Bio Engineer Archive

Thread: More Top 5's

NancyJ
Wed Jun 09, 2004 11:36 am
#1

Top 5 things you'd like to see in the combat balance
Top 5 things you'd like to see in the GCW
Top 5 Things to make the profession more 'fun'

Remember these are from a BE perspective only!




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



JayceMilam
Wed Jun 09, 2004 1:03 pm
#2

Hmmm top 5 ... don't have top 5 for each so i will combine it all.


Combat Rebalance

5) I'd like to see the rebalace actully work, by this i mean i would like a master bounty hunter to be the same as a master fencer to be the same as a master pistoleer as it pertains to combat. I know this is the whole point of the rebalance, but i don't exactly have a lot of faith in SOE right now. And have the combat rebalance weaken all players equally and overall. So that pets can make a comeback.


4) The only change i would like to see made to the GCW allow those that couldn't possibly care less about it (me!) do be less affected by it, ie searches and the like.


3) Require less points for MBE or give us a vendor at MBE to free up just a few more points, so we might dabble a little more in a second profession.


2) More schematics; tissues, templates, add Bio engineered weapons ... something ... anything. Just give me something new to make. And make sure it is exclusive to BE.


1) BE missions, some type of quest to obtain Secret Research Data, or a looted schematic, or rare dna. The BE is given tasks to complete that are BE related, make a creature with a certain class and HAM or specials. Something like that



Play with HONOR
Akelan
Wed Jun 09, 2004 1:28 pm
#3

For the GCW, make pets that are capable of covert detection, when in use by an overt member of a faction only. This would be a command function, that would identify the targeted player as covert or neutral. There might be some discussion as to whether or not this would give the player a TEF, but it might provide a limited type of TEF, preventing a player from using factional facilities or other similar limitations.


I like the idea of creating faction-limited items and having a smuggler be able to "neutral-ize" them. Repair kits should also be factional, however, and players be unable to use them to repair a weapon that has been altered, or an opposing-faction weapon.


I am not necessarily in favor of combat-specific BE products at this point. Currently you need to visit a hairdresser to get your stats tuned, a doctor to get them buffed, a chef for the right food and drink to suppliment your abilities and a master dancer and master musician to get your mind, focus and will enhanced. Then armed with the right krayt-enhanced weapons and powerups, you can get to the site of the action, fight for 15 minutes, and then re-buff, re-arm, repair, and regurgitate the same performance. I don't think we need to re-inforce that already re-diculous performance with any BE-induced re-dundancy.. I think tissues for armorsmiths to enhance the strength or perhaps the durability of their armor (reduced decay rates!!) might be a possibility, and the common combat-relevant tissues might be enhanced somewhat. Tailors being able to make "padding" or even perhaps enhanced skinsuits that can be worn UNDER FULL ARMOR might be a good way to provide the benefits of the enhancements, and help both the tailor and armorsmith profession.


BE content, such as missions that would allow us access to either DNA or the Secret Research Data would be interesting, but I think I would find some unique templates and the ability to store DNA either as blood samples or in a storage module designed for this purpose in droids (Simple answer - make DNA samples storable as DATA, like the conrtrol devices for pets once were; the storage modules for droids are already in game to manage it)


LLan




ArthurDentOnBria
Wed Jun 09, 2004 2:16 pm
#4

Grrr, now why would a master bounty hunter "be the same as" a master fencer when one requires double the skill points as the other.


/sigh


sorry didn't mean to hijack the thread, just couldn't let that pass though as it touches are nerve.





JayceMilam wrote:

Combat Rebalance


5) I'd like to see the rebalace actully work, by this i mean i would like a master bounty hunter to be the same as a master fencer to be the same as a master pistoleer as it pertains to combat.








ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Meplorium
Wed Jun 09, 2004 3:22 pm
#5


Combat Balance -


Player Armor Rebalance - Have BE tissues work in lower level armor types so they are attractive, i.e. extra function vs extra protection. This is also something that would be attractive for quest armor.


PvE Special Damage Types- Have different animals use different damage types, i.e. Acid for Bile Drenched Quankers, Electric for some snakes, Stun on primates, Heat on Kimos'/krayts. Have those damage types be samplable and clonable into BE pets. This will give pet making another dimention and make PvE more interesting as one may need more armor typesfor the different resists or weaker yet more balanced armor.


High End Pets - Add a CL70-73ish bug to Dathomir. This will give people another insect to kill making more of this pet stim C meat to be available, right now a bit too rare. Also gives us something else to sample other than mutant rancors for higher level pets. Its stats and specials should differ than MR's.


CL Is Strictly Determined by Stats - Right now it is clear that theCLs of the animals we make and even some wild ones don't actually have any real meaning. The Challenge level should be just that and not some fluff number. The stats of the creature should mathematically add up to the challenge level. So X amount of HAM points give Y points to the CL. Z amount of resists to damage type A give another amount of points. The points would add up to the totalCL. Currently this is not the case as seen by many out of wack animals. If the CL was strictly determinded by the Stats of the creature, then displaying the CL on the template is a simple process as it is base entirely on the stats given without some random number generator confusing the issue.


To further this point in the combat balance, people with the super CL10 are basically given theCH profession for free. They get a pet that has the stats of a high level animal with no skill point costs. Adding to this problem is the current systemis not balanced with CL. Thebest pet we can make as far as HAM, resists, armor, special attack all top out in the high CL30s to mid CL40s range. A master CH controling a CL 65-70 animal isn't using anything more powerful or impressive as someone with only two lines in CH. There is a huge loss due to the deminishing returns one gets from making higher level pets as per the pets stats. This is a serious balance issue that can be addressed directly by tieing in the stats to the CL in a very ridged mathematical formula. Additionally this formula needs to be publish, so BEs and their customers can go through and decide what stats they want on their animal for the give CL. The BE's challenge then is to customize their pet according to this formula and the desire stats for the end pet.


PvP Battles - Currently the enjoyment of PvP for many is greatly hinder by griefers using the Combat Medic profession. Their posions can be used from 90m away and while swimming. The posions also stack and are AoE. This means a single combat medic and take out 30 people while being out of range and in the middle of a lake. This has many people upset and not wanting to PvP due to the stopage of play due to people using such tatics. Where BEs can fit into this problem is their Tissues. Give us a new tissue that resists posion and disease. The usual +25 cap is fine as that can still be used with food or any other native resists.


The GCW -


Pets in PvP - Currenly only people that would use a pet in PvP are those than are wanting to make a joke or enjoy being laughed at. While 'Pet Wars' is not desirable, CH still spend a lot of points for their animals and that should count as something. With the combat balance pets may make a return. One imporant thing for use of pets in PvP is vitality loss. Everyone knows that a pet that dies in PvP loses vitality. This causes everyone to attack a pet as they can cause a real loss to anyone that uses a pet. Remove pet vitality loss in PvP so people feel safe using them. A balance pass is also needed.


Tissues - See combat medics and their poisons above. A schematic for this new tissue could be a one time usefaction perk if need be.


Fun Things -


Birds, Rats and the Snakes that eat them. We don't have this models available to us, however they are tamable as wild animals. All the back in work for having these as pets are there, but we don't get to make them.


DNA Sample Stacks - Two major problems face the enjoyment of the BE profession, storage and crit failures. One simple solution to cover both would be when a DNA sample is taken, to have multiple samples produced. Those DNA samples are identical, same serial number ?, and are contained in a 'stack'. This stack would work like the current crates where a single DNA sample can be generated from the stack of samples. This 'stack' can be named 'Blood Sample of X', where X is the name of the creature the sample was taken from. Stacks would come in 2-10 DNA samples per Blood Sample and depend on the level of sampling experience as well as some randomness much like the current DNA quality. Suggested art work used is the Enhance Action Pack from doctor.


This also address the crit fail rate.BEs will now have more samples than before making a crit failure less hindering to the game play as they can start over from their current samples stacks. This helps inventory as BEs no longer need to have several houses to hold a simple DNA library, currently able to be contained in a small liquid nitrogen tank in real life biology.


Cloning Tank Furniture - This art work asset is already in use in cloning centers and dungeons in the game. BEs would like to have 'Cloning Tanks' as placable furniture in their labs. These could also double as storage containers, i.e. cargo packs. It would be the perfect place to hold DNA samples in.


I may add more to this in a later edit. Just my personal list.



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Kevie
Wed Jun 09, 2004 9:02 pm
#6

although this is probably a ch problem but mitigation for pets so they're useful in pvp


we already have something to help in the takedown of bases........ perhaps could we get some defenses? (whether through scout or medic)
smuggler, bounty hunter, squad leader all have some form of combat...... we have none whatsoever so many BE's are left out of the combat roster when taking down bases


also i would like to see new tissues with ranged defense/knockdown defense and others so players could have an alternative to armor or other supplements than the current ones


top 5's i guess would be to bring up the critical failure thing again
we don't have the convenience of being able to create manufacturing schematics and we have twice the chance to fail on creature combines (which also includes multi-generational cloning)


i would also like the sampling cap raised a bit
the point of generational cloning is to "dumb down" resists and other unimportant stats to lower the creature lvl
currently it's impossible to get over 13k HAM for a lvl 70 pet...... aside from the higher dps, there is no real point to using one of these instead of 3 lvl 23 armored, 60kinetic 10k ham ones.... which also gives you the chance of 6 different specials instead of just two







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
-

GMANHNC
Thu Jun 10, 2004 12:22 am
#7

1. Make Pets Subject to the exact same rules as Players, i.e. Pet v.s. Player DMG output and Intake


2. Make AT-ST's evil again and have them spawn on Rebel Missions again. Maybe leave AT-ST pets the same or slightly increase armor. (I am a Rebel by the way) I remember being so scared and running for my life, all the time, nowI can't remember the last time I even saw one.


3. Sales and Income taxes


4. Have crafters make items (mostly weapons) be factional... One of the reasons I decided not to become a weaponsmith was the fact that if I made a great gun, It could come back to haunt me. Now with this I do think they should be sliceable by smugglers to become non-factional again.


5. BE enhanced clothes should be able to mask / cover well enough to only appear on radar while firing.





GMAN
I moved to Corellia I have no vendor and I don't know the coords to my house, but it doesn't really matter cause all my pets are in the tool box, I may have some in space, but that doesn't really concern you either.
ArthurDentOnBria
Thu Jun 10, 2004 12:42 am
#8

combat balance:


a) non-ch pets need to be balanced against non-ch droids (cl 18?)


b) we really need some new tissues for clothing that are attractive to combatants


c) I think because of our combination of outdoorsman abilities and medicine abilities we should get some of the bonuses against poison and disease


d) when CL 70 baby spawns are re-introduced for CH's, this may be a good time to have AOE attacks start sticking in our clones otherwise we're going to be at a severe disadvantage


GCW:


I'm having trouble thinking of anything here that would be worthwhile . Should we be able to create faction specific items? None come to mind that would seem to fit here.


Fun Stuff (to me this is an appropriate place to stick in our "top 5" issues)


For me that's:


a) more clothing tissues


b) more clones (flyers and snakes)


c) dna storage


d) the crit fail issue


e) CL display during experimentation


availability of fish and egg


<insert rant about the stupid idea of force sensitive crafters and how this will ruin the game>





NancyJ wrote:
Top 5 things you'd like to see in the combat balance
Top 5 things you'd like to see in the GCW
Top 5 Things to make the profession more 'fun'

Remember these are from a BE perspective only!








ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


GMANHNC
Thu Jun 10, 2004 12:54 am
#9

We should get Dead Eye instead of the faction recruiters!



GMAN
I moved to Corellia I have no vendor and I don't know the coords to my house, but it doesn't really matter cause all my pets are in the tool box, I may have some in space, but that doesn't really concern you either.
JayceMilam
Thu Jun 10, 2004 4:25 am
#10

if you notice Arthur I said as it pertains to combat. BH has many skills that are not combat, tracking down a fugitive for example, and thus needs more skill points. If one combat profession is significantly stronger than another ... too many people will migrate that way. Just like CH originally. Definately not good for the game. That is what i was refering to



Play with HONOR
Kevm
Thu Jun 10, 2004 4:37 am
#11






JayceMilam wrote:

if you notice Arthur I said as it pertains to combat. BH has many skills that are not combat, tracking down a fugitive for example, and thus needs more skill points. If one combat profession is significantly stronger than another ... too many people will migrate that way. Just like CH originally. Definately not good for the game. That is what i was refering to






Sorry. Not all combat professions should be made equal. Bounty Hunters and Commandos should be stronger than a pistoleer. Where the balance comes in is the amount of skill points used to aquire that strength, and their role in a group dynamic.

Message Edited by Kevm on 06-10-2004 06:38 AM



Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
NancyJ
Thu Jun 10, 2004 5:04 am
#12

Just a little reminder and especially to those who have trouble following instructions - this is about BE profession specific top 5s, not your own personal generaly game top 5s. There are 37 other correspondants to care about all their profession specific issues..




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Devero
Thu Jun 10, 2004 5:17 am
#13

One thing that would make the profession more fun for me is let a BE group up on a hunt. If he/she samples a prey, let the others harvest from it. People do not like having a BE along because of this lack of harvesting ability.


Evyl is a decent medic so she is useful in a hunting party even tho she can't fight. It would be more enjoyable if she could at least sample a critter before the general assault begins and still allow other members of the hunting group harvest.


As it is now, she is pretty much a solo explorer.


i.e., change a few things so BEs can enjoy company in the wilds from time to time.
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