Bio Engineer Archive

Thread: Top 5 Input needed.

Pahbi
Wed Mar 10, 2004 5:43 pm
#66


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

Usagi44
Thu Mar 11, 2004 6:19 am
#67

Based onTal-N's comments, i'll change my #4 to: More BE related skilltapes, schematics, quests, etc.



Aberdeen Iok
Master Carbineer, Novice Creature Handler
Former BE - Wanderhome
Mapai
Thu Mar 11, 2004 3:20 pm
#68

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.





Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
Lozareth
Thu Mar 11, 2004 4:45 pm
#69






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.






Ditto for me except on #5. I definitely think CH's should be able to get something that BE's can't provide (we already beat tamed pets for resists, damage, and ham). I also do NOT want to see meat harvesters. I WANT to buy my meat. It helps another player and the people who play rangers are people who want to hunt, not feed a harvester. Probably the best solution to the perceived meat shortage (heh,I don't agree there is a meat shortage; never had any trouble getting what Ineed but I think 40cpu is perfectly acceptable for meat too)is making rangers a more desirable class. If I could, I'd go back and put #3 in bold with *'s around it and all caps in Nemthang's original post. Anyway, my #5 would be another repeat: snake/lizard/flyer skins for pets.



Lozareth is long gone.

Hylidex
Fri Mar 12, 2004 5:59 am
#70

1. DNA Storage. I've tried to come up with a compromise between information storage and the need to have at hand a variety of samples while crafting. Here is one possible solution: A DNA Laboratory patterned after the factory concept might keep computing power down while making usability high at the cost of one lot space and an item that must be purchased from an architect. The laboratory would double as both crafting tool and crafting station. We would stand just outside of the structure, just as we do for factories, so that lot space would not require much data storage for the inner portions. We could store, say, 500 samples of DNA in it, but only DNA--no other items. While crafting, the DNA would appear as a spreadsheet, showing the stats, rather than an icon or "generic item." The display would look similar to the display vendors have now.DNA could be converted to generic templates at the lab, complete with experimentation, but no other activity could be conducted there. This way, the information that each item is DNA, the item type, and the icon information won't need to be stored, since all items in the Lab are the same type. The information could all be stored as a small array, of fixed-length fields, specific to DNA. This should greatly save on computing power while allowing us to have DNA storage in a usable form.


2. A viable CL fix. The simplest solution to this is not to allow the game to create invalid creatures in the first place. Any creature made by the game would be valid. There should be no validity checks to slow things down or frustrate players. Creatures made would either have a CL that reflected their abilities or the abilities would be capped by the CL. The rules for validity would be set by what is craftable, not by a validity check operating on arcane principles.


3. More crafted creature variety and uniqueness and control: This includes color and abilities, including the ability to maintain a lower CL while making some stat high at the expense of lowering another ability. Creature outputs should have colors that reflect both the original skin and the DNA used, or just have a wider variety of colors based on BE level. We should have some control over overall animal speed and the CL of the generic DNA--either by direct display or by calculation. It would be thrilling to have some BE only monstrosities--piket head on a merek body, for example. And we should, at some cost in experimentation or collecting, be able to create pets at a master level that are better than wild pets. Any special attack we had to face when collecting our DNA source should be potentially available to our products, including ranged attacks, group attacks, poison spray, and open wounds.


4. Any creature in the game should be a potential DNA sample, including Krayts, Enraged Rancors, and Mutant Peko Pekos. The cost for sampling from high level creatures is the increased frequency of failures and higher chance of being killed while sampling.


5. If a creature dies while being sampled, that corpse should be available for harvesting and looting as any other killed animal would be.




Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
-6600, 4440, Theed, Naboo, Gorath
BedroxX
Fri Mar 12, 2004 9:16 am
#71

Morana - make sure you edge forward a bit as you start sampling - as long as you are moving slightly the animation is overidd
DarkJediLady
Sat Mar 13, 2004 2:40 am
#72



1. Define, communicate and implement specific guidelines for what constitutes a valid pet.


2. Change crafting to not allow invalid pets to be made in the first place.


3. Allow CL to be visible during experimentation process.


4. Add new creature templates, perhaps some only usable by master CH's to add to their variety of pets.


5. Add more color choices for pets and enable the colors to stick.


I also like the idea about a variety of pet sizes too. I'd love to keep some of the pets at their baby size because they're just so cute when they are little.



~~~~~
Karynda Shadowtide - Master Creature Handler, Chilastra
Luterin
Sat Mar 13, 2004 6:11 pm
#73

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





Master Bio-Engineer
Yosho_Tarien
Sat Mar 13, 2004 9:54 pm
#74

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.





Hida Riken, Kettemoor - Pink Teras Kasi
Hovanoi Riken'lar, Kettemoor - Bartender
Fasma Tarien, Valcyn - Wallflower

Long Live the Teras Kasi!
It's the community stupid!

Durabatr
Sun Mar 14, 2004 10:16 am
#75

i would make a point about stim pets .

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.



Nigni,

Master BE, Master DOC,Scout
Member of the Figa's Shop Right of New hope shutle , correlia. 4300, -270
Templar1865
Mon Mar 15, 2004 1:06 am
#76

Templar1865
Mon Mar 15, 2004 1:11 am
#77


1. Full and complete documentation on the profession (and cloning in particular)

2. Increase fauna resources in the game (this is love for a lot of professions)

3. Realtime CL display when experimenting DNA templates

4. Increase variety of craftables (clones/clone colors and tissues; fix the clone color bug while they're at it)

5. Fix cloning crafting issues. There are two big ones:

1) DNA and templates should NOT be lost on crit fails. Look to Jedi and architect for rationale and precedent here.

2) Fix creature creation in one of two ways. Right now it is a uselessly overcomplicated process that gives BEs no benefit--it simply adds one more

chance to crit fail and lose hours of work.

a) eliminate the "creature crafting" option and simply combine skin and color selection into the template crafting process (instead of producing

templates,we would produce a final creature)

b) give a risk/benefit component to "creature crafting," by allowing resource quality to affect final stats or CL. Right now there is only a risk component,

with no benefit (we can crit fail after crafting an amazing template, but there's no incentive for using high quality resources and equipment that ensures

increased crafting success).
Templar1865
Mon Mar 15, 2004 1:16 am
#78

Good point on the Pet Stims. Sure, anyone can use them, but the current environment makes producing stim Ds a fool's errand. Ways to improve stims:


As a BE goes up in Engineering, increase the effectiveness of Stim use

As a CH goes up in (pick appropriate column), increase effectiveness of Stim use


So a master BE or a master CH would get much more effect out of using a petStim that Joe TKA/Doc who simply wants to keep his non CH tank in the game longer.
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