Bio Engineer Archive

Thread: New Tailor Tissues

NancyJ
Tue Aug 03, 2004 11:06 pm
#1

N'Jessi is going to be pushing for new tailor tissues at the CB summit so to help her out can we put all our ideas for new tailor tissues in this thread, then we can get a balance of what the tailors want and what we want to put forward.
Thanks.




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Kevm
Tue Aug 03, 2004 11:09 pm
#2

Since we didn't get poison or disease resists how about:


Fire Retardent/Resist Tissues


I'll have more when I'm more awake. Thanks for working on this Nancy



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Suenr
Tue Aug 03, 2004 11:32 pm
#3

There are so many types of tissues they could add. Anything from just about any skill that can be had in a skill tape to possibly even adding resists (much more limited and below what armor can add).

I would really like to see more clothing types that can have tissues added to them. Belts, shoes, and gloves would be great places to add tissues and still wear armor. Maybe they could add some thermal pants and socks which could be worn under armor. I think the ability to wear more items than just a shirt with only one type of tissue in it at the same time as armor could be as important as adding those new tissue types.
ArthurDentOnBria
Tue Aug 03, 2004 11:32 pm
#4





Well, the ones we always get asked for are the bonuses to combat speed, accuracy, and damage, and experimentation for the advanced artisan classes, but I consider those to be perhaps a bit overpowered so I'm going to recommend instead some that are more along the lines of some others we already have, but for a broader audience:


scout

terrain negotiation

smuggler

slicing

combat medic

combat medic effectiveness (cm equivalent of our active bio sensors)

entertainer

battle fatigue healing/mind buffing (this should replace our silly myoflex)

bio engineer

bio engineering assembly (kill two birds with one stone, lol)

dna sampling

artisan

artisan experimentation (just the "novice" level)

surveying

bounty hunter

droid precision/droid speed

ranger

camping/trapping

creature harvesting

squad leader

need something here, no clue what

commando

need something here, no clue what


general combat

defense against knockdown

defense against dizzy

defense against poison

defense against disease


Edit: some good points were made below, so I modified my list

Message Edited by ArthurDentOnBria on 08-04-2004 10:01 AM



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%


Kumakada
Tue Aug 03, 2004 11:45 pm
#5

I would like to see something that helps us Bio engies, like raising our chance of successfully obtaining DNA <-- good for Rancor sampling and/or something that would raise our chance of obtaining a high/very high quality sample of DNA. If there is something like this out there someone please inform me, I have just begun my search thru the FAQ as I am somewhat new to the profession.



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Lozareth
Wed Aug 04, 2004 2:55 am
#6



I'd say tissues that give small bonuses to the physical secondary stats (Str, Con, Qui, Dex) would fit the theme of the profession and not be overpowered.


EDIT: Thinking about it more, this is something that could really help to make clothing as desirable as armor. You may take more damage, but you regenerate a lot faster. To counter the argument that buffs cover this, it would be a smaller/permanent bonus vs. a higher/temporary bonus, apair found in many games.

Message Edited by Lozareth on 08-04-2004 02:59 AM

Message Edited by Lozareth on 08-04-2004 03:01 AM



Lozareth is long gone.

Washell
Wed Aug 04, 2004 6:40 am
#7






ArthurDentOnBria wrote:




Washell,


That's fine, suggest creature harvesting, that's not a bad idea actually, but why all the hate?


And FYI, I'm a former (non-holo) master ranger, and now a ranger dabbler, so I'm painfully aware of the ranger skillset. Many scouts and ranger would love to have extra terrain negotiation or camping. How do I know this? Because they come to me as a tailor now every day and ask me for this, lol.


Also, anybody who knows anything about such bonuses know that they give bonuses only to people who already have the skill (ala the existing mask scent tissue). That means non-scouts/rangers/combat medicsget no benefit from it at all, so you're off-base there.




Hmm, yes, it was rather negatively set up. Sorry about that.


My error, always try to speak for myself but sometimes I assume the issue is so general that the mayority would agree and speak for everyone. This is a nice reminder why I shouldn't



  1. Most bonuses give a little extra to a command (/maskscent for example), just having tissues won't give you the command.

  2. TN requires no command to activate.

I once saw a post from someone who had a looted weapon with a largeTN bonus but no novice scout. He said he saw a definite increase when climbing hills with the weapon equipped. I'll admit this was one post from just a normal player who maybe wanted to believe it worked so hard his eyes deceived him. But with the weapon switch delay and rarity of large bonuses on weapons this isn't much of an issue.


The other thing that bugs me is thatwhen you spend the skillpoints forMaster Ranger both camping and TN tissues are useless while a dabbling ranger can get at the same level without spending the skillpoints (though he will miss a few schematics). I feel dabbling is a great gift in this game and I think bonuses are great, but please let's get bonuses that also work at master level, in the scout/ranger case this leaves trapping and creature harvesting next to the existing mask/camo.


Zadokk
Wed Aug 04, 2004 6:47 am
#8






ArthurDentOnBria wrote:



artisan experimentation (just the "novice" level)




bad idea, it would negate the human bonus of +15 experimentation or make any human a 12pt Artisan with no requirement for skill tapes.


I would like to see more defence vs. xxx (dizzy / kd / blind etc), fire resistance, general accuracy bonus (if possible to code such a thing, if not then different clothing for all the combat profs), block / counterattack / dodge etc, cm effectiveness would be good seeing as they've just about to be nerfed to buggery ...
c00kie
Wed Aug 04, 2004 7:38 am
#9


Here are the ideas I like and what I think is realistic


Fire Resistance: This would go into reinforced fiber panels and be usable wherever they are. It would actually be helpful with all the Fire DoT weapons, and honestly in such a technologically advanced (supposedly) time, I would think fire retardent clothing should be commenplace.


KD Defense: This is a completely new type of tissue class that BE's will have. Instead of only going in an RFP or Synth cloth, it will go into a Shoe Sole. Might be able to think of a few others, maybe terrain navigation bonuses could go in the same.


Defense vs Dizzy: Another new tissue... And this may take more work, but the type of cloth this goes into is only used in headwear.


Defense vs Blind: Same as the Dizzy tissues, only usable in headwear of some sort


Finally, I really like Lozareth's idea. With the New HAM changes, having clothing that either helps regen of Special points or having clothing that gives you a slight bonus to certain stats (say a +50 cap per stat) would actually increase the desire to wear clothing, and would create the person fighting without armor on when unbuffed... Not to far off the idea behind jedi robes, but a lot weaker.


Just kinda what I like about stuff. I don't wanna see us have experimenation stuff and some tapes like speed etc need to be Tapes, not BE made tissue.



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TechnoCan
Wed Aug 04, 2004 7:58 am
#10

About the regeneration of special points it seems that the devs don't plan to add anything that speeds that up. if you want a faster regeneration of your specials you need higher secondary-regeneration-stats, I think.


My favorite ideas for new Tissues would be:


fire/poison/disease-resist tissues,


kd/blind-defense tissues,


sampling-skill tissues


maybe ranged-defense bonus tissues, too... similar to the melee-defense we allready have.


May the Force be with you all!


TechnoCan



May the Force be with you all!
TechnoCan
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MickGrey
Wed Aug 04, 2004 10:10 am
#11

I'd be thrilled to see:

Dizzy defense
Knockdown defense

When I was a Master Tailor for about 4 months, my best-selling clothes were made with either Stun/Melee Defense or Wound/Injury Treatment. Clothing made from the other tissues just weren't in much demand, with the exception of Wookies who consistently asked for the Warcry/Intimidate bonus.



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PippinSith
Wed Aug 04, 2004 10:46 am
#12

Terrain Negotiation, Lazoreth's idea with the secondary stats. These are good idea's, but the BE ones that Arthur had I really think should be introduced to the game. I will hopefully master BE today so I am not 100%, but I am 95% there is no BE +'s. If I wrong please let me know I will go running to get it.




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furrycat
Wed Aug 04, 2004 12:04 pm
#13

If you can get it from a skill tape, clothing attachment, armour attachment, food or drink, we should be able to make it in a tissue.

Yes I mean anything. If you want a crafter-based economy then let the crafters make stuff that's as good as or better than looted items.




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