to hard to implement. Instead of the lame and useless bees, bats adn flies that used to inhabit my backpack. The idea of fish traps is very good.. Would still be rare, but I have like 60 eggs, in 2-6 unit lots, and will not combine into a useable amount. they are all different. That is stupid. And make it where they are the same type of eggs, at least planetiary like the hides and meat. That wouldn't be a hard fix, jsut change the type of item that comes out of the nests. Would solve lots of bitching, headaches etc for the devs and crafters.



Pitamon

DangerousToSociety
Thu Oct 02, 2003 5:09 am
#78

Allow Bio Engineers to make ANY creature that is in the game... and make them Tamable



however in order to make all the different types of creatures, they MUST collect the DNA of that specific creature



also allow unique creatures, having random samples giving a random creature


eg. Rancor DNA, Krayt DNA, Kimogila DNA, Bile Drench Quenker DNA, Mantrgue Screecher DNA


making a Super Creature Template




________________________________________________________
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