Bio Engineer Archive

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

Luneria
Wed Oct 08, 2003 8:45 am
#92

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
Maximiliaantje
Wed Oct 08, 2003 11:38 am
#93

Just a sidenote:



I'm a BE/CH too (Naritus server)




I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
NunaKiller
Wed Oct 08, 2003 9:48 pm
#94

I'm sure this has been posted at some point, but allow BE's to create the optional tissues that are used by weaponsmiths when making weapons. Finding these tissues in the wild can be very difficult and the cost on the current market is insane. I've seen weaponsmiths paying 100K for a single+100 Krayt tissue. This alone would give the BE and very useful, and profitable function in SWG. I'm sure the same could be done for armorsmiths as well.
Zqnfx
Wed Oct 08, 2003 11:18 pm
#95

I absolutely agree about the meat harvesters, fish in particular. Fishing is a complete pain. It's not like you can just go hunting for certain animals and harvest them either. You have to stand there and play with a pole for a while.. Considering you have doctors and combat medics pumping their stims out of a factory like mad, to get that kind of resources for pet stims would take forever. And nobody sells the fish on the bazaar, because it's not ever convenient to go fishing while out doing something else.


Granted, I'm not a bio-engineer. I'm a creature handler who was looking to help a bio-engineer get the resources needed to make pet stims. All the other crafters have some easy way to get their resources. Most of them have some sort of automated harvester, and for meats, you could convince any scout to hunt a specific animal for a while to raise XP, and get you the meat you need in the process. But there is no motivation to fish. You just stand there, hoping for something good.

Viles
Thu Oct 09, 2003 1:17 am
#96

Add an 'Illegal cloning' line or mix it into existing lines.<br>
<br>

Could be done like this; moving engineering line bonuses into the other lines and making this a single line or just add the cloning part to the cloning line and dna part into dna line and tissues part into tissue line.<br>
<br>

The idea;<br>
<br>

Add the ability to 'Sample humanoids' to the BE prof. Use this to construct humanoid dummy clones in different levels and with different skills.<br>
<br>

DNA part: Sample humanoid DNA (for templates).<br>
<br>

Cloning part: Create humanoid (Different humanoids per level) a few ex;<br>

<blockquote>
Humanoid drone, can perform simple tasks and fighting.<br>


Humanoid entertainment slave, can dance or play an instrument on command.<br>


Humanoid medic, can do low range heals and simple fighting.<br>


Humanoid battle drone, fighter clone, have a few special attacks.<br>
</blockquote>
<br>
Tissue part: Humanoid improvements (for optional slot in DNA or creature template) ex;<br>

<blockquote>
Heightened bio-mass (Increased health stat)<br>


Heightened stamina (Increased action stat)<br>


Heightened intelligence (Increased mind stat)<br>


Adrenaline glands (Increase melee damage)<br>


Increased perception (Improved ranged aim)<br>
</blockquote>


<br>

Add to this the ability to clothe and equip your drone, like the NPC merchants.<br>
<br>

The clones could be treated just like a neutral faction pet or as a droid and should be affected by perma-death, so as to overequip your drone would put a dent in your treasury if he runs off to solo a graul.<br>
<br>

Ability to control species by dna template would be a must. Imagine a "Twi'lek drone DNA template" be used in an Entertainer humanoid clone schematic.<br>




- Viles Witching, Covert Imperial.
Master Bio-Engineer, Expert Merchant
[Dark Empire] Guild Breeder, chasing Star'Li on Intrepid server.

- Spite, Overt Imperial.
Grenadeer Commando, Master Creature-Handler.
[Dark Empire] Armored and guarded by hulks, waving a flamethrower, playing FOTM to waste some rebel terrorists.
Viles
Thu Oct 09, 2003 1:23 am
#97

Thisforum is bugging out me thinks, wouldnt let me post a pure text message so had to fiddle with html editing and then it posted the html in pure text anyway? Oh well, lets try again shall we...


Add an 'Illegal cloning' line or mix it into existing lines




Could be done like this; moving engineering line bonuses into the other lines and making this a single line or just add the cloning part to the cloning line and dna part into dna line and tissues part into tissue line.


The idea;


Add the ability to 'Sample humanoids' to the BE prof. Use this to construct humanoid dummy clones in different levels and with different skills.


DNA part: Sample humanoid DNA (for templates).


Cloning part: Create humanoid (Different humanoids per level) a few ex;


Humanoid drone, can perform simple tasks and fighting.
Humanoid entertainment slave, can dance or play an instrument on command.
Humanoid medic, can do low range heals and simple fighting.
Humanoid battle drone, fighter clone, have a few special attacks.


Tissue part: Humanoid improvements (for optional slot in DNA or creature template) ex;

Heightened bio-mass (Increased health stat)
Heightened stamina (Increased action stat)
Heightened intelligence (Increased mind stat)
Adrenaline glands (Increase melee damage)
Increased perception (Improved ranged aim)

Add to this the ability to clothe and equip your drone, like the NPC merchants.

The clones could be treated just like a neutral faction pet or as a droid and should be affected by perma-death, so as to overequip your drone would put a dent in your treasury if he runs off to solo a graul.


Ability to control species by dna template would be a must. Imagine a "Twi'lek drone DNA template" be used in an Entertainer humanoid clone schematic.




- Viles Witching, Covert Imperial.
Master Bio-Engineer, Expert Merchant
[Dark Empire] Guild Breeder, chasing Star'Li on Intrepid server.

- Spite, Overt Imperial.
Grenadeer Commando, Master Creature-Handler.
[Dark Empire] Armored and guarded by hulks, waving a flamethrower, playing FOTM to waste some rebel terrorists.
wichiwook
Mon Oct 13, 2003 6:44 am
#98

Bio engineer looks like there was an idea there at one time and that plans in maybe several professions changed while bioe stayed the same and suffered for it.

I love the class even as it is. I get to go sample resources in the field amongst hostile critters instead of babysitting harvesters.

Sampling dna is now my favorite activity in the game. And no I do not sample to pop lairs. I have had the basic philosophy to leave lairs be unless they are my missions from the start of the game and Ifind rotating between two or more lairs and sampling the guards more efficient and safer than killing guards and one shotting the lair and waiting.

I did put a bit of thought into this and did some brief research on what bioengr's do irl.

I am tired but i feel reasonably on the right track. apologies up front for rambling.

Here is my 2cents about the class.

Novice:
+'monster'
+creature mount
+petstim
+tissue (see tissues for ideas on that line)

Engineer1, engr 2, engr 3, engr 4
+'monster'
+creature mount

One creature of reasonable cl and one mount per engr level would be fine with me, especially if the area of tissues were expanded. Possiblity here for distinct bioengr only pets.

Tissues
The basic ideas for tissues are as follows from thinking about the game and researching bioengineering. Bioengineering irl is in part of the discipline a study of disease and medicine mechanisms. So as not to have to do something foul to Medics and Dr's and CM's I think bioeng should have pet stims but also the ability to make optional componentsm for other profession's recipes to make meds from other medical crafters and even chef's more efficent, longer duration, greater effects.

Also the ability to enhance or make meds that are resistant to negative effects such as poison or disesease in game. Not a cure on this but a resist.

As far as Tissue engineering itself, I think that bioengr should have the ability to infuse ch pets with nonpermanent buffs via tissue research similar to weapon power ups. Perhaps to generate some competition among bioengr pets and wild pets this same tissue research/product could have a permanent effect on pets made from the engineering line as they can be made an optional component during critter manufacturing. Similar to the droid crafting modules. I dont feel the need to be able to customize everything on a bioengr creation but tweaking at least on thing outside of the DNA template would be nice.

DNA sampling
Love it, necessary regulator on xp, let it continue to kill things as it does. At first two levels of sampling your wake will look like you were spreading malaria or the plague but as you level it will be more forgiving for more samples per critter.

skill ups as they stand

Master
A really cool pet/mount of high level would be cool here. Unique meds etc would be nice.

Main issues were perhaps change in pets and tissue lines.

TTFN
njvenge
Wed Oct 15, 2003 8:31 am
#99

I posted this a while back. Nobody replied, but maybe you guys can skim my madness for something useful in terms of ideas:

---------------------------------- Begin Old Transmission ------------------------------------------

I was thinking about some ways to make the BE more useful in the game and thought of some ideas.
Be gentle as they are ideas and are made to be changed and thrown away


Instead of pre-set cloning schematics, as a BE we should be able to create just about *any* creature in the game that can be dna sampled, but with limitations:


- Each lvl of the Clone Tree gives you a number of creature templates you can hold

Novice +5, Clone I +5, Clone II +10, Clone III +15, Clone IV +25, Master +40 (Total of 100 templates).

This means a master BE can make 100 different creatures at any given time. Say if you find a new creature you would like to create (through the later discussed method), you would have to remove one of your current templates and introduce the new one. This gives the BE more variety and the will to keep striving to play the class.

- Creature templates are based up the Challenge Level (CL) of the creature you are trying to create

Say we want to make a Greater Sludge Panther (Wild CL23). We find some GSP and we need to get 23 DNA samples total. Each dna sample will have a new radial option to "Add to template" which basically will seem like a crate that takes all the samples introduced and averages out the values. When all is said and done and there are 23 samples from the GSP inside this "template container" we have an option to Craft the template.

Now depending on our level, the GSP template created can either be right on par with the wild creature (8K HAM) or might turn out weaker or stronger. Our experimentation points as well as the overall quality of the DNA that we collected will be the factor in this. Say our dna samples were poor and our GSP template turned out to be a CL19 instead (maybe like 7K HAM). The template is added to our datapad schematic with the base stats on the template.

Say now we want to create that GSP and we went out and found 5 excellent quality samples from say a Cl30 creature. We go through the normal process of crafting the DNA template used in final critter creation add the 5 samples and now we have a slightly better GSP which has say 8500HAM (CL25). This can leave the actual creature creation part to customize the color and the size and possibly give us the chance to maybe even include special attacks and whatnot to the final creature.

Overall this gives us more control on the actual creature process, and allows the BE to make a name for themself (Wow this BE is the only person in the galaxy that sells Creature A). It takes us away from the cookie cutter image of "you get these creatures at this lvl".

- This brings us to DNA sampling in general

A novice BE can sample any creature, but the failure rate is severe if the creature is a higher lvl (Aggro lvls increase as in latest TC patch). This makes the BE rely on other methods of gaining the proper DNA templates. Ok we need to get 75 rancor templates. I guess I gotta call in a Master Ranger to give me some Scent/Camo buffs. Even then novice BE (if successful at a CL75 creature) would get very poor dna samples from the creature and if they manage to actually get 75 samples, that CL75 creature might turn out to be a minature version (CL25).


Those are some ideas I was thinking about. It would make the BE a great resource to create creatures that do not seem to produce babies and also opens up the CH to new creatures as well as more exp for training these unfounded creatures.

Let me know how bad my ideas might be , but be gentle heh. I can try to explain a bit better if needbe, hopefully it didnt seem like pure ranting.


------------------------------------ END Old Transmission -------------------------------------------




Osia
Awad
[Master]TKA [Master]Bio-Engineer
Sythlana
Wed Oct 15, 2003 9:11 am
#100

I think a great idea is for Bio's to be able to craft a wider range of animals, not to many but I am just saying like one or two Flying creatures, maybe a snake and some various other animals. Also I think what would be nice is for us tobe able to control the color sometimes of the animal. Like a selection of 3 or more colors would spice up the Bio profession a long with making it more a personal thing for people buying the animal. Not sure if you guys are goin to implement the creature lvl changing ability and would be cool if you could let us know for like a yes or no, or at least your complementing it lol. I know there are a lot of problems there but hey, a heads up would be cool and your ideas on it too. And letting us play with the other stats as well like strength and the other stats that are always 40 and never change. Maybe being able to fiddle with those would be nice, not to much though lol, the proffession is confusing enough sometimes lol. Plus are the Kimo, Blurrg, Bol, or other creatures that are inactive goin to be usable? I know the Bol will be by the next huge update for player mounts because it is a mount itself but the Kimo and Blurrg would be a cool sight to see. Also adding some more special things to the creatures like posion or deiase. Not sure if the angler can poison but at least have one other animal with the ablility would be sweet! Raise a brow or two lol.


Sythlin

GreenStok
Thu Oct 16, 2003 6:15 am
#101

We need the ability to make advanced components for pet stims without bugging Doctors. The Doctors willingly help, but thing would go smoother if they did not have to.



______________________________
______________________________
GreenStok, Master Bio Engineer, proprieter of Green Acres
Shop on Lowca server, Naboo, Theed
/waypoint -5430 3417
Also on Dantooine -595 2891
Melicamp
Fri Oct 17, 2003 4:35 am
#102

Tal-N brought this up a while ago and I still think it's a good idea:


Player Species changes


I won't repeat the whole thread, but the basic idea was like that:


-you would have to get a specialized piece of equipment from an Architect

-you would probably need some rare resources for every try

-even if successful your customer would suffer severe wounding and BF (less with higher BE skill)

-if unsuccessful your "victim" would get a free trip to the nearest CF (so a nono for your FS Char )

-the process is outlawed by the Empire aswell as the Rebels, so the target would turn neutral and loose all aquired Faction points (so no quick switching for cheap Imp Faction perks).

-the name would have to stay the same though for obvious reasons (somethingbacca the Rhodian )

-there would have to be a timelimit on how often you could do this in a set amount of time

there is a lot more in the thread itself, interesting read
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=11553&view=by_date_ascending&page=1

Irdan
Bio-Engineer - Gorath



Irdan
Master Bio-Engineer
Gorath
ArtisanMan
Sun Oct 19, 2003 10:56 am
#103

Alright, here goes...


I WANT MORE CREATURES! Hell, whats the point of makin em if the CH can just go out and get a better one. I want to be able to change the look of my creatures, just like the artisans get to change the color of cloths and armor. This would add certain appeal to them, making some money for us. Bio needs to be the ONLY one who can make mounts. THE ONLY ONE! Trust me, we bios NEED the cash and the purchases. We need some of these creatures fixed. Some example, Tybis and Blurrg. We could make a killin of a 10kHAM blurrg, and people would like a Tybis for looks. I agree with the others on this point. They need to be able to switch their DNA Sampling exp for bio exp. We need creatures that can not be found in the wild, EVER! Something like one of these per bio level would be nice, so even the newbies can have some cash to spend. I know this is going to be annoying, but its true!<{[(THE CLASSES AREN'T BALANCED!)]}> But enough of that, just give us more to work with, novice artisan get about 30 things to make, we get 3 creatures nobody wants, 2 things we never use, and pet stims. Common people, lol



Dougie of DarrinCo Interprise, friend of Saambo Dugal

Lodied
Tue Oct 21, 2003 1:48 am
#104

First I would like to see a reply by waybub in this thread so we know that he is reading it.

1. Unit toughness needs to be removed from the resource stat requirements when crafting pets. Flora nor Meat have that as a stat. Maybe let us make our pets out of wood then that could be a quick fix or compromise.

2. Look at number one.

3. Number one is the answer to why our pets can't compete with nature.

4. Petstims. Have pet stims stack heal when the other ham bars are full.
Example.
Say you have a pet with 10k HAM. Its Health is at 1000, its Action is at 5000, and its mind is at 9000.
Say you have a stim that heals for 1000 each dose. (trying to keep this simple).
On the first shot you heal 1k of each.
Pet now has H/2000, A/6000, M/10000.
So in theory you healed 3000 points of damage on the creature. Now since the pets mind is healed all the way, those wasted stim points transfer over to the Action and mind.
So on the next dose it would be. H/3500, A/7500.
On the next does again H/5000 A/9000.
On the next dose H/7000 A/10000
then on the last dose you can heal the 3k with one shot.
See what im getting at.

5. Number 1 was mention is a post by a dev long ago. To BE buried and never mentioned again.
Tal-NI think knows where it is.
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