Bio Engineer Archive

Thread: Ideas Want to implement a beneficial idea for BEs?

wayubb71
Sat Sep 06, 2003 2:58 pm
#1

Please post any beneficial ideas you may come up with for Bio-Engineer class and once again do not repost a idea if it already has bene mentioned in the thread.



Thank you.

grelgen
Sat Sep 06, 2003 3:02 pm
#2

put some information regarding our craft in the holocron, that way when someone asks if we can make a giant kilknik, we can reply with rtfm



BE?
Critters
Sat Sep 06, 2003 3:23 pm
#3

I will copy my post from another thread since its a new idea (not on current todo list) and I think would help BEs and nto at the expense of CHs (which IMHO is a bad way to go).


I would get pet power ups that were factory makable added to the BE line.


I'm a Ch too and the thrill of taming *is* fun. But .. then if you consider the (new imporved) BE models as the sliced models .. how to keep the CH fun and still let the wild-taming CH compete with (new improved) BE made critters? Yet, still geve the BE somehting to do?


Critter power ups. Sell them in crates custom tailored by what they power up - possible things to power up - HAM, min damage number, max damage number, attack speed, movement rate, tohit rate. Of course not every power up woutl improve all .. one maybe two like weapon power ups.


And to keep it balanced. Powerups should NOT work on (new improved) BE creations. Only for wild.


*sigh*


I can dream can't I?


(intentionally picked something not currently on the new, improved BE promise list)




Dreetai
explor793
Sat Sep 06, 2003 3:50 pm
#4

Give us one nice pet that CH's would want to purchase cl20-50 whatever. Just one. CL50, upto 30-50% better than ones in the wild (this is a must)


Then take your time making any other changes or additions to the profession.




Orions / Kantell / Sh'ag'Alotbacca

NIMH - National Institute of Mental Health (It's where we've locked Nimhnoid up for now!
Yosho_Tarien
Sat Sep 06, 2003 4:10 pm
#5

The one thing I would like to see is communication.


Let the BE dev post one question once a week to get input BEFORE changes are made to our profession. It would only take a minute or two to post the question, and would make sure that proposed changes actually help the class. True, not all of us will agree, but it will go a long way towards community relations.




Hida Riken, Kettemoor - Pink Teras Kasi
Hovanoi Riken'lar, Kettemoor - Bartender
Fasma Tarien, Valcyn - Wallflower

Long Live the Teras Kasi!
It's the community stupid!

Eronsill
Sat Sep 06, 2003 4:48 pm
#6

It would be nice to see a global listing on the map for our vendors. Currently our choices are quite vague.



A'luna Ateh ... Master Image Designer, Tailor
Camirah Nahas'Fey ... Master Architect, Interior Designer
CHIMAERA OUTPOST MALL ... -1868, 45, -2857
just outside Coronet, Corellia, on Shadowfire

myomer
Sat Sep 06, 2003 4:55 pm
#7

Some ideas:



  1. Get rid of bio-engineer crafting xp and dna sampling xp. reduce dna sampling xp by 15%. make all bio-engineer xp be bio-engineering xp. This would allow BEs to dna sample and progress in all four lines, since dna sampling is part of bio-engineering and/or crafting anyway.

  2. Include the following schematics (especially if the BE dev's design gets implemented): kima, kliknik, squall, purbole. I think these are nice looking creatures.



Siobhian Sihn, Intrepid
Creature Handler and former BE
Eronsill
Sat Sep 06, 2003 5:15 pm
#8

Let us exchange our useless DNA sampling exp (once we've reached the fourth tier) for 1/4 BE general experience.



A'luna Ateh ... Master Image Designer, Tailor
Camirah Nahas'Fey ... Master Architect, Interior Designer
CHIMAERA OUTPOST MALL ... -1868, 45, -2857
just outside Coronet, Corellia, on Shadowfire

Shurijo
Sat Sep 06, 2003 5:34 pm
#9

Pet Improvements/Slicing, etc.



  • This would require the BE to extract 1 DNA sample from the pet (yes, the pet can die), then use a Biological Component and meat of the same type as creature (if the creature is Wild Meat, then you need Wild Meat for this to work). Then add the items into a crafting session: the actual pet, 1 pet DNA, xx meat, x biological component and then take chance on improving stats. (1 time chance.)



-Shur
Master BioEngineer & Creature Handler (4/3/2/4)
Server: Starsider @ Vagabond's Rest, Naboo
In-Game Name: Shur Ijo

:: http://www.hyperjump.net/shurijo
:: http://www.hyperjump.net/zabrak

Asketill
Sat Sep 06, 2003 5:44 pm
#10

[Suggestions]


This is a copy of a post I made some time ago in the big thread of suggestions oriented around rare drops for BE's. I just figured it was worth a copy/paste to put it in with the other suggestions.




Since you are looking at the entire profession, and doing some moderately involved programming in a full overhaul already, I think it is vital that you also look at the 'rare artisan component drop' concept now as part of the big picture. For people unfamilair with the concept, what you do is have rare drops (which rewards combat people by letting them get rare and valuable items) but have those drops be components used in trade skills (thus you never cut crafters out of the loop).


Now if you look at what Bio-Engineers want for pets, which is really creatures noticably better than wild tamed, this is a perfect solution. By using these rare drops you can give your creations a noticable edge, but you can never mass produce them. You will end up having some wild tamed, some bio-engineered as an incremental improvement, and the rare drop creations as a high value prized pet.


Just so you can fully understand how this can be used, let me give you some specific examples:



REFINED DNA SAMPLE - Under the new system, certain combinations of DNA will give a pet special abilities. A refined dna sample has 700 for every rating, but also *automatically* gives a specific ability when it is used in a sample. Possible abilities include :



  • One of the standard combat abilities (posture down, intimidate, etc)
  • An increase to maxspeed
  • Plus 1 to armor (possibly giving a +2 total, this would be a very rare one)
  • One or more increased HAM stats
  • Higher secondary stats
  • Increased damage / Reduced attack speed
  • Increased to hit chance
  • A reduction to CL
  • Half vitality loss when incapped

Well, you get the idea, you can modify just about any staton acreature with these. One important point is that only one of these should be allowed to be used in one template to avoid the cumulative bonuses becoming overpowering. A second important point is that any hidden data needs to be shown while the pet is an 'item' so that people are aware it is there (ie, stat mods will be automatically seen, but special attacks etc need to be visible while it is on a vendor or being traded).


EXCEPTIONAL DNA - A dna sample that has 1000 or higher to two or more matched stats.


ALIEN DNA - My personal favorite. A dna sample from an unknown, perhaps extinct creature. It has 850 to all stats, and when it is used it gives you the option of selecting one of three special models depending on the cl of the template. These models would never appear anywhere else in the game, and thus are only seen when made using this dna. The should also look very 'cool' (if you aren't sure, show us sketches and ask). The scale would be:



  • 1-15cl Primarily used for selling to non-ch's as special pets. I would think it would look something like a tiny flying dragon, just the sort of thing people would pay lots of money to have as a status symbol.
  • 16-49cl Only usable by CH's. Think a noble beast, though I don't have a specific look in mind.
  • 50+cl Master CH's only, I am thinking an 'Aliens' type look... a very strange (non-wildlife looking) creature that is also very deadly looking.


PERFECT TISSUE SAMPLE - A universal sample used in tissue engineering. There is an organic version and an inorganic version. Each can be used for *any* of the organic/inorganic requirements, no matter how specific. They each have 1000 to all of their stats. These would drop in larger numbers, and it would require the full number required for the component being made. So, for example, Active Biosensors which use 20 creature food, 25 flora structural, 25 insect meat and 10 wild meat could be made with up to 80 perfect tissue samples if you wanted 1000 ratings across the board.


Mindfist
Sat Sep 06, 2003 5:54 pm
#11

I have several Ideas for BE


1 The creatures we craft should not be available anywhere else on the planet, they should be exotic cross breeds, llike breeding a sludge panther with a bantha. It would greatly increase the value of a bioengineer's creatures, this way CH's have to come to a bioengineer for certain creatures just because they can't go out into the wild and train them themselves.


2.) We should also be able to alter the player species and professions, either by being able to give them animal abilities, the abilities of other player species, or maybe even be able to build robotic limbs (like Darth and Lukes) and buff-giving armor that plugs directlty into the users body (like and exo-armor that you could actually make modifications to i.e. jetpacks), with the help of maybe droid engineers and armorsmiths. Scouts could get biotic eyes that can zoom or go invisible, commandos could get concrete skin,rangers could gain great scent detecting powers, medic or dancers could get some kind of empathic power, etc


3.) We should be able to create pharmaceuticals that do not have the side effects of spice.


4.) As far as the game itself, there are two major things that this game needs. Content and loot. There needs to be items that everyone can not get so easily as doing a search forwhateverprofession makes the item,on the planet you are on. There needs to be more to the content and quests than what is there now. There needs to be quests that need several profession's skills. The environment needs to be more interactive quest-wise. There can be quests that require the efforts of 2-3 groups, doing things like taking out a power generator on a forcefield so another so another group can advance to trip a switch that opens a gate for the next group, and so on. As far as loot is concerned, it should be the reward for completing these quests. But not average run of the mill items, but nice stuff, special stuff, cool stuff, stuff that makes everyother player on the block say "I WANT ONE OF THOSE!!!!". Even maybe "force sensitive" rings and necklaces. MMORPG players want loot becauseuberloot says " I CONQUERED!!!", it shows where you have been in the game. You can even give loot that is needed to complete other quests included in the following months updates. The problem now is boredom. Questing for loot gives you something to do.I have done all of the same stuff for 2 months now, and I just don't see anything that really makes me unique as a player, I see hundreds of players that look just like me. Armor should be able to be dyed, which builds on the domestic skills of artisans as well. Sure image designors can change face and body, but clothing and armor are lacking. Unique clothing and armor could be part of a quest system. Even learning new abilities could be part of a quest system, but there just have to be unique rewards, it would give this game some life.




RicketyI
Sat Sep 06, 2003 6:29 pm
#12

Here are a few more:



1. I think a Creature Deed should have an 'Harvest' option. If you have scouting ability then why not be able to Harvest the creature while in Deed form? You can DNA sample them and Tame them. Why not havest? This would give an addition market for BE's. I think a BE pet should not just be for decoration or pets but for resource management as well.



2. We are a Bio-Engineer. specialising in organics. I think we should have schematics for other actual Organic components that can be used as Organic Resources. By using a DNA template we could make a simple prototype that is counted as a set number of organic resource. This can then be used in a schematic.



3. The big one. A Master BE should be able to make a DNA Clone Data Disk for a player. What this will do is create a item in the players inventory that can be used when the player is slain and returns to a non-cloned cloning facility. My idea is that if the player holds a Clone Data Disk then the cloning centre can use this item to create a 'Clone' of the player before the clone activation is completed. What this all means is that a player will be saved from teh Wounds received when appearing at a cloning facility without actually having a clone there. Your actual cloning data will not change, you will just be saved from shock wounds. I think this would give us just as important mnarket as Weaponsmiths although you would actually need the player to 'sample from'.



I realise the last one is probably never going to happen but I figured it certainly will not if no one mentions it






Rickwook

http://www.theoldergamers.com
"So Shines a Good Deed
in a Weary World" - Willy Wonka
BoyOfLight
Sat Sep 06, 2003 6:37 pm
#13

how about making it so only pet stims can heal pets..im not a BE but thats my 2 cents




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Grand High Troll of The Troll Order/A Ninja of One
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