Bio Engineer Archive
Thread: Why BE can't do some real bio-genetic modifications of organics? Idea for Devs...
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mfg177
Thu Jan 13, 2005 7:43 am
#1
Well, just one more post with one more idea. most probably will never be realized...
So, preambula: in rel life DNA Bio-Engineering today means mostly growing new type of foods and other organics.
Why can't we have it in SWG, similar mechanics is already there in Game- Recyclers and Reverce Engineering of Shipwrights!
There can be two varints:
1) Enhancing stats of some organics (most logicaly Meats and Floras) via crafted tool (even better crafted by Architect like a factory) and some BE-made pattern. Example: BE takes small amount of resourse to be enchansed and inserts it in schematic (maybe with other chemical-mineral-etc additions) and crafts with experementation pattern of same resourse with enchanced stats. this pattern is used in this "Bio-Recycling factory" with input hopeer full of resourse, chemicalresources used in pattern and power/maintance pool...
In output hopper we have new resourse with enhanced stats...
2) Growing more resourses is another option, also possibly involving new factiry-style building with power/maintance. Idea is to make some BE schematics, which with this factory can multiply the amount of some resourse, depending on BE skill and, maybe, some additional resourses used in proces...
why not?..
Bonestein
Thu Jan 13, 2005 8:24 am
#2
why not?
because it is a good idea and they didn't think of it, so they will play it off as a bad idea and never doit.
LloydPickering
Thu Jan 13, 2005 8:32 am
#3
Bonestein wrote:
why not?
because it is a good idea and they didn't think of it, so they will play it off as a bad idea and never doit.
HAHA! I got a laugh out of this one 
Seriously though, why are we all so cynical?
Vardex
Thu Jan 13, 2005 9:14 am
#4
I think that is a fantastic idea... they will probably ignore it though.
LloydPickering
Thu Jan 13, 2005 10:37 am
#5
Having just read the new patch 12 notes...I can't stop laughing...
I think someone upstairs was listening to this thread b4 it was posted 
Theyve made Recyclers 
LloydPickering
Thu Jan 13, 2005 11:53 am
#7
http://starwarsgalaxies.station.sony.com/content.jsp?page=Phase%202%20Loot%20Items:%20Recyclers
Thats the recyclers link, and heres the patch notes...(check out Loot)
Publish 12: January 13, 2005Avatar
- Improved avatar sitting in chair and after 5 minutes sliding forward and being left floating in the air.
Bazaar / Vendor
- Fixed problem with item getting deleted after retrieving item from vendor
Client Stability
- Chat saving protocols have been optimized on the client. (For those that are curious, we throttled excessive disk io in the UI saving code and limited the amount of back scroll text that is saved to the uis. This should help out with client lag and make larger uis files considerably smaller.)
- Fixed a Crash To Desktop when using the /ttell command without having an active target.
- Fixed a Crash-to-Desktop when using the "Disconnect" button in-game.
Crafting
- Berserker Rifle Stabilization components now drop with serial numbers.
- Existing Berserker Rifle Stabilization components should now have serial numbers as well.
- Hide and Organic symbols have been changed.
Events
- Wookiee Life Day has been disabled for US and European servers
GCW
- Faction backpacks are no longer auto-unequipped
Inventory
- Added checkboxes to force sorting the player's datapad and inventory contents. When run the first time, these values should default to "on". The toggles are located under the options/interface UI. Turning them off will give the behavior that occurred before the auto-sorting feature was introduced.
- Fixed problem with items looted from a corpse disappearing after crossing server boundary
- Fixed a problem with items disappearing after picking items up from a house and crossing server boundary
- Faction backpacks should no longer disappear when traveling or logging out. Faction backpacks will no longer be auto-unequipped. Note: other faction items may auto-unequip and can sometimes overload your inventory. If this happens, you will not be able to move. You will need to move items out of your inventory into an equipped backpack, bank, house, get help from a friend, etc., or delete items as needed until the inventory count is within limits.
Loot
- "Recyclers" have been added to the game. There are 5 types of recyclers: Flora, Creature, Metal, Chemical and Ore. Click here for more information.
Space Missions
- Star Destroyer now drops 10-20k credits in deep space
- Rebel space station now drops 10-20k credits in deep space
- The prison ship in the rebel tier 4 recovery duty "Rescue prisoners from the Empire" will no longer exit the Dathomir region early.
Space UI
- Added light gray directional indicators that display a gunner's target to the pilot of a ship with turrets. In a multi-passenger ship when a player mans a turret, when the gunner cycles through targets, the pilot should see a light gray arrow that indicates the direction of the gunner's target. Please note that this should only appear when the target is off screen (similar to the standard target arrow) and that if the gunner and the pilot have the same thing targeted, then the target will only be indicated by the player's blue arrow.
Tutorial / New User Experience
- The tutorial voice over will play once again.
mfg177
Thu Jan 13, 2005 11:35 pm
#8
Well, Recyclers really can be great, but my idea was slightly more, than just a meat-grinding kitchen tool
After making some reportages from Bio-Genetics Lab in Austria I can't spot thinking how many ways are there to make SWG BE profession much more interesting anl live and realistic for the future world environment...
droid327
Thu Jan 13, 2005 11:54 pm
#9
i've advocated in the past and i'll advocate again that we be granted the ability to 'slice' organic resources
mfg177
Thu Jan 13, 2005 11:58 pm
#10
Yeah, that could also be good idea... But applying sertain tool and structure for it would be more realistic, than just 'slicing' in field, like smugglers do...
droid327
Fri Jan 14, 2005 12:01 am
#11
I dont really care about the mechanics of it, as long as we can get it done =)
PersonallyI think immersion would be best served if it required a crafted tool, used near a private F&C crafting station (IE in your lab) but if they wanted to make it a factory-style process I wouldnt whine about one less free lot =)
Physkoris
Fri Jan 14, 2005 2:17 am
#12
I've always thought similar ideas were good. Bio-Engineers creating better flora food resources and then inputting the template into some kind of farming device (much like a harvester). I don't see why this can't work. Maybe now with the generic recyclers they can add in the ability to experiment on these generic resources to create better profession specific stats. Who knows, introduce a new kind of secret research data thatsignificantly increases the stats and I'd be a happy Bio-Engineer.
These 'farming stations' would run on both solar energy powerand water. Even the OQstats of the water and solar energy could influence how the final resource turns out.
I have faith that the devs do want to greatly enhance the BE profession and are open to player suggestions. I've suggested some form of meat blender in the past and then they come out with the recyclers. Either the devs are reading the forums or they're thinking like BE players. Keep up the good work!
Message Edited by Physkoris on 01-14-2005 03:18 AM
Hylidex
Fri Jan 14, 2005 9:32 am
#13
Mad Cow Disease?
Physkoris wrote:
I've always thought similar ideas were good. Bio-Engineers creating better flora food resources and then inputting the template into some kind of farming device (much like a harvester). I don't see why this can't work.
Message Edited by Physkoris on 01-14-2005 03:18 AM
LOL, sorry, I just had this image of a meat grinder creating food for a bordok farm.
Message Edited by Hylidex on 01-14-2005 10:33 AM
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