Bio Engineer Archive
Thread: Why don't we have incubators?
I did a quick search on the boards and didn't see much about this except for a proposed idea to give CH's the ability to grow babies in an incubator. So I thought I'd bring it up here to see what anyone thought about the idea.
Right now, a non-CH BE can only have 2 pets in his datapad. So if we want to have our own mount pet to ride around, we can only grow up one pet at a time to sell. We can carry as many pet deeds as we can hold and sell them that way, but I think that people would be more interested in buying a pet that's fully or at least partially grown. So I thought that it would be a good idea to create an incubator machine that we could store pet deeds in, that would grow them up while they were inside of it. This way, we can still hand over a deed to someone, but when they select the tame option, it'll be fully grown (or 50% grown, or whatever the incubator is designed to do).
I think that a device like this should be a machine similar to either a factory or a crafting station, that would sit in a player's house (or a lot, though I don't really see the need to go that far). It would have a certain number of slots for deeds, where you would place your freshly create deeds. Then, after a few days' time, you could take the deeds out of the incubator, sell them to a CH or other player, and have them tame a grown creature, rather than a level 1 creature.
Perhaps it should only be designed to grow the creature up to 50% of it's full level, but even that would be better than only being able to sell a level 1 creature. Or perhaps the architect that creates it could experiment on it so that the final growth would be anywhere from 40% to 60% of the creature's full size, depending on resources used and experimentation. Maybe even the number of deeds that it can hold would be experimentable.
I think something like this would help give BioEngineers a bit more help inselling creatures to players. Especially non-CH BEs. I hate the pressure that I feel to become a CH just so that I can make a decent living with my BE skills. It's bad enough that I am pretty much forced to take Exploration just so that I can use my skills...all skills required for a class should be part of that class's prereqs. But when I'm disadvantaged by not picking up an entire profession, it seems like something's wrong there.
what does a droid engineer have to do with creature incubation?
maybe that was in of one of those star wars books i guess you read.
I proposed this a good long while ago and the overwhelming response from the Bio-Engineer community was "We work on the genetic level, we shouldn't be making anything mechanical or have to know about biology chemistry or lab equipment to be a bio-engineer!"
Now I see the same idea gets 5 stars. Nice how a couple of months of inactivity by the devs changes a supposedly terrible idea into a 5 star post.
You people were downright disrespectful, rude and now, hypocritical.
You proposed that we make them, thats not our field. We never said we'd not like to have them though.
I proposed that you had some part in building them. There is no other profession more suited to building an "alien environments life support" module than the bio-engineer. You don't get to disown the lab work which doesn't directly pertain to your chosen field when you take up a profession like this one. You still have to clean test tubes, calibrate your equipment and keep your lab rats alive. If you guys can be making "mimetic circuitry" then I fail to understand why you can't make anything else that pertains to your field but is not directly involved in the making of your clones or tissues.
By all means, commission and artisan to make your cage or whatnot, but don't leave your climate and atmosphere control, feeding, watering and waste disposal problems to the SWG equivalent of a carpenter. His job and expertise is in building, not designing or testing life support systems.
It's never really mattered that CH can sell pets and so can BE. What matters is that your clones were broken and buggy and undesirable.
Our wild pets were always supposed to be the norm while your BE pets were supposed to be the customized special versions that were desirable if not for extra power, then for extra tweaking. Our markets should never have intersected as badly as they did and the previous proposal took that into account.
The CH have needed the BE to be fixed for a long time. We've also needed more stored pets and some way to make use of the dozens of different varieties of pets in the game, even aside from the BE options. You've just failed to see that we are *not* competitors, we both have very specific markets and your product has been gimped for a long time. People would buy a wild petwhen the BE pet wasn't worthwhile or even available. This is going to change in a big way with this next patch, but maybe not instantly since it'll take time for people to catch on.
I proposed a fix that assumed that a) clones were as broken as they were indefinitely, b) CH issues could be addressed without nerfing or outcry from the rest of the community, c) you wanted something to contribute on the market. I was apparently wrong on 2 counts, but the third is still up in the air judging by some of the responses.