Bio Engineer Archive
Thread: A Tissue Proposal for Weapons, and Tissue changes in general.
How about a biological component that can be used in the creation of a weapon? The effect being a limited use poison/disease/bleed, like the Enhanced E11 Carbine. It doesnt have to be that strong, so to not make Combat Medics obsolete, and our components could require some Combat Medic components that they use in their poisons, so we would have to buy them and then put them in our own tissues.
Just an idea I had floating around, because people constantly ask me for things with weapons, and really, we dont have much for them. Bleed resistance is useless, Fear Release is helpful to some brawlers but with the upcoming nerf, not really. Creature Taming is effective for grinders, but thats about it. Mask Scent, how many people use that now that we have vehicles? I think we're the only profession next to grinding creature handlers. And Cover? I dont know a single rifleman that uses that, and lets face it, we all know a lot of rifleman. All thats really practical are the doctor, dancer, and melee defense buffs. Personally I like mask scent too. But I honestly think we need more practical crafter tissues. The chef ones are great even tho all anyone asks for are nutrients =P
Anyway, I definatly think that a weaponsmith based tissue would be great, so that weaponsmiths could make things with inherent bleeds, poisons, and diseases or so on. Not too powerful, but, just for that little edge. Given the current changes in crafting, I think it would be a perfect time to impliment such a thing. It would give newly crafted weapons a reason to be used =) help in the big "Paradigm Shift".
Please post thoughts on a potential weaponsmith tissue, and thoughts on the practicality of our current tissues in general.
Luterin wrote:I dont think we should be able to create stuff for more classes, like Weaponsmiths. Already we are the single class with most potential buyers (Crafters), we dont really need more.
Anyone who has the potential to expand his market appeal and willingly turns it down should be shot
I think this is an excellent idea, especially since the devs seem so absolutely hell-bent on creating difference among the crafters and their works. A perfect way to do this would be to allow us to make things for them to put into their weaponry: I agree that whatever goes in should not be too strong, and I think it would allow us as bio-engineers to appeal to an even broader custom base. Right now, we sell our items predominantly to chefs and tailors; we would expand into weaponsmiths with an addition like this, and would likely even get requests from combat-oriented players (so they could then take the items to a weaponsmith to have a custom-made weapon).
Excellent idea! 5-stars from me
Agreed on the shooting part, but lets face it...each profession should be able to intermix....think about the special tools, meds, weapons and pets that can be created with interchangeable parts...heck you need a droid engineer part to make a customization tool for your vehicle...why not special made items....things that can't be mass produced...one of a kind at a time....hmm reasearch data in our stuff makes it unique(if we ever get some) so the carbon copies of bio eng material is not made....think on how a special sub component can greatly effect the use of items and each item is different...demand for BE would increase...but also think about if a Com Med can input a special sub component to make the item unique too...SOE should open up the door to this idea...It can be a precursor to making space ships...different types require different componenets. Or perhaps a BE power up can be added to things....that way it is less perminate and more disposable...creating a need to be instead of a need to not be.
Growth = content = fun
give us these blocks to build and we create our own content
Baj'e
Delbon_Clinion wrote:
Luterin wrote:
I dont think we should be able to create stuff for more classes, like Weaponsmiths. Already we are the single class with most potential buyers (Crafters), we dont really need more.
Anyone who has the potential to expand his market appeal and willingly turns it down should be shot![]()
I still dont think we should have any more markets than we do, and I would much rather see them do stuff with our current tissue line instead of making a new one.
If you want to sell to more people, take up a 2nd crafting proffesion.
Luterin wrote:
I still dont think we should have any more markets than we do, and I would much rather see them do stuff with our current tissue line instead of making a new one.If you want to sell to more people, take up a 2nd crafting proffesion.
The thing is that it would have to be something with our tissue line. The devs would just drop some new tissues in
Personally, I don't care so much about selling to more people; it's all Monopoly money, anyway. As pointed out above, it's along the lines of added content. The devs could easily spice things up by adding new components to weaponry and vehicles and mounts and armor; they would then essenially mute (for now) the cries about lack of variety in crafted items, while also creating new professional interdependencies. They seem to be set on "fixing" the game economy, so this would be just another thing they could throw in to make current weaponry/armor/whatever more appealing and more "varietized."
And as far as picking up another crafting profession...why? BE is so far superior to the others in terms of challenge and cerebrality that there'd be no fun involved. I sell to plenty of people as-is, so I'm not worried about income. What appeals to me most as a crafter is gaining a reputation for making the best product available; that may be a very egotistical goal, but I don't really care
Oh, and I still think that anyone who doesn't want to increase his market appeal lacks business sense
Message Edited by Delbon_Clinion on 03-14-2004 10:02 PM
You have to keep in mind also that our market is Tailors and Chef's.. there arn't many of those and it's even harder to make good tissues.
I think it's a good idea ![]()
Luterin wrote:Delbon_Clinion wrote:
Oh, and I still think that anyone who doesn't want to increase his market appeal lacks business sense
Message Edited by Delbon_Clinion on 03-14-2004 10:02 PM
Bah, didnt find any damn edit button, so sorry for the double post, but anyway.
Hehe, it seems the awarding of an edit button is a fairly arbitrary thing with the boards; you have to be a "Community Veteran," which I think is based on how long you've been on the boards.
You make a good point in stating that the devs need to look at and fix the stuff that's broken first. Maybe when (if?) they get done making everything work, they can shift their focus to expanding the crafting professions a bit
Message Edited by Delbon_Clinion on 03-15-2004 10:37 AM
Granted I'm not a big fan of the serialization system, if two items have the same stats, they should stack IMO.
Delbon_Clinion wrote:
Oh, and I still think that anyone who doesn't want to increase his market appeal lacks business sense
Message Edited by Delbon_Clinion on 03-14-2004 10:02 PM
Delbon_Clinion wrote:
Oh, and I still think that anyone who doesn't want to increase his market appeal lacks business sense
Message Edited by Delbon_Clinion on 03-14-2004 10:02 PM