Bio Engineer Archive
Thread: BE/CH proposal : Let BE's restore lost pet vitality
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Korzapocalypse
Thu Oct 30, 2003 9:50 pm
#1
Make Pet Vitality Packs a BE-only item, but let it restore vitality to 100% again.
Make Vitality Packs expensive enough to create that it won't be fruitless.
Alter the way pets take vitality hits.
Make vitality reduced below 100 make more of a difference.
My pets almost never go incapped, because I am very careful with them. The only time they do is if I am already dead and unable to pull them off of something that will kill them.
Make it so that if a pet gets incapped, they lose 10% of their vitality. That means that all HAM bars drop by 10%. Now make it so that Vitality Packs can heal +10% vitality up to 100%, but cost about 3k to make.
If my pets die and suddenly become 10% less effective, you can be sure that I am going to find a BE and pay up 5k [profit margin factored in] to have their vitality brought back up.
If pets get too wasted on vitality under the current system, CH's just get another pet and don't bother with Vitality Packs. My system fosters more player interaction and makes vitality actually workable.
Make Vitality Packs expensive enough to create that it won't be fruitless.
Alter the way pets take vitality hits.
Make vitality reduced below 100 make more of a difference.
My pets almost never go incapped, because I am very careful with them. The only time they do is if I am already dead and unable to pull them off of something that will kill them.
Make it so that if a pet gets incapped, they lose 10% of their vitality. That means that all HAM bars drop by 10%. Now make it so that Vitality Packs can heal +10% vitality up to 100%, but cost about 3k to make.
If my pets die and suddenly become 10% less effective, you can be sure that I am going to find a BE and pay up 5k [profit margin factored in] to have their vitality brought back up.
If pets get too wasted on vitality under the current system, CH's just get another pet and don't bother with Vitality Packs. My system fosters more player interaction and makes vitality actually workable.
Korzapocalypse
Thu Oct 30, 2003 9:54 pm
#2
(Wanted to get some BE feedback on this)
http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=115045
Make Pet Vitality Packs a BE-only item, but let it restore vitality to 100% again.
Make Vitality Packs expensive enough to create that it won't be fruitless.
Alter the way pets take vitality hits.
Make vitality reduced below 100 make more of a difference.
My pets almost never go incapped, because I am very careful with them. The only time they do is if I am already dead and unable to pull them off of something that will kill them.
Make it so that if a pet gets incapped, they lose 10% of their vitality. That means that all HAM bars drop by 10%. Now make it so that Vitality Packs can heal +10% vitality up to 100%, but cost about 3k to make.
If my pets die and suddenly become 10% less effective, you can be sure that I am going to find a BE and pay up 5k [profit margin factored in] to have their vitality brought back up.
If pets get too wasted on vitality under the current system, CH's just get another pet and don't bother with Vitality Packs. My system fosters more player interaction and makes vitality actually workable.
http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=115045
Make Pet Vitality Packs a BE-only item, but let it restore vitality to 100% again.
Make Vitality Packs expensive enough to create that it won't be fruitless.
Alter the way pets take vitality hits.
Make vitality reduced below 100 make more of a difference.
My pets almost never go incapped, because I am very careful with them. The only time they do is if I am already dead and unable to pull them off of something that will kill them.
Make it so that if a pet gets incapped, they lose 10% of their vitality. That means that all HAM bars drop by 10%. Now make it so that Vitality Packs can heal +10% vitality up to 100%, but cost about 3k to make.
If my pets die and suddenly become 10% less effective, you can be sure that I am going to find a BE and pay up 5k [profit margin factored in] to have their vitality brought back up.
If pets get too wasted on vitality under the current system, CH's just get another pet and don't bother with Vitality Packs. My system fosters more player interaction and makes vitality actually workable.
Graeme
Thu Oct 30, 2003 10:03 pm
#3
Your really going to pay 5K to heal a pet that you could replace for free? I think you are in a very small minority there, with the exception of the extinct pets, I don't see many people doing that.
Korzapocalypse
Thu Oct 30, 2003 10:25 pm
#4
Rather than have to have an extra stored in my datapad, taking up a slot, or having to go get a new one and wait for it to grow up? Yeah. 5k is one easy mission.
Would you rather your favorite and/or extinct pets just keep losing vitality until you never use them or would you rather be able to give some credits into another player and have them fix it right up for you?
Would you rather your favorite and/or extinct pets just keep losing vitality until you never use them or would you rather be able to give some credits into another player and have them fix it right up for you?
meagor
Thu Oct 30, 2003 11:32 pm
#5
Um...I thought BEs were the only ones to make Vitality Packs. Am I missing something or are you confusing Vitality with Damage? What other professions can make VPs??
S0F
Thu Oct 30, 2003 11:37 pm
#6
i dont think most CH would go for this - having to find a BE and have to fork over 5k every time a pet loses vit.
as a BE i also dont want this, pets need to decay and become useless to keep the pet market alive. i have yet to hear of anyone having to throw out a pet and get rid of it because its max vitality got too low, so its definitely not too fast of a process - i think its just right.
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