Bio Engineer Archive

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

SanpaWabas77
Thu Oct 02, 2003 7:05 am
#79

Thats a bit silly...to produce one Rancor I would have to sample and potentially kill five other rancors..



Sanpa Wabas - MBH - Fort ASH - Naboo - Chilastra

Who is more the fool?
The fool, or the fool who tries to follow him and can't because his droids don't work
Daffite
Thu Oct 02, 2003 11:03 pm
#80

Ok i know this sounds insane but i think it is realistic.


I think a bioengineer should be able to make any animal that exists.


You could make a special bioengineer genome data storage unit or something and if the bioengineer gets 5 above average samples from a creature, it's dna data is perminently saved onto the storage unitand the bioengineer could craft that animals dna template from that day on just like they do today, having to get 5 dna samples from any creature and the meat and plant foods. (unless they lose the storage unit or sell it) The clone engineering skill could allow you to store data in this way from more complex creatures as you gained more and more of it. We could sell genome data on the bazaar, you could spend weeks just finding creatures to get dna from. I think this would be insanely fun.


It sounds radical, maybe too powerfull but i don't think it is. I think it's realistic and fun and you would still need other proffesions like CH to make it too powerfull. We'd still be completely dependant on other proffesions just like we are now so......


I can dream can't I?


Siadav <ISF> (intrepid)


RaynorMAX
Fri Oct 03, 2003 3:49 pm
#81

Hmmmm just an idea. But With the new Mount patch coming in the near future, Harnesses should be made by BioEngineers and sold to public, CH ect. We need creature related items to sell and that could be one.


Examples are



  • Harnes with speed increases

  • Harnes with backpack type packs on it

  • Harnes with crafting station holders ? dunno.

Those are just ideas that could get us Bio Engineers back in the economy game. heh.




Fenix Strazzd
Corbantis
Master Bio - Engineer
XyberViri
Sat Oct 04, 2003 4:41 am
#82

Bio Need to be able to Sample from there pets again, EIther make it a command or a warning or make the pet have to know a special command that a CH can train.


I play both a CH and a BE on two diffrent accounts on the same server one of the things i realized is that CH's potentially could have a reason go out find a baby raise it to adult hood, then they could take that pet to a BE and have him sample his dna, possiblet he pet goes aggro on the owner or possibly kills it, but only if they had to raise it to full grown.


Some Be's dont want to go to Dath to get a racor's dna, when a Ch could potentially play some part in a BEs ability to get good dna samples.




__________________________________________________________
Xyberviri Bounty Hunter
Irxox
Sat Oct 04, 2003 6:49 am
#83

As a BioEngineer, this is my two cents


1. The ability to create Organic Harvesters -- to harvest Meat, Fish, Shellfish, Milk... and so on.


2. The ability to create 'additives' that would reduce the maintenance cost/increase production of Flora Harvesters.


3. The ability to create 'buffs' for pets. I don't want to slice them, I just want to buff them. Yeah, like they need it. Well, since I figure pets are going to be seriously nerfed soon, I think we should be the guys to create the buffs.


4. The ability to create BioEngineered Biological Controllers that are more powerful than Advanced Biological Controllers.


5. The ability to create Tissues with a wider variety of mods that would substitute for existing items, like Bone Armor Segment. EXAMPLE: BioEng Bone Armor Segment (STR +5). In essense, I would like to create Tissues that more people would want. Spice additives, Stim additives, and so on.


6. I would like it if each house automatically allowed you to have one vendor in it, free of any required Artisan skills. Why do I mention it here? As a BE, I spend 21 skill points to have a vendor.


7. Why can a Level 1 Biochemist make a Blurrg or a Tybis anyways... and without even using a Food/Chem station?


8. The only people that buy Krahbu, Gualama, Jax's, and other creatures on less than level 15 are... Creature Handlers!! They buy them, tame and train them for cheap XP, then release them. And Kahmurras don't hold a candle to CowardlyGuerreks. On the other hand, if non-CH's couldn't have pets above level 10, then CH's would find the new 'Cowardly Guerrek' or creature of Max Power for that level.


I would like to be able to add 'optional' components to the creatures I craft. That's what I THOUGHT things like Bio-Strength Formula and Cognitive Enhancers did... you added them to the creatures you made. That way, while CH's could always get the strongest creature of choice, BEs would be able craft more options or abilities into their pets... perhaps even crafting a level 15 Kraabu that spits acid, or so on.


9. I would like to see what level creature I have created.


10. I believe every Advanced Craftingprofession should be able to grant some type of bonus to a Hunting Party by simply being a member of the group (similar to aSquad Leader's abilities.) I believe Armormakers should give automatic defense bonuses, Chefs resistances to poisoning, (Rangers should give an automatic group 'conceal' bonus without having to craft those stupid camo packs), Tailors decrease or eliminate equipment deterioration, BioEngineers provide resistances to bleeding, etc. (Personally, I wish the 'Squad Leader' profession didn't exist, and all their abilities were spread out among the rest of the professions. Oh well.)





----------------------------------------------------

Irxox - Master Bioengineer (Other skills may change without notice)
Nexizopflopalop
Sat Oct 04, 2003 2:14 pm
#84

I was thinking of some thing the BEs could do and also heard of the class in beta that no long exists ( Well not at this time).


Perhaps BEs could make clones of livestock then "Farmers" could breed them for thier resources,i. e. milk/bone/hide/meat


the cloned livestock could work like factory schematics do. The farmer puts the clone into a "Factory" then then specifies wether the "Factory" will prodice milk,meat,bone or hide. then the "factory" whould produce (overtime) a amount of that resource. The quantity and quality whould depend on the quality of the clone put into the factory.


thier could be visual effects like blood or milk squirting out of the factory when it is work LOL...but seriously BEs should be able to produce something to aid in the growin needs of creature resources.

RazBlack
Tue Oct 07, 2003 11:39 am
#85

I didn't see these on the first 4 pages (sorry if i double up):



1) Add "colourization" into the techniques line so that as our crafting skills increase we can change the colours of our creations. ( similiar to how Tailors make clothes)


2) Make DNA stackable so that instead of having 20 single "low quality" samples, I have a single stack of 20 units. This would be helpful to the database, and my inventory.


3) Sampling DNA seems a little back-ass-wards in the fact that in reality, DNA production allows a person to create "many items from one" so in essence I should be able to get like 0 to 10 "units" of DNA in a single sampling. (killing 5 gorges to make a single Eopie seems dumb)


4) Bio-Engineered couplers and components for weaponsmiths and armorsmiths (i saw this one and had to repeat it awesome idea






DECADAI
-IMPERIAL SOLDIER-
Gorath (Master Weaponsmith / Smuggler ) | Scylla (Master Doctor /Master Pistoleer)
"That thug chased me right into the medical center.... what nerve!" - me


ender10304
Tue Oct 07, 2003 8:44 pm
#86

just a idea from a retired bio i was reading rebels dream and i think it was piggy who had his dna madified to make him smarter so my idea is to allow BEs to instant stat migration


maybe i could get someone to change my dna to make be spelling not suck




Winie the po stands for everything i beliv in huney and bad spellin
straud
Wed Oct 08, 2003 12:12 am
#87

Just on an offnote i hope devs actualyl read this LOL I never see them reply to ANYTHING in idea poasts. I just like my and other peoples ideas to be heard by people who can actualyl do something about it. Would be really nice to have some communication fromt he devs at all expecially for our busted up profession anyways lots of great ideas out there. I pretty much dig all of them.



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
Maximiliaantje
Wed Oct 08, 2003 6:30 am
#88

Ok, here are some of my idea's:




1/ At the moment, Bio-Engineers can only make a select number of pets. These pets are good ones, however, perhaps it could be implented that Bio-Engineers can obtain new schematics of pets by sampling alot of these pets, or even a new command /study or something like that, to make ur char study the pet, it's behaviour and such to then try and recreate the pet with samples from other creatures. This would ofcourse have a high failure rate, even higher depending on the level of the pet you want to create. The study thing would go really slow aswell, and would take alot of time, especially for high level creatures, but I think that in this way the boredom of always making the same creatures will go away...


2/ Make it so only pet stims can heal pets. At the moment alot of people use normal stims because they generally heal alot higher and they mostly have trick to heal a pets mind. This would make the profession of Bio-Engineer alot more interesting as there will be a high demand for pet stims.


3/ Make it so that at the crafting stage of a pet, you can add optional enhancement things which will give the creature you make a power boost, making it stronger, maybe faster,... (depending on the things you choose) then a pet one would catch in the wild, thus more wanted. I'd say about 3 or 4 of those enhancements in the crafting stage would be a nice option...



Thanks, I hope some of these idea's (especially 1 and 3 ) make it to the test center and turn out to be an addition to the game, as the profession needs some changes imo.



I will post more ideas when I think of them





I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Maximiliaantje
Wed Oct 08, 2003 6:38 am
#89

"Make dna samples stackable"



This wouldn't be possible, as every sample has got different stats.


You can't stack for example Wild meat from Naboo with OQ 200 with Wild meat from Naboo with an OQ of 400 cause that's just a different kind id Nabooian wild meat. (if you understand what I'm trying to point out lol...)




I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Maximiliaantje
Wed Oct 08, 2003 6:51 am
#90

Other ideas I just came up with, not sure if they have been posted, I don't read the majority of the posts here, as a lack of time



1/ Bio-Engineers study all living animals and know everything about them. However, they also study the flora (if I'm not mistaking). Maybe they can have the ability to encourage the growth of some kind of resource on a planet at a certain point, to place a harvester on or something like that.



2/ A BE should have the ability to boost a creatures growth (not sure if this is ingame or not lol). I'm not saying he should like make it an insta-adult, I just think he should have the ability to inject the creature with something that increases the % of ham etc of the total he grows everyday.




I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Luneria
Wed Oct 08, 2003 8:42 am
#91

I find it absolutely amazing that more integration has not been implemented for thos epursuing careers in both Bio-Engineering and Creature-Handling. It seems to me that these two professions were all but destined to be joined.


In my opnion, anyone becoming a Master Bio-Engineer & Master Creature-Handler should receive significant bonuses, and even perhaps additional abilities, above and beyond what each Master Profession offers individually.


Furthermore, the above combination would make an ideal Hybrid Profession.


I haven't encountered any BE/CHs ingame as yet, and I can't for the life of me figure out why. It's certainly what I'm working toward. What's the point of being able to fashion outstanding customized pets if you can't use them yourself to their full potential? And what better way to take advantage of your masterful creature-handling abilities then by creating your own customized species?


Am I way off base here, or do these professions not seem destined to be intertwined?



Luneria Octaviana -Novice Bio-Engineer, Novice Creature-Handler, Novice Rifleman




Luneria Octaviana
Legislative Advisor - Knights of the New Republic
Zabrak Smugger / TKA / Medic - Corbantis Galaxy
Page 7 of 9