Bio Engineer Archive

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

Lodied
Tue Oct 21, 2003 2:03 am
#105

My bad hit submit a little to soon. Check this out.

6. I originally thought that the tissues i was going to make as a bio engineer would be for the pets.

BioStrength Formula was to be for making pet stronger.
Confidence cloth to make the animal less cowardly.
Macrodeuseal (be kind with spelling) Supplement. Was food for pets.
And visual and scent camo was to make the pets less agro by other monsters.

These were all my ideas of what was to come of the tissue line.

7. Meat factoy to place on spawns to get ever so much meat. But that would put the scouts outta business.

8. The ability to have a accident in the lab to create a cannibal dewback out of a dewback, or a bull bantha.
Not quite an accident but a super success.

9. LetDE's and BE's work together to mount lazer blasters on the animals orbionics.

10. How about having BE's be the ones only able to make the babies of mounts. And make CH's go thru the pain of raising it and breaking it for mount.

Lodied
Tue Oct 21, 2003 2:04 am
#106

Oh yeah made the post before reading the thread.
EvilJonUk
Thu Oct 23, 2003 8:00 am
#107

In no particular order


Allow us to clone a players body off the floor so if we are out adventuring with people we can get them back up in the current location with the same wound damages as if they have respawned at a cloning centre they weren't registered at. (not as powerful as a doctors ability but handy none the less)


Instead of just getting a fixed amount of xp for creating a DNA template/Creature/Tissue how about getting more xp for making a good template/creature/tissue and even more for experimenting. It will cut down on the grinding and people will actually start to understand the profession (a bit) (maybe).


Even better, make the DNA assembling into a mini game where the DNA samples are shapes that need to be dragged into a template, or a sliding block puzzle, or anything thats not just mindless drag and drop, and actually involves a bit of skill/fun.


(Dreaming now) Allow us to add droid components to our bio engineered pets to make cyborgs, would make a very cool elite elite profession


Annago "If I have to make one more micronutrient supplement I'll scream!" Hawk
Wanderhome





Evey cloud has a silver lining, except mushroom clouds, they are lined with Iridium and Strontium-90!
Nolo-Tolo
Fri Oct 24, 2003 5:54 am
#108

What about adding a optional slot when createing the final creature for Tissues, Food, spices, or whatever else someone could think of? This would allow the BE to make bleed resist, stun reists, faster regen on HAM, or improved stats from these items.


Here are a few examples i thought would be nice and add something to the BE pets above wild babies..


1) Tissues would effect resists (bleed, stun)


2) Moun Gold (and other spices) could effect HAM regen rate or secondary stats.


3) Food could increase one HAM bar in exchange for dropping another. (raise health at cost of stanima)


4) Armor component (not sure name but the ones people use as signs) to increase a certain resist


5) Weapon component (not sure again) to increase the pets damage.



This IMO would not overpower our pets but would increase the interest in them. It would allow the BE to beter customize the pets and in one way or another make them betetr then any wild creature.


:-)

Reasonable1
Fri Oct 24, 2003 6:03 am
#109

BE's should be able to build and run Cloning Facilities in Player Cities.



Asu Lion
Master BE, Rifleman, Ranger, CH
Shop at 2900, 5400 - 2200 meters NE of Mos Entha
Reasonable1
Fri Oct 24, 2003 8:40 am
#110

Along with my previous Cloning Facility idea -


BE's should be able to make clone armies, usable only by Politicians for City defense and to attack other cities. Now THAT would rock.




Asu Lion
Master BE, Rifleman, Ranger, CH
Shop at 2900, 5400 - 2200 meters NE of Mos Entha
Xanda
Sat Nov 01, 2003 12:13 pm
#111

Excellent discussions people! Thanks for the sticky. A few things I'd like to see enhanced in the BE field:

1. XP Fix: I'm not sure why the creature creation XP is so low. In the time it takes me to obtain 5 good DNA samples, craft the DNA, and then make the creature, I could have made 4x that amount of XP grinding tissues. I don't grind 'cause I find that more burdensome actually than playing the game and slowing accruing XP. I really believe, however, that bioengineer XP should be commensurate with the difficulty of crafting an item. Creatures require a lot of time; and while DNA sampling XP is "built in" to creature creation, the reality is creatures should be "worth" more XP than they are currently. It is tough to hunt down good DNA (even though I'm DNA IV) and will be more so after the incap/death penalties go live. So, please consider increasing the value of the creatures we make. Also: complexity of creation should affect XP. I haven't tested this out, but a dewback should offer more XP than a bearded jax.

2. UXP Fix: when I was in the artisan tree, I loved making things people bought 'cause I'd get usage XP from them. BEs are about to be more than just weapon suppliers, and clothing enhancers, we are about to help fuel the creation of creature mounts. If we can't get more XP for the critters we make, we should get UXP of some kind for when they are tamed or used in battle, or somehow. This is a crafting profession, and most crafting professions do have some form of UXP.

3. Bioharvesting: I would like to echo everyone's thoughts that BEs should have a means of harvesting DNA in some way similar to microflora farms or chemical/mineral extractors. In keeping with the premise of BE, perhaps the ability to grow tissues in a culture to provide DNA (and even meat or organics) would be tenable. That is, after all, true tissue engineering. I can easily exceed 3k of OQ 900+ flora in 48 hours, but I need to hunt DNA for hours on end to make 5 creatures whose DNA allows for creation of creatures more powerful than their wild counterparts. Perhaps allow us to engineer tissue DNA and then manufacture it in our chemical factories. Make a great DNA sample from your tissue experimentation? Great! Make a template and crank out a thousand copies. Farming would be another way: in that scenario I could breed animals to improve the DNA output of the animals over time (a la Mendel). There has to be some way that BE can be similar to other crafting professions.

4. Decrease Need for Combat: a BE is a scientist and a crafter. Few BEs can afford to be without combat skills and scouting skills in order to sample DNA. Quite simply, sampling is dangerous (even for those of us with DNA IV). It's really not reasonable to expect the theory of player interdependence to apply to DNA sampling. It is difficult, if not impossible, for me to imagine going out with my combat-skilled counterparts to have them "stand around" waiting while I sample DNA in case one of the critters goes aggro and they have to defend me. I'm all for player interdependence, people don't get much in the way of XP standing around waiting for possible aggro's. They don't gain XP through my successes. And hiring a body guard doesn't seem like a fun expense to add on to my prices. As such, I have Pistol IV, composite armor, and scouting sufficient to run like hell and mask my scent. I don't mind having these other skill lines in play, but they should either be deemed "prerequisites" of BE, or DNA aggro should be discontinued. Again, sampling DNA from wild creatures makes some sense, but developing tissues in a culture makes more. See bioharvesters above. Others have proposed tranquilizer darts. Fabulous! But do something...please !

5. Special Abilities: perhaps creature creation would mean more if the basic creature creation allowed you to make creatures that were "as good" as their wild counterparts. What I'd like to see is experimentation to customize the creature with special abilities such as +1 stun, +2 knockdown, 2+ armor, etc. I think that experimentation currently has proven not to add much except a tweak here or there. But the ability to embue your creatures with something truly unique and unexpected would in a way make up for not being able to create "custom" animals (as one would expect a real BE to do: too much of a programming nightmare that ). A 0000 BE could offer no enhancements while a MBE could add armor, add ranged attack capabilities, add resistances, increase mount speed, etc. Since experimentation points are limited, BEs could only offer so much "customization" per creature, but the value of our creatures would increase a lot. People could then buy pets TRUE custom pets. Think: bearded jax with ranged weapon spit that could do 100dmg. Cool .

6. Crafting Fix: I know the devs have been very proud of the idea of having a mysterious format of taking DNA strands of certain characteristics, mixing them into the 5 slots to theoretically form uber animals. But, beyond some obvious connections (ie, DNA with high intelligence going into the intellect slot, etc), some of it is a bit obsequious. Obsequious, btw, is itself obsequious. Perhaps the fix to this is to allow more of the DNA's characteristics to be visible to more experienced BEs. By that I mean at 0000 you can only tell the overall quality of the strand, but by MBE you can look at a DNA strand and know its relative strengths in fortitude, dexterity, intellect, etc. Experience allows you to "know" more about the DNA that you have in this manner. This would be similar to master scouts knowing a creature's level. Perhaps limiting the number of characteristics of each strand to the number of slots in the schematic. Or, don't limit the slots to intellect, dexterity, etc. But, rather, leave 5 slots open and let me mix the DNA the way I want. Think: pugoriss that has 10k HAM, does 20 damage, and an attack rate of 1.0. Not useful, but worthy of experimenting.

7. Stackable DNA: perhaps if the number of variables was limited to 5, it may be possible to have like DNA stack. One of the limitations I have when I'm sampling DNA is character space. Seems odd that I can stack an unlimited number of identical fiberplast, but can't stack DNA. The only real solution is crafting in the wild, which requires a crafting droid.

8. Make Advanced CL Creatures Tougher to Craft: odd it is that I can have Clone 3 to craft a CL10 critter. I would suggest that Blurrgs (hopefully tamable someday) which are CL50 and act currently as doorstops not be craftable by novices, and that the "achievement" of getting higher tier cloning not be watered down with templates for pugoriss or carion spat. I realize CL will soon be customizable, but I still think powerful creatures should only be craftable by powerful BEs. Also, the schematics are odd in the resources they require. Beyond the DNA template, the ingredients do not change very large amounts for big critters as for little critters. Perhaps a Bearded Jax should only require 5u meat? Or a falumpaset 150 meat? Maybe upper level creatures require more complex DNA (such as the differences between mammals and bacteria?) or more specific types of DNA (ie, herbivore, carnivore, flying animals, etc). Or the components to craft a creature could get complex: want an creature with armor? You have to craft armor DNA to add to the creature. Something to make the crafting experience more reach and feature-filled.

/dismountsoapbox

Thank you to those who've read this...rest your eyes some .

I'll close with a "private note" to the devs : I find the game to be an amazing. The content is so rich, the programmers deserve considerable kudos. When I look at the Naboo waterfalls, or stroll through rock formations on Tat, or avatar wipes his nose, breathes, or emotes based solely on my text...well...it's incredible. I'm amazed about the detail and creativity you all have put into this amazing universe. When I was a kid, this is the place I fantasized about living in; as an adult, I get to play in my dreams online. I can't get over the vast landscapes and effects that have been nestled so congruously with such a revered and rich universe.

That said, however, given the amazing amount of money we as users are putting into this game (at least $5 million/month in subscriptions alone), communication with the various professions should not be as difficult as it is to get. I'm cool by dealing with errors (distributed code is nefarious); I can live with growing pains (after all I started playing on day one of release); but I am shocked that each profession has so limited input from the devs. It shouldn't take a player as a correspondent, the devs should be right here in our trenches.

Thank you.



--Xanda
HalcyonDaze
Mon Nov 03, 2003 11:47 am
#112

Not sure if this has been thought of yet, but. . .


Re-introduce the forgotten Rancher into the Bio-Engineer class. By this, I ask that Bio-Engineers be able to harvest meat through a type of ranching facility. They can extract DNA from the animal they would like the resources to be harvested from and use this DNA to place in the facility for animal cloning. The creature farm can act as a dual purpose facility that also allows the harvesting of animal resources over time. Just something to think about since animal resources are extremely difficult to obtain in any large quantity without serious combat skills.




Halcyon Daze
Nolu
Sun Nov 09, 2003 4:41 am
#113

FARM PETS:


Pets usable to harvest Milk, Eggs and Domisticate Meat.

Morella
Mon Nov 10, 2003 8:47 am
#114

Hi everyone,


Okay, I just got BE last night and I am excited and worried. I think everyone I know who is a BE doesn't like the profession, but as my galaxies first VET, I thought I needed to go BE besides a bit of CH and some Doctor skills. *sigh* I must be a glutton for punishment!


Here is what I would like to see, based on everyone I have spoken with and my own limited experiences.


First off: If we are Bio-engineers, why is it the only things we can make are animals? Why can't we make cloned Twileks to sell to Jabba the Hut if we want? Or how about bio-organic armor or weapons? I think if we can make animals that is the first step....but as you go higher in the profession, you can make modifications to the animals and to the other races....or make sentient beings at Master Bio-engineer level. After all, if you can turn in Faction Points to have a couple of mindless Stormtroopers or Rebel soldiers follow you around and kill for you, shouldn't a Master Bio-engineer have the ability to create such "pets" as well?


Secondly, I think any drug production by BE's should be limited to enhancing what BE's can create or modify. For example, a BE should be able to create buffs for any kind of animal she can make, but not necessarily for ones that she doesn't have the levels to create, or a wild creature she can't make. I say this because every living thing has a different body metabolism and make-up. A BE would have to create a new drug for every creature, and wouldn't be able to just have a "one drug works on all creatures" any more than one type of anaesthetic works on all types of dogs and cats! (I used to work for the Humane Society, so I know this for a fact)


Third, we need more pets that look like cats and dogs. Lots of people I have spoken with like the current cats, but would like to see them in more colors, or more exotic looking. And plenty of folks have said that they find it strange that SWG doesn't seem to have any dogs! Can we please get some dog-creatures? Huge wolf-hound looking dogs that could patrol around houses would make lots of people happy. We would see fewer silly names and more Rex's, King, and Fido's....I think it would add to the atmosphere alot.


Fourth, I must say something about the whole hard to get resource thing. I have heard conflicting stories about all of this. It is expensive to get everything that is needed for this profession. And dangerous! Lok has cloned me three times in one night just trying to put a Lokian Wild Wheat harvester so I can start doing my profession!!!! Maybe if the developers could add these resources to the bazaar (just a few every night) it would be easier for folks who are starting out. I couldn't even get my harvester placed, much less imagine how I am going to recover the wheat from it!!! Anything they could do to help with this would be greatly appreciated.


I am still all for the Fish Finder! I enjoy fishing, but dang do they eat up my bait and it takes forever to get a few fish!!!


And lastly, I would like to see more options in the animals we can make or see hybrid animals made. This holds true for my sentient pets of earlier as well. Has anyone ever wondered what a Zaybrak/Rodian mix might look like? Couple that with a bio-engineered weapon grafted onto her arm and living organic armor that could be healed by Medics, Docs and CM's, and we might have a WINNER!


Enjoy your day, for tomorrow may be worse,


Morella

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