Bio Engineer Archive

Thread: A Tissue Proposal for Weapons, and Tissue changes in general.

DarkJurai
Sat Mar 13, 2004 5:56 pm
#1

This is a simple proposal, and frankly, I think, a very obvious one.

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
Sat Mar 13, 2004 6:05 pm
#2

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.



Master Bio-Engineer
Delbon_Clinion
Sat Mar 13, 2004 8:05 pm
#3



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



DC
Rebel with a Cause
REALLY Mad Scientist...er, Master Bio-engineer
Armed with a REALLY Big Gun
(Former) Creature Handler
(Former) Loose Cannon Extraordinaire
baje
Sat Mar 13, 2004 8:59 pm
#4

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





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

There are 3 kinds of people in this world. Those that make things happen, those that watch things happen, and those of us who wonder...should i shoot them in the head or the gut?
Luterin
Sun Mar 14, 2004 5:31 am
#5






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.







Master Bio-Engineer
Delbon_Clinion
Sun Mar 14, 2004 9:01 pm
#6


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 Really, what can they do with what we have now? I mean, all of the tissues work in clothing, the bonuses properly stack, there are food additives that create a real interdependency with Chefs, all tissues can be mass-produced via factories, etc. There is not a whole lot that can be done with our current tissues, short of adding new ones. We should not fear change and additions; we should welcome them, and explore them, and then manipulate them to our advantage!


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 Play money is unimportant; satisfying customers and establishing a place for myself in the Pantheon of elite bio-engineers is.

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



DC
Rebel with a Cause
REALLY Mad Scientist...er, Master Bio-engineer
Armed with a REALLY Big Gun
(Former) Creature Handler
(Former) Loose Cannon Extraordinaire
XpNsVe
Mon Mar 15, 2004 2:24 am
#7

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





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Delbon_Clinion
Mon Mar 15, 2004 9:34 am
#8


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



DC
Rebel with a Cause
REALLY Mad Scientist...er, Master Bio-engineer
Armed with a REALLY Big Gun
(Former) Creature Handler
(Former) Loose Cannon Extraordinaire
sirsri
Mon Mar 15, 2004 10:20 am
#9

I was thinking abit about how one could do this. If rather than specific weapon component drops from (for example) krayts, you get krayt tissues of varying quality, but they all stack, and then get processed by a bio eng into useable tissues. So like very high quality tissue from a krayt would all stack, a bio eng processes it (which is some process involving meat, organics and factory time), and then you can make factory crates of it assuming you get "very high quality krayt tissue" or whatever. Then sell to weaponsmiths, in crates, but it can still be as rare as it is now, just some extra process.

Granted I'm not a big fan of the serialization system, if two items have the same stats, they should stack IMO.



Sri - Valcyn Black Epsilon Imperial Pilot ace.
"Speed is armour" - First Sea Lord, 1st Baron John 'Jackie' Arbuthnot Fisher
Luterin
Mon Mar 15, 2004 1:53 pm
#10








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








Master Bio-Engineer
Luterin
Mon Mar 15, 2004 1:59 pm
#11








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. It's not a question about not wanting to increase my "market appeal", its all about an overall balance between the proffessions. Do BEs really need more markets? I dont think so. And personally I think they should spend more time fixing whats really broke instead, like carbineer/smuggler and some other proffessions.


Don't get me wrong, I never grinded and I am a MBE since a long time ago and don't see myself dropping it, and I really like that proffession, but one has to think about the "big picture" aswell.



Master Bio-Engineer
Fd3sBass
Mon Mar 15, 2004 6:00 pm
#12

What about a BE quest for a schematic like this? Make it use components from CMs for disease and poison effects, and components from WS to integrate the Bio-Tech into the weapon,. It increases our need for them, and their need for us. You dont want every weapon to be Uber-disease T-21's or whatever, so a limeted use schematic works. Maybe a time based quest you can only do once every x# of days/weeks. Three proffessions benefit from this, not just ours. And it makes weapons that much more personal. I use my bowcaster all the time, would I like a Poison bowcaster better? You bet! Armorsmiths have RIS armor (which btw should NOT rquire such rare components IMO). Weaponsmiths just got the new Geo schematics, Artisans will get the new speeder from the correllian corvette, DEs are getting new modules, etc... This adds content, while giving Three profs. a chance to expand a bit, maybe use a doc crafted item as well. Just my .02




Tyy'che / Oew

CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell

Si hoc signum legere potes, operis boni in rebus Latinis alacribus et fructuosis potiri potes!
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