Bio Engineer Archive

Thread: Suggested additions to the Biological Engineer Profession

Mannee
Fri Apr 02, 2004 11:02 am
#1

I suggest, as an idea, that once characters achieve Field Scientist and Engineering IV (Geneticist) in the Biological Engineer profession, that a new skill tree be made available called Genetic Engineering.

Genetic Engineering would involve manipulation of the DNA Helical structure, combining genetic characteristics through extraction of specific chromosomes or characteristics of the DNA sample such as Dexterity and Fortitude to combine with specific fierceness and Power traits. There could also be a skill branches that involve not only Genetic engineering and Chromosome manipulation but additional skill branches like a DNA crafting which allows the manipulated DNA strands to be recrafted into namable DNA samples and genetic engineering experience.

The same can be applied to clone Engineer (Cloner) and Tissues 4.


I would also like to see for the Biological Engineering profession more real world applications in dealing with creatures. Research and documentation had showed that a symbiotic relationship between wild and aggressive creatures can be formed in the real world over time. The creatures may still bluff charge or growl but a steady progression toward familiarization occurs and the animal becomes increrasingly more tolerant and comfortable with the presence of the human species.

In Stars Wars Galaxies, there is no reason whay that should not be true. The ability to befriend, which is entirely separate from the ability to tame/ train "Befriend" a creature, through duration of visit, offer of food, even to a highly aggressive creature, is understood to be one means of pacification. Pacification is critical unless all Bio Es are expected to be Rangers or possess and wear armor just to sample DNA.

Pacification could even be a branch added to the Genetic Engineering skill tree proposal. A novice geneticist wanting higher sample rates, fewer failures, and more success could begin at the novice methos trying to pacifiy creatures with redamentary mehtods all the way to the most successful methods. The rate of aggro would decrease steadily for the most aggressive creatures and those whose aggresion levels are 0 do not qualify.
Albion_DeCrappa
Fri Apr 02, 2004 11:51 am
#2

Dude, it's a game, not a research facility. To much realism makes it seem more like work then fun.






-Al (+0 Master Bio-Engineer / Master Swordsman and Miner for Hire.)
AlbyCorp Bio-ComponentsNew Coventry, Corellia (-701, 324) Intrepid Galaxy
80% Explorer, 80% Socializer, 40% Killer, 0% Achiever
Schrodinger's cat is dead... not dead... no, dead... wait, not dead...
SELECT * FROM users WHERE clue > 0
We'll never forget the 8/19 bannings, a day of injustice!
JayBurns
Fri Apr 02, 2004 10:15 pm
#3

I hope your not serious, BE has enough glitches and bugs to make it unfunwithout adding what seems like a simulation of real genetic science.


Regards,


JBurns

Kevie
Sat Apr 03, 2004 12:23 am
#4

wow this board totally died




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Ordlander
Sat Apr 03, 2004 4:09 am
#5

hold them thoughts till after the space expansion.
Talyn328
Sat Apr 03, 2004 3:32 pm
#6

As if sitting around grinding nutrients for weeks is fun?

Anyway, my suggestion would be to add Pet buff ability. After all, BE's do require medical knowledge and it's a shame that we can only use foods or whatever. Once things are crafted, BE's really have no use "in the field" whereas the various Doc-types do. An immediate (ala Doctor) or ranged (ala Combat Medic) "buff" would be useful in combat situations as an alternative method of gaining BE xp (of course they'd have to allow for that in addition to the days/weeks/months/years of *crafting only* xp)
Page 1 of 1
Previous Next