Bio Engineer Archive

Thread: Changing CL with experimentation (A proposal)

RandoD
Tue Feb 24, 2004 2:02 pm
#1


I hear ya,

I proposed in one of the other threads the ability to experiment down as necessary. A type of CL meter would be needed that would display the current Creature Level of the template you are making. If you overshoot a stat and bump the CL too far, you could doa follow-up experiment to tweak it back down again.


You could still blow it, but you would at least know that you were already at CL10 (whatever) when you were pushing your luck with that final tweak.


Would also eliminate my confusion of having what I think are two very similar templates, that come out levels different from one another. Well, maybe it wouldn't eliminate the confusion, but at least I'd be able to do something about it!




Rrrando -- Wookiee -- StarSider -- Trinity -- Events Planner
Come see the famous Drunkan Gungan Cantina on Naboo
ArthurDentOnBria
Tue Feb 24, 2004 2:11 pm
#2

Here's the sort of thing I would envison if it were me developing it. When the experimentation screen comes up, there is a slider on the side with CL range "possible" given the stuff you have in there. You click on one of the buttons (say the range initially is CL 15-CL 40, and you click on "20"), the experimentation ranges suddenly change to reflect that. Say experimenting any in damage would put you above it so there are no "slots" for experimentation points displaying in aggressionbut there are 2 in physique, mental and prowess, and like 10 available in psych. Then say you put 2 points into physique and succeed, then the bars adjust again showing you what other areas you can experiment in. For example maybe now you can put some into psych and that's it, or whatever.


Once they get a stable basis for calculating CL based on template stats (and this is of course a pre-requisit for any crafting systsm) I don't see why this would be so hard to do.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


JediNewb
Tue Feb 24, 2004 2:30 pm
#3

If it's a pre-requisite...why wasn't it in there to begin with?
Ordlander
Tue Feb 24, 2004 3:10 pm
#4

this was out patch till after space expansion other then some bug fixes. Have fun with it cause it what we got. DE is next on list and the same with them after wards.
JediNewb
Wed Feb 25, 2004 1:03 am
#5

I'll try to make this short and to the point...


Medics and Docs have an option to use experimentation points to decrease the "Medicine Use" type stat that dictates how much skill in medicine you must have to use the stim/buff/cure in question.


I propose that we get some form of this experimentation for our final combines (that are currently lacking in experimentation...yet we still get crit fails. Go figure).


How I envision this working is that, after the combine, we go to the experiment screen as we would in our first combine (with the DNA samples) which would list the current CL of the creature we are creating as well as the stats (damage, HAM, toHit, etc).


At this point we would get the opportunity to use our experimentation points to decrease one or more of these stats, thus lowering the CL of the pet before it is created.


I am not suggesting the CL changes be grand here. Possibly only a change of 5-10 CL levels max, decreasing as we decrease one or more stats through this experimentation. This would mainly be a great help for those times when we overshoot our target CL by a few levels and don't want to lose all of that work by re-sampling the resulting creature and only getting one friggin DNA sample. Or for those times when we overshoot the max sample level of 75 (if this stays as is) and need to get it back in range for it to be useful as something other than a novel house decoration.


Suggestions? Comments? Refinements? Keep the discussion nice and let's see if we can get anything to shake lose from this.


-Jowarr
JediNewb
Wed Feb 25, 2004 1:24 am
#6

/bump


ArthurDentOnBria
Wed Feb 25, 2004 1:33 am
#7

Hmm, I'm not familiar with doctor crafting, but does it reduce the stats as it reduces medicine use? or simply reduce medicine use keeping the stats high? I'm guessing it's the latter.


This is kind of an important point. I'm not sure a "cl lowering" experimentation would be all that useful, particularly if we had no control over just exactly what it was lowering to achieve that CL (for example what if the computer in all its wisdom decided to remove the armor, or kinetic resists of your pet?). I would much rather just see the CL calculation on the experimentation screen dynamically updated as you go. That can't be rocket science since it already does this calculation since there is no experimentation on the final animal combine. The only thing I would think where you would run into a bit of trouble would be accounting for any CL minimums the final skins would impose on the template. It would be somewhat frustrating to see CL 10 on the template, insert that into a rancor, and see CL 40 (or whatever) on the final critter.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


JediNewb
Wed Feb 25, 2004 1:46 am
#8

It is the latter, Dent. The use goes down without the stats changing.


What I was trying to say, though, is that we got to experiment down whichever stat we chose, not just an arbitrary choice by the system.


For example, say we were 2 levels over our goal. We get to that experimentation screen and see that we could live with a little less damage and a little less Mental, so we'd plunk a couple points each into power and intelligence, decreasing those stats and, subsequently, the CL, to the point where it's where we intended.


I'm not saying this would be easy. There would need to be a good deal of testing by our TC brethren before things like "increments" are determined.


I would like to explore it as an option, though. Constantly going over the mark by 1-3 levels is a pain.


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