Bio Engineer Archive
Thread: Top 5 Input needed.
My top 5 issues:
1) Loot - I'd like some lootable schematics, like a mad bio scientist outfit that gives a few BE bonus's, maybe some lootable dna samples, that kind of stuff.
2) Missions - Why weren't bio-engineers included in some of the rewards from the revamped theme parks? With help I did the jabba and rebel theme parks from beginning to end and got not a single item that helps me as a BE. Even a token item that just says, "Yeah we didn't forget you" would have been better than nothing.
3) Skill tapes - I've never seen any bio-engineer skill tapes, if they aren't currently in the game, then add them please.
4) More more more more more creature models, just give us every type of creature and be done with it. Is there some particular reason for not adding all the models?
5) Expand the tissue line to add more types of effects, buffs and skill mods.
Message Edited by Pahbi on 03-10-2004 04:43 PM
It would be really cool if we could make the flying models of pets ![]()
Better mask scent or fix it so that it doesn't break as often ( I E Muntant rancors) I know it is suppose to be hard but even with the best bio clothes for mask scent it breaks way to easy IMHO.
Nemthang wrote:
OK OK it does say 5 so here we go:
1. Documentation of the cloning system and acceptable levels for CL. Do this if nothing else.
2. DNA Sample storage
3. Introduction of BE-specific skill tapes/attachments. +experimentation etc.
4. Add more craftable tissues (for example, +10 ranged defense / +20 Intimidate defensesimilar to the +10 melee / +20 Stun, +5 to disease resistance, etc. etc. lots of possibilities here).
5. I'd like to see us have the ability to stick the high end specials like force strike, open wounds, plague strike, poison spray, etc. for a corresponding increase in CL. Especially now that tamable babies with these skills are spawning.
1. Skill Tapes
2. Preferebly updated level in real time as we experiment on a pet, or atleast have it put on the template when done.
3. Skill Tapes
4. Preferebly updated level in real time as we experiment on a pet, or atleast have it put on the template when done.
5. Skill Tapes
1. Documentation! How are CL's determined? How does the template combine work? How do tissues stack? How does sampling work at each level? I appreciate the time my fellow BE's have spent working out interesting algebraic equations, but really, we shouldn't have to guess. Things are already complicated enough to make them interesting.
2. CL's must show up on the template! This was one thing that had us worried ever since the new system was announced. And now we're living the reality of clones that nudge over the limit and therefore lose market value. And without #1, this happens quite often.
3. I'll put in a vote here for the blood sampling idea.
4. Why no birds or snakes?
5. We don't need no stinkin' sampling cap! If the critter combines over 70 we'll just have to eat it, along with all those accidental 11's. No big deal. Especially if we get #2.
I'm not going to waste space on known bugs. Those should be fixed without us nagging about them.
actually doc stim D could heal for 1500-3000 and pet Stim C ( easier to produce in crates and the hightest we can do ) can only do 1200 for best of them.
Stim D are sold at 1200crd each as they only need organic and fiber blast.
pet Stim C need pretty good quality insect meat that sky rocket the prices.
Add to that a doc stim use far faster refresh timer we have for a highter cost a product that have a lower heal ratio.
We should look at this so we can have a real market with pet stim.