Bio Engineer Archive
Thread: Multiple DNA Sample alternative to more storage
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shargus
Mon Jul 05, 2004 9:04 am
#1
I would think this has been suggested but I didn't find anything when I searched the forums so here goes. Has there been any discussion of making DNA samples have multiple quantities like food, drink, and stims. For example
Below Average = 1 use
Average = 2 uses
Above Average = 3 uses
High Quality = 4 uses
Very High Quality = 5 uses
or even a random number between 1 and 5. This would certainly help with DNA storage and does not appear as though it would drastically affect the backend storage requirements. It would also save me some sampling time and let me concentrate on other areas of BE and combat which i enjoy more than sticking creatures.
Scotar
Dzed
Mon Jul 05, 2004 9:46 am
#2
OOo, multiple uses... would simply rock. Honestly, I have a strong feeling they aren't going to address this issue anytime soon. DNA is rigorously data intensive. I used to store in my vendor, but since the bug I don't trust it, so I have most sitting in my factories.
shargus
Mon Jul 05, 2004 9:52 am
#3
I'm sure most professions have some sort of outstanding issue for the devs to take care of but come on, how long has it been since any issues for BE's has been addressed? I vote for DNA storage using the method I mentioned
Since more and more of my time and now another house is dedicted to just DNA collecting.
Scotar
Kevm
Mon Jul 05, 2004 9:59 am
#4
Actually I don' tthink the devs would do it this way. By making samples have multiple uses you're actually making it easier to sample.
For instance right now if I wanted to get 5 MR samples it will take me a lot of attempts because of the failure rate. If we keep the falure rate the same, if we us your method, then it would only take 3 successful attempts at the most, and could actually be done in 1.
shargus
Mon Jul 05, 2004 3:29 pm
#5
That is understandable that there may be some rationale behindwanting tolimit the amount of DNA samples from high level creatures, however it would be nice if some system was in place to 1) ease the burden of sampling just a bit 2) relieve the storage problem for DNA samples. Not sure if there will ever be a perfect solution but I think what is in place today is a bit lacking.
Scotar
Seiryuu
Mon Jul 05, 2004 9:11 pm
#6
If they allow storage, the easiest way would be to:
1) Get the DNA samples from the base creature, before the randomization of stats. Only the HAM is randomized and that is just a +/- from this base. This should be trivial.
2) Apply a set bonus or penalty from this base depending upon the sample quality instead of the semi-random stats we have currently. All samples of the same quality will come out the exact same. Again fairly trivial.
3) BE pets use their current HAM for the base HAM since there is no underlying creature.
4) At this point, allow any sample that is identical in all respects to stack.
The problems with this:
a) Serial numbers would have to go away for samples again. Might not be possible anymore without some back-end crafting changes.
b) Schematics would be possible because VHQ Mutant Rancor DNA (or the creature of your choice) will always be the same. This fix should be possible in simply not allowing a schematic to be made, or not letting any factory accept it.
c) DNA would never expire because it doesn't have serial numbers. From a design standpoint, this is possibly the biggest opposition the idea would have.
d) We cannot get around (c) with time limited "resources" because that would require every creature in existance to have five DNA types that shift randomly.
Maybe (c) and (d) could be avoided by attaching a serial number to a lair. It would allow limited stacking for samples within the lair, but would by no means guarantee you get any. Would this be enough to alleviate our problems though? This is still rather limiting.
1) Get the DNA samples from the base creature, before the randomization of stats. Only the HAM is randomized and that is just a +/- from this base. This should be trivial.
2) Apply a set bonus or penalty from this base depending upon the sample quality instead of the semi-random stats we have currently. All samples of the same quality will come out the exact same. Again fairly trivial.
3) BE pets use their current HAM for the base HAM since there is no underlying creature.
4) At this point, allow any sample that is identical in all respects to stack.
The problems with this:
a) Serial numbers would have to go away for samples again. Might not be possible anymore without some back-end crafting changes.
b) Schematics would be possible because VHQ Mutant Rancor DNA (or the creature of your choice) will always be the same. This fix should be possible in simply not allowing a schematic to be made, or not letting any factory accept it.
c) DNA would never expire because it doesn't have serial numbers. From a design standpoint, this is possibly the biggest opposition the idea would have.
d) We cannot get around (c) with time limited "resources" because that would require every creature in existance to have five DNA types that shift randomly.
Maybe (c) and (d) could be avoided by attaching a serial number to a lair. It would allow limited stacking for samples within the lair, but would by no means guarantee you get any. Would this be enough to alleviate our problems though? This is still rather limiting.
Kevm
Tue Jul 06, 2004 10:39 am
#9
The 'Blood Sample' idea was along the lines of this:
- BE's wouldn't sample DNA directly from the target creature. Instead we would try to get a blood sample instead.
- This blood sample would be of various qualities just like DNA and would take up 1 inventory space.
- The BE would then be able to 'Sample DNA' from the blood sample just like we do withclone deeds.
- The quality of the DNA sample retrieved would be random based on skill (like it is now)
How does this help us?
- We can now get a number of blood samples, store them in our houses, and then extract DNA as we need it, instead of having to get a large number of DNA samples that we have to store.
- The blood samples would be named from the creature it was obtained from (ex. High Quality Mutant Rancor Blood Sample)
Now, some of the self imposedlimitations so the devs might consider it:
- The quality of the blood sample directly affects how easy it is to fail when getting the DNA sample. Below Average quality blood will have more fails that VHQ.
- Like the pet deeds, we can't DNA sample the blood indefinately. We'd only be able to get afewDNA samples from each blood sample.
- There would be an increased chance of agro and creature death when getting the blood sample. This will provide the increased risk to go with the increased reward of having a single successful blood sample yeild multiple DNA samples
- The stats we get with each sample would be the same as if we were sampling the creature directly.
Note: this isn't my idea. This has been proposed before I just can't remember who's idea it is.
Seiryuu
Tue Jul 06, 2004 3:37 pm
#10
The blood is stackable I take it?
If that is the case it isn't too far from my first point in that we use the base stats of the creature. I do think it is a more elegant solution since we could maintain the random samples (which makes my second and third points unnecessary) and completely negates the downsides of my proposal because the DNA samples would otherwise be exactly as it exists now.
If it is not stackable I suppose it still gives the possibility of getting more samples out of it, but there is also the risk of getting none. From the sounds of it, it is a psuedo-clone that you can sample from.
I could support this idea, and I can see two variations on it:
1) We sample as we do now but get a sample of blood instead.
- The blood is a generic item with base characteristics such as VHQ rancor blood.
- The blood stacks up to some arbitrary number.
- You can convert one use of the blood into a DNA sample which is randomized with the same factors current DNA is.
- The only modification is that hardiness, dexterity and intellect are based off the individual creature currently and this would need to use the base creature stats. This randomization could be re-introduced fairly easily, the only downside being that we can selectively cull animals now for a better weighted HAM (however I'm not sure most people realize this, so most would probably not notice).
2) Blood samples act like a psuedo-clone or pet deed.
- It has stats that are a copy of the doneor creature.
- Possibly stackable for an individual donor. May not be possible.
- You sample these psuedo-clones as you would a pet deed. If stacking is allowed, a failure removes one from the stack. In all other respects it is identical to our current system.
I don't know how close either of these are two the original idea.
I like (1) a lot because it keeps our existing system almost completely intact. The main difference being the extra step to pull a DNA sample out of the blood. In a way it is like a crate of DNA named 'VHQ rancor blood'.
(1) has the advantage of ensuring that if I have a sample of Mutant Rancor, I always end up with a usable DNA sample of Mutant Rancor.
(2) has the advantage of requiring even less work. The only new creation is of a blood 'creature' deed that cannot be tamed but otherwise works like a pet deed in all respects.
(2) has the disadvantage of possibly returning no DNA samples, but more than likely you will never turn up empty-handed and usually get a few. Perhaps it can be tweaked so you never fail on this 'deed' so you are guaranteed at least one sample.
If that is the case it isn't too far from my first point in that we use the base stats of the creature. I do think it is a more elegant solution since we could maintain the random samples (which makes my second and third points unnecessary) and completely negates the downsides of my proposal because the DNA samples would otherwise be exactly as it exists now.
If it is not stackable I suppose it still gives the possibility of getting more samples out of it, but there is also the risk of getting none. From the sounds of it, it is a psuedo-clone that you can sample from.
I could support this idea, and I can see two variations on it:
1) We sample as we do now but get a sample of blood instead.
- The blood is a generic item with base characteristics such as VHQ rancor blood.
- The blood stacks up to some arbitrary number.
- You can convert one use of the blood into a DNA sample which is randomized with the same factors current DNA is.
- The only modification is that hardiness, dexterity and intellect are based off the individual creature currently and this would need to use the base creature stats. This randomization could be re-introduced fairly easily, the only downside being that we can selectively cull animals now for a better weighted HAM (however I'm not sure most people realize this, so most would probably not notice).
2) Blood samples act like a psuedo-clone or pet deed.
- It has stats that are a copy of the doneor creature.
- Possibly stackable for an individual donor. May not be possible.
- You sample these psuedo-clones as you would a pet deed. If stacking is allowed, a failure removes one from the stack. In all other respects it is identical to our current system.
I don't know how close either of these are two the original idea.
I like (1) a lot because it keeps our existing system almost completely intact. The main difference being the extra step to pull a DNA sample out of the blood. In a way it is like a crate of DNA named 'VHQ rancor blood'.
(1) has the advantage of ensuring that if I have a sample of Mutant Rancor, I always end up with a usable DNA sample of Mutant Rancor.
(2) has the advantage of requiring even less work. The only new creation is of a blood 'creature' deed that cannot be tamed but otherwise works like a pet deed in all respects.
(2) has the disadvantage of possibly returning no DNA samples, but more than likely you will never turn up empty-handed and usually get a few. Perhaps it can be tweaked so you never fail on this 'deed' so you are guaranteed at least one sample.
shargus
Tue Jul 06, 2004 4:04 pm
#11
Blood sampling with the proposed suggestions sounds like an incredible idea. Now what can we as a community do to get this out of forum concept and into reality with the devs?
Scotar
shargus
Sat Jul 10, 2004 9:39 am
#12
Seems like this thread kind of died. So what can we do? Kevm? NancyJ? When are the devs gonna shoot some love our way? Seems like most profs have had some new craftable items, loot, etc.. how about us BEs? I can't recall the last time we got anything new. Im starting this list of profs and their loot, newly craftable items or additions to make a point.
Architect: new paintings
Armorsmith: RIS, Mando Armor
BE: ?
Bounty Hunter: Krayt weapons, new Pistols, skills req drop
Carbineer: Nym carbine
Chef: SAEs, Mando wine, food revamp
Combat Medic: Rancor bile
Commando: Fixed Acid Rifle, although questinable benefit it was something
Creature Handler: Awesome BE pets 
Dancer: SAEs
Doctor: Janta Blood
DE: Droid revamp, Death watch bunker items
Fencer: SAEs
Image Designer: ID revamp
Merchant: barker droids
Musician: SAEs
Pikeman: Nightsister Loot
Pistoleer: New pistol loot from Corvette
Ranger: Harvesting droid, more tracking with Jedi abound
Rifelman: New rifle I beleive but not sure from where?
Smuggler: Supposedly hide items during crackdown searches?
Squad Leader:?
Swordsman: Scythe, Hatchet
Tailor: Crafters aprons
TKA: New knuckler with heat dmg, although uber hard to get components, SAEs
Weaponsmith: Too many to list since there have been many new schematics for WS
So as I look down the list to one degree or another all profs except for 2 have gotten some new content, have hadupdates or there is bonus content specific to their profIN the game;be they minor or maybe not the greatest but some attention was given. Maybe I should not have made this list I feel more neglected than ever now. 
Scotar
Kevm
Sat Jul 10, 2004 10:40 am
#13
If you're counting the Chef revamp then you have to count the BE revamp we got too.
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