Bio Engineer Archive

Thread: new idea: cross profession crafting

Dsabre
Sat Aug 21, 2004 10:38 pm
#1

ok, seeing as how there are new art files for things like cybernetic arms and such...it brings up the interesting possibility of such items being allowed on regular players...not just npc's. the problem then becomes...who gets to craft these things? BE's...would fit since there would need to be robotic/tissue interfaces. DE's...well the whole robotic thing is their field so it would be fitting. would BE's have to craft yet another subcomponent...and force DE's to rely on them creating another love/hate relationship...well probably more like hate/hate as things have been going lately...

perhaps another possibility...

have DE's craft everything...but put the interface schematic in the BE line...at master level. it would still use DE exp/assembly and such, and would definately require experimentation, but it does create interesting possibilities.

along those same lines a DE/BE would be able to craft this item...but perhaps there could be other such items.

some CH's have suggested a "slice pets" ability for BE's instead of making BE'd pets more powerful than wild pets...perhaps keep both as they are, and allow slicing, but put the slicing mods in the CH tree...making a BE/CH a better pet maker than just a BE...would make sense too, since a BE/CH would have a better understanding of how pets behave, etc. maybe even put some sampling mods in the CH tree.

for BE/Chefs perhaps the additive part (chefs put tissues into an additive subcomponent before placing them into food/drink) BE exp points could be spent to further enhance the bonuses granted.

for doc/BE's maybe make add some wound treatment mods to the BE tree (hey if you can manipulate genetic structures...shouldn't you be able to make someone "stronger" too...even if it is temporary).


same concept could be applied to the other crafter/combat profs.

if the devs want people to create templates based on more than just this box gives me more of skill mod x....this would probably be a viable option. not sure how much work it'd involve...but since several items give other types of xp (only example I know of is drink containers in the chef tree give general crafting xp...not food xp)...it might already be possible with the system as is to do something like this. well the BE/Doc one would be easy enough...combat profs and medic/doc prove you can have the same skill mod given in multiple professions and they work together.

it would also allow for greater specialization...for example if all of these ideas were implemented...a BE would have the choice to make better food (pick up chef), make better pets (pick up CH), or make cybernetics (pick up DE), or buff better (pick up doc)...you don't have enough skill points to do them all...or even 2 of them...obviously elite professions stemming from the same novice profession would have to be more carefully intermixed...so as to prevent people from specializing in more than 1 thing...or at least prevent them from specializing in everything.

posted this in this board since BE's are conceptually the easiest to intermix with any of the crafting professions.

hmmm well this is long enough so I'll stop here.
Jakkal_Darkwind
Sun Aug 22, 2004 9:04 pm
#2

well i think it sounds like an AWSOME plan....but since your not a jed-eye the devs will ignore you


real shame too....



like jedis? play kotor
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