Bio Engineer Archive

Thread: What is BE experimentation based on?

Grummitt
Fri Aug 01, 2003 11:04 am
#1

I remember in beta they were talking about having BE experimentation be based off of artisan experimentation. I do not know if this was ever done or not, so I was wondering if anyone can answer me as to what the BE experimentations are based off of? Also, are items based off of the same skill as pets?
Plageron
Fri Aug 01, 2003 2:17 pm
#2

Uh, no the experimentation points are based off the Bio_engineer Techniques skill thats it, nothing else.

So that means not many Experimental points and huge possibilities of penalty.

48% is what i get when trying to use one expermental point.

Oh well I have level 1, but even at master I will still have an 8% penalty when I use more than one experimental point at a time.

Oh well big deal, I'll have like only 6 points by that time anywise.


So as for the items question..I am not sure I fully understand what you are asking.


By the way, Organic Chemistry stuff is based off its own skill as well, and gets no bonus from anything else.

Too bad that skill along wiht the Bio_engineer skills don't add together...would make sense if they did.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
ZenLOSER
Fri Aug 01, 2003 2:25 pm
#3

I already have wasted points on tissue combines and on some DNA template combines with VHQ DNA.


We really don't need any more experiment points.




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Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

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Ninyania
Fri Aug 01, 2003 2:40 pm
#4

What is BE experimentation based on?



  • shoddy code

  • pure dumb luck




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Plageron
Fri Aug 01, 2003 2:45 pm
#5

Well maybe Organic Chemistry and the bio-techniques should be based off each other.

You know, to make it easier to make things and to be able to spend more points on things.

But then you are a Master Bio-Engineer, so you should know all this.

But then again I get 12 points for making food and 10 points for normal items...so maybe I am a little biased.
Oh and I have higher percentage potentials for those things...

Which brings up an interesting thought......

Zen what are you percentage maximums for things besides agression, are they really low?

I ask becasue I wonder if the design Team messed up, and made Agression add in everything to it, instead of being on the other portions of the creatures.

Might explain why Agression is so high and easy to add points to.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
Plageron
Fri Aug 01, 2003 2:58 pm
#6

I told you it based on the Bio-enginner Techniques skill, and the skill points you get from the novice skill suite and the Master Skill suite, and thats it.

There are two numbers.

Every 10 of one number gives you another experiment point to play with.

I think 50% of the other skill gives you your normal maximum you are supposed to be able to get you percentages.
But the full skill tells you how well you perform.
The better the game figures you do, the higher those special percents will be, plus Items will increase the starting percentages as well.


All other profeesions get skills points and percentages from more than one place, except for us.
We get it from one place only.

There now you know.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
Kiotay
Fri Aug 01, 2003 6:14 pm
#7

I think the experimentation system is really based off of a monkey rolling a ten sided dice with difficulty of nine, and was designed at a dev kegger. Or what someone else said. But what I just did too. Yeah!



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cid666
Thu Jun 03, 2004 3:26 pm
#8

I totally agree with the dumb luck idea.


I take about 3 backpacks full of dna samples, and combine them randomly. sometimes i experiment agression, somtimes prowess, it really doesn't seem to matter. out of 150 samples, i usually get 5 crit failures, leaving me with 25 genetic templates, which then turn intoa bunch of random crap, and usually 1 really good level 10 mount that get's bugged if i try to sell it. BE pets are really hard to make to specification. When i get a request, i make a bunch of random crap and pull out the closest approximation, and hope i can sell it for half what was offered.



I wish the devs would spend less time playing swg, and more time fixing it.


Hey devs, maybe you could do with the code what i do with dna samples, maybe you'll get lucky.?.?


--Cid666








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--cid666
Kevm
Thu Jun 03, 2004 3:41 pm
#9






cid666 wrote:

I totally agree with the dumb luck idea.


I take about 3 backpacks full of dna samples, and combine them randomly. sometimes i experiment agression, somtimes prowess, it really doesn't seem to matter. out of 150 samples, i usually get 5 crit failures, leaving me with 25 genetic templates, which then turn intoa bunch of random crap, and usually 1 really good level 10 mount that get's bugged if i try to sell it. BE pets are really hard to make to specification. When i get a request, i make a bunch of random crap and pull out the closest approximation, and hope i can sell it for half what was offered.



I wish the devs would spend less time playing swg, and more time fixing it.


Hey devs, maybe you could do with the code what i do with dna samples, maybe you'll get lucky.?.?


--Cid666








Ok, if this is true,you are playing this profession completely wrong! Stop making pets, read the FAQ and learn the profession. Making pets to a specification, while not child's play, is doable without relying on some 'dumb luck' process.



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ZardoZap
Thu Jun 03, 2004 8:51 pm
#10





All other profeesions get skills points and percentages from more than one place, except for us.
We get it from one place only.





Hmm weaponsmith (which I have been) gets all its experimentation from one skill line. Having a quick look at the skill trees it would appear so does armorsmith, droid engineer, chef and thats all I have checked so far.


I am not quite sure what your point is, just like all the other elite professions we get about +10 to +15experimentation(divide by 10 and round down for points) with each engineering techniques box.


Zardo

Armeno
Thu Jun 03, 2004 9:28 pm
#11






ZardoZap wrote:





All other profeesions get skills points and percentages from more than one place, except for us.
We get it from one place only.






Hmm weaponsmith (which I have been) gets all its experimentation from one skill line. Having a quick look at the skill trees it would appear so does armorsmith, droid engineer, chef and thats all I have checked so far.


I am not quite sure what your point is, just like all the other elite professions we get about +10 to +15experimentation(divide by 10 and round down for points) with each engineering techniques box.


Zardo






This was necro posted from august, disregard and move on...




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