Bio Engineer Archive
Thread: BE products for all professions
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Draconis23b
Sun Nov 14, 2004 8:23 pm
#1
Currently Bio Engineers only make items that Tailors, Chefs and Creature Handlers can use. All the items can not be used directly and have to be remade except pets. ex. +15 scent neutralization can only be used by a person with mask scent after it has been used by a tailor. At the moment the BE profession is limited. One way to expaned it is to open up the other professions with direct products, not ones that need to be giving to a tailor or chef to make into the final product. ex. The BE could harvest bone or hide and specially treat the hide which a musican could in turn make in to a musical inturment. This insturment would either decrease the HAM cost of preforming or increase the heal rate of the musican. Another example would be a mask scent skin cream for every one to use, those with mask scent ablity it would only give a bonus too. A third thing could be for weaponsmiths, a leather grip or a bone handle.
Roscannon
Sun Nov 14, 2004 9:42 pm
#2
My guildmates and I were talking about this stuff a week or so ago. Some other things we had come up with were armor modifers created by BEs to either lower a HAM stat or boost a specific resist a little bit. Contentwise they could be Cured Leather, Hollowed Bone etc.
Zadokk
Mon Nov 15, 2004 11:54 am
#3
Nice idea but I think most of us have enough on our plates with the gathering of resources and collection of DNA. Besides, this sounds more of thing a scout or ranger would do.
ArthurDentOnBria
Mon Nov 15, 2004 12:04 pm
#4
I'd love to see new things added to bio engineer, but to me our problem isn't bredth, it's depth. We can make a lot of different products, but we have no "silver bullets" and each of our products has limited appeal in one way or another. And should another essential component be added for use with another profession, we all know how that will end up. We'll be "alts" to a whole 'nother class (yuck).
Also, something like "faster entertainer heals" or "less HAM cost" is of pretty limited appeal to an entertainer in my experience. While gun bunnies favor being able to up either the amount of damage they can absorb, or the amount they can dish out, entertainers are a social profession so it's all about "coolness". Better looking clothing, new dances, new songs etc.
Message Edited by ArthurDentOnBria on 11-15-2004 12:36 PM
Hylidex
Mon Nov 15, 2004 3:45 pm
#5
Krosc wrote:
Yes, I sold an entertainer a cute little bunny cause she wanted to play with it when she took dance breaks. But she said running outsdie is moe trouble than its worth, and its not much fun when it always tried to crawl under her feet as its not trained for formations.
My entertainer friend wanted a frog of some kind. A frog. <sigh> I offered a cute bunny, and she politely took it, but it was clear she wanted a FROG to bounce around while she danced. I finally tamed her a chuba and she was happy.
Odd. Where is the outcry for frogs in our repertoire? ![]()
aswex
Mon Nov 15, 2004 3:52 pm
#6
I actually like the B2B aspect of our profession, so I prefer not to sell to anyone other than crafters. I could see BE's creating components that would give weapons Poison/Disease effects or armor Poison/Disease resistance. Perhaps components that could be added to weapon and armor powerups. But I'm not into manufacturing skin cream for everyone, sorry 
Taalar
Tue Nov 16, 2004 12:46 am
#7
I'd like to see our tailor tissues usable in armor, especially padded or ubese. Although armor requires synthetic or reinforced cloth (which is what our tissues are used in), any BE mods won't carry through to armor. Personally, though, I prefer doing business with other crafters instead of the general public.
Krosc
Tue Nov 16, 2004 1:33 am
#8
Yes, I sold an entertainer a cute little bunny cause she wanted to play with it when she took dance breaks. But she said running outsdie is moe trouble than its worth, and its not much fun when it always tried to crawl under her feet as its not trained for formations.
Zadokk
Tue Nov 16, 2004 1:36 am
#9
Krosc wrote:
Yes, I sold an entertainer a cute little bunny cause she wanted to play with it when she took dance breaks. But she said running outsdie is moe trouble than its worth, and its not much fun when it always tried to crawl under her feet as its not trained for formations.
Maybe it was trying to look up her skirt? Do you make and sell pervy pets?
Zadokk
Tue Nov 16, 2004 3:16 am
#10
Taalar wrote:
I'd like to see our tailor tissues usable in armor, especially padded or ubese. Although armor requires synthetic or reinforced cloth (which is what our tissues are used in), any BE mods won't carry through to armor. Personally, though, I prefer doing business with other crafters instead of the general public.
Not going to happen, it would harm tailors far too much and thats why the devs removed it.
droid327
Wed Nov 17, 2004 8:15 pm
#11
what I think would be something useful, unique, practical, and in-role would be an ability to BE organic resources to increase certain stats.....like slicing resources, basically. If you wanted to get more immersion, or to gate the process, have architects build a 'tissue culture chamber' that you drop like a factory, then insert a stack of organic resources, add power and maintenance, withdraw like a single unit or something and "improve on the genotype" to increase, say OQ on bone by 5-10%and lowering some other stat or PE and DR on avian meat by 3-5% at the expense of FL, creating a 'genetic schematic' that transforms the stack's stats to the new values and assigns a new typename to the resource.
Example: Doc has 10,203 units of Narbitek Dathomir Avian Meat
OQ 930
PE 750
FL 880
DR 830
now the doc doesnt care about FL, but he wants to boost up the OQ PE DR as high as he can. So, you stick the stack in the factory, power and pay, take out 1 unit and experiment to get new stats
Variant Narbitek-ADathomir Avian Meat (becomes an unstackable unique resource)
OQ +3%=958
PE +7%=802
FL -16%=758
DR +6%=879
stick the schematic in the chamber and start culturing.
so there's little overall change in the stats, they're just weighted more to what the customer needs. The time to change the stack is 1s per unit resource, so 10202s=2.83 hours to fully adjust the stack. Sacrificing more stats will increase the gain on the desired stats, and vice versa increasing many stats heightens the loss on the remaining stat; the +% is always balanced by the -% with the total % shift average equal to 5 times the number of stats being shifted; that is, shifting 3 up and 1 down will produce 20 points of shift on average, with the up ones averaging about 3.33% and the down one at 10%, while shifting 5 stats 3 down 2 up will net 25 points of shift on average, with about 4% average downshift and about 6% average upshift. These numbers would be subject to a little varation like slicing is, maybe +- 5 points total shift and +-1% shift per stat. Gains may want to be reduced as the base stat approaches 900s to make the sacrifice necessary to cap at 1000 more stringent and likewise increased gains for poorer base stats to encourage improvement of poorer shifts and not just twinking uber shifts.
Anyway everyone wins; BEs become valuable links in the resource-craft-consume chain moreso than justenhancer producers, and the crafters will have access to better organic resources than they would simply by waiting for a good shift.
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