Bio Engineer Archive

Thread: An Inspiration for Bio Engineers?

Tralmek
Tue Jul 05, 2005 11:34 am
#1

The Devs are currently looking for ideas on Inspirations that will be useful, but not *absolutely* necessary.

Some of the ideas for Bio Engineer that have been mentioned are:

Increasing the chances of getting a good "roll" on DNA sampling
further incresing the chances of a good "roll" when crafting clones (through assembly and experimentation)
experimental clone size CL
better color palette
more clone skins


However, due to the way cloning currently works, some of these abilities are a dubious benefit at best, since DNA sampling gets more dangerous as you advance and successful cloning sometimes requires using a poorer quality sample. And the other benefits would be better described as core abilities, required to make people "whole bio engineers."

So the question is, what are some benefits you can see as useful to you, but would not detract from you being a "whole bio engineer" if you didn't have the inspiration?

Thanks!


Here's the original thread if you wish to post there too.

Message Edited by Tralmek on 07-05-2005 12:35 PM




Feeling no connection with the Force since 2003
*feels an outer glow*. The HAWT side is with me
Have a question? Read the Stickies!
Remember: Only YOU can prevent forum fires
!
Official AFKophobe


goatt_13
Tue Jul 05, 2005 1:06 pm
#2

i see additional skins as a clever step toward the integration of professions.

i hope that's implemented and the start of a new trend in diversity.



---------------------------------
Museum of Bio-Engineering: Kettemoor: Naboo: -2660, 5514
Museum of Creature Handling/Large Animal Exhibit: Kettemoor: Naboo: -2538, 5118
Modru
Tue Jul 05, 2005 3:01 pm
#3

Personally, I would like a better color choice as in more choices. This would make the pets I craft that much more unique.



Modru--Elder Ranger/Bio-Engineer/Rifleman/Pistoleer
Vidron--Elder Tera Kasi/Swordsman/Doc

HAVOC
Vendor at (917,1083) Naboo

Kaomond
Tue Jul 05, 2005 3:18 pm
#4

Clone Sizing IMO, its one of the things thats breaking our pet crafting atm, so would be nice if they could fix in this way




Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



BraccusD
Tue Jul 05, 2005 3:32 pm
#5

If you could gaurantee no crit failure, I'd do it. Also, if you increased our sampling ability to either up the level we can sample from or increase chance of getting a sample.



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
RV
Tue Jul 05, 2005 7:37 pm
#6

I want to be able to put radioactive power into a DNA template and come up with a random mutation (size variations, resistance bonuses, etc)



PEACE through victory.

JP stole my glory.
MataHairy
Wed Jul 06, 2005 12:08 am
#7

(1) Entertainer buffs increase assembly success - improve chance of "critical assembly".


Currently, entertainer buffs affect experimentation only, and only an increase the roll success. Adding a substantial increase in assembly success would be nice, and making critical success more common (better than once in a blue moon). It would need to be a noticeable affect for crafters to go out of their way for buffs, but you wouldnt want 100% amazing successesunless you usedall othermods, such as crafting food/drink, FS crafting and crafting clothes.


(2) Increased experimentation points


This would pretty much guarantee a steady business for entertainers, if they added +1-2 experimental points to crafting, and not just an increase to roll.





Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Erinys
Wed Jul 06, 2005 2:26 pm
#8

Unbreakable mask scent



Erinys Anax - Master Bioengineer
_________________________
BE Pets and Tissues by Erinys
Basinia, Naboo
Chilastra
-3823, 6166 - right off the Basinia Shuttleport!

Laaba
Wed Jul 06, 2005 2:31 pm
#9

WoW I am impressed there is positive feedback here. The same question was asked on the CH forum an the common response was we don't want any or to inspire us plz fix our bugs.


Good Luck! I will stay out of your forum now seeing I am a NON BE.








The BEST 3 pet names I have ever seen are.... DearSOE PleezFix DaBugz
degrah
Wed Jul 06, 2005 3:45 pm
#10



As a Master Bio Engineer, I would definitely come in ALL the time for a entertainer buff -
1. If my chances of successful VHQ.DNA sampling were increased by the buff
2. If my chances of critical failure were decreased when crafting.


Just my 2 cents. And it would be SO COOL if they actually did something like that - bring life back to
the cantinas....... and a reason to dance.

Aerontako_Shretalon
Wed Jul 06, 2005 4:58 pm
#11

Are we talking about size in a way that certain creatures of the same species have different sizes based on their build or are we talking about making them larger at low levels? Personally, from a BE/CH point of view, making most BE mountable pets below CL10 too small to mount was a definate step in the right direction. BE pets are best used by a CH, but pets aren't the only thing that BE can make. BE have access to both medical, food, and clothing buffs that other classes benifit from. BE pets can become quite large, so it only seems right that they can also be quite small.


CH gotta have at least 1 reason for being useful to other casses with all the beatings with the nerf stick that they suffer. There aren't a large majority of mounts non-CH can own, all useless at the moment, but at least having them able to tame CL10's that are large enough to mount is one bonus.


PlainWhiteSocks
Wed Jul 06, 2005 5:00 pm
#12

Give a bonus to Mask Scent. I know it's a scout thing, but we use it. Alot.

Increase the chance of an amazing success. This is almost as good as getting another exp point.

For the clone colors, they could just make us go into salons to craft the pets for a more diverse color pallete. It would be a trade off for not crafting in a research specialized player city. This might have the added benefit of code reuse.

For size experimentation, have it so the more points spent on size the smaller the clone becomes. This uses experiment points to ensure the tiny pets don't have completely disproportionate stats, and we will still be able to make giant cats and things if we want.

Maybe if you get an inspiration buff you get your DNA samples back on a crit fail.



Corbis
Kauri
Ex-Master Bio-Engineer
PlainWhiteSocks
Wed Jul 06, 2005 5:09 pm
#13



Aerontako_Shretalon wrote:

Are we talking about size in a way that certain creatures of the same species have different sizes based on their build or are we talking about making them larger at low levels? Personally, from a BE/CH point of view, making most BE mountable pets below CL10 too small to mount was a definate step in the right direction. BE pets are best used by a CH, but pets aren't the only thing that BE can make. BE have access to both medical, food, and clothing buffs that other classes benifit from. BE pets can become quite large, so it only seems right that they can also be quite small.

CH gotta have at least 1 reason for being useful to other casses with all the beatings with the nerf stick that they suffer. There aren't a large majority of mounts non-CH can own, all useless at the moment, but at least having them able to tame CL10's that are large enough to mount is one bonus.






I have a slightly different view. I view CH as a combat profession. As such it doesn't need to be useful to any class other than itself. Kinda like TKM, or Rifleman.

The fact that CH's don't need to buy (I hate using this term here) 'weapons' and they don't really decay is a big bonus. Being able to sell them to other people is just icing on the cake.

Not trying to belittle your opinion, but after the major hit pet crafting took, I'm a little touchy about it.



Corbis
Kauri
Ex-Master Bio-Engineer
Page 1 of 3
Previous Next