Bio Engineer Archive
Thread: Hot Issues
this may seem like a personal thing..... but nutrient enhancers are the highest-selling chef supplements..... and they take the most generic resources
similar to armorsmiths and padded taking naboo wooly and composite taking any wooly hide, why make it if it's not as popular and you can use anything?
i've never made any mass-reducers because of the domestic meat component..... i've never been able to get enough to produce any sizable amount
i gathered enough wild meat for several hyper yeast runs and have not sold any at all, but my nutrients sell like hot cakes
also the problem with schematics...... it seems to be the next big thing for hologrinders to whore themselves out and sell schematics for chef supplements to people....... i would like the trading of schematics looked at.... perhaps limit it to schematics you could make in your current professions (could even be at a higher level from where you are currently)
this also leaves open the fact that people could put schematics into a factory...... i would personally not have a problem with this at all since it would discourage people from selling schematics for 5k each if they would have to make the trip all the way out just to give it to them
and it's a long-time running but pet stim D's are so hard to make efficiently.... and even then, it's not really worth it when C's can be made almost as powerful
Message Edited by Kevie on 05-25-2004 12:33 AM
AnakinsClone wrote:
I'm not sure that this would be on anybody elses list, but I'd like to see something done about the critical failures. We've got 2 main combine steps, and 5 lines of experimentation. A critical failure at any one of those seven areas can completely ruin the pet you're working on. Given the nature of our materials and the difficulty in getting some of them, there has to be some kind of compromise they can work out here.
As far as the devs are concerned the issue of crit fails has already been addressed. I can try to press the issue but I dont its likely to come of anything.
As for DNA storage, again the devs have already addressed the issue in our last Top 5 Issues. I will mooch around the forum and see if the 'blood sample' suggestion was ever made and if so what the response was.
Hence my soon to be retired state. It's just too painfull trying to complete an order that requries Mutant Rancor dna, only to have a critical failure.Let alone twice in the same session while stuffed full of port...
NancyJ wrote:
AnakinsClone wrote:
I'm not sure that this would be on anybody elses list, but I'd like to see something done about the critical failures. We've got 2 main combine steps, and 5 lines of experimentation. A critical failure at any one of those seven areas can completely ruin the pet you're working on. Given the nature of our materials and the difficulty in getting some of them, there has to be some kind of compromise they can work out here.
As far as the devs are concerned the issue of crit fails has already been addressed. I can try to press the issue but I dont its likely to come of anything.
...
(The ones in red are my top picks)
- Schematic trading
- rare resources (fish, certain types of meat)
- crit fails
- DNA storage
- [secret] research data (for chef schematics)
- new skins (like bird skins)
- display of CL as you are crafting a creature
- certain colors not sticking on clones (I think kimas and rancors have this)
- no graphics for ranged attacks on clones that dont have a ranged version
- skills tapes for BEs
- new loot BE schematics from dungeons
- mast scent breaking too often while sampling
- new high level creatures to sample from
- ability to convert grown pets back into deeds
- lootable UbEr DNA (sorta like what krayt tissue is to WS.. maybe allowing for AOE special to x-fer)
- more tissue bonus for tailor cloth (current selection is kinda small)
Well these are some off the top of my head. Anyone else?
Message Edited by SomeUser on 05-25-2004 01:38 AM
I too would like to see a wider range of enhancements available for tailor tissues.
And also be able to see the creature name on dna samples without having to click them. It is very tedious trying to find a sample among the dozens and dozens I have stored in my house!
I would love to see creature type on the name of DNA samples, it would make it so much easier to find what you want, instead of having to store the separate types in individual bags...
Also i believe the CL during experimentation is a MUST HAVE...
My list:
- CL displayed during the experimentation process for the template we are making. (knowing that this may change if we put a low CL template into a skin with a higher min CL)
- Loss of DNA/Template on critical failures. If Architects can keep subcomponents during a crit fail why can't we keep the template during a skin combine failure?
- Blood sample idea for limited DNA storage
- Creature name as part of the DNA item name (i.e. High Quality Mutant Rancor DNA Sample)
- Additional tissues for tailors. Some examples: harvesting bonus, tracking bonus, defense vs ranged, defense vs. fire (flame retardent tissues), etc.
- More creature skins/creature colors (maybe even some skins that aren't available in the 'wild')