Bio Engineer Archive

Thread: Lowering CL

shadeofgrey
Fri Jan 09, 2004 3:33 pm
#1

Hey all,


Just a few ideas to throw out to the masses. Some have been said before.


First off, as a BE we should be able to see a range of cl's on our created templates. I think that would be pretty easy to do. And every time we add an ex point we should be able to see the cl change. No one likes to fumble blindly through anything, so why make us blind?


Also, we need a solid way to lower a pets CL. Perhaps add another experiment bar that has the option of lowering the Templates CL. I know a lot of people have figured out other ways to lower the CL, but I feel a separate bar to experiment on would be a nice added touch.


It might also be nice to show the CL of a sampled creature on the DNA samples.


Any other ideas, feel free to post em.


Seraphella


3/3/4/3 BE on intrepid

FurryJackal
Fri Jan 09, 2004 4:04 pm
#2

I'm completely blind in this. I have NO idea how to raise or lower levels for my creatures. It's a total gamble. I'd love for some better tips or explanations.



Taliesen Dancer/Pikeman/Bantha Cuddler::Kettemoor/Starsider
Jin'lores Deethen CH/PIstoleer/Mad Scientist BE::Kettemoor
-Supporting ATK Entertainers since 2003-

Scalda
Fri Jan 09, 2004 4:21 pm
#3

This is the same problem that doctors have in lowering the med use on some items (when they exp on ease of use the med use actually goes up because it has made the item more powerful). The CL level is a function of how powerful the pet is. You will never be able to have a bar to experiment on to do this. It would in effect have to be a bar that you set your target CL to and then the system would need to "grey out" the boxes that you should not experiment in. That way you would know the max you can go in exp in any given line and still not "break the bank" as it weere.
Scalda
Fri Jan 09, 2004 4:24 pm
#4

As a sidebar on this, it would also be best if you could exp on the creature as much as you can, then see the CL level. At that point, if they let you select boxes to "drop" (as in reduce the effectivness/experimentation level) then you would be able to lower the CL level for the pet. This seems the most logical way to do it. Just not sure if they can actually implement that.
Merxion_Levoy
Fri Jan 09, 2004 4:49 pm
#5

I am finding some consistency in lowerly levels For instance if you combine 2 cl 35 creatures and experiment and get a great success this normally yields a cl 31 creature.



Like wise if you combine that dna and experiement it I am seeing consistently 4 levels dropped when combining the same cl base material.



If I take the cl 31 and combine it with cl 35 material at a rate of 3 35's to 2 3's i see 2 cl rating increase.



Hope that helps some.

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