Bio Engineer Archive
Thread: Very Important Announcement Regarding CU!!
- There is no longer a CU alpha, it has been scrapped in favor of an open beta on TC
Pre-requisite: novice medic crafting line.
Bio-Engineer Crafting Changes
...However, we are not eliminating crafting completely from the healing game we are adding crafted "Enhancers".
Some enhancers will even be available by looting them.
By freeing the healing professions from the crafting game we will be opening up a new style of game play for adventurous healers and encourage them to head out into the field and fulfill a strong group role in the new combat system. At the same time current healers can still craft if they desire by picking up the skill lines required from the Bio-Engineer profession.
We also grant the ability for the Bio-Engineer's to craft small consumable heals (stimulant packs or "stims") that any player can use. The largest of these heals will be far less than a doctor or combat medic can accomplish and also will be on a re-use timer.
- We will no longer be a hybrid profession. Novice medic crafting now is our only pre-requisit. This means that those that want to be a BE, but want to focus on medicines or tissues will spend 29 less skill points becoming a BE.
- We will be able to craft the best pet stim subcomponents in the game now, so will no longer be reliant on doctors to do that for us.
- Although we are now THE medicine crafters for the game, the need for meds in general is only going to be a small fraction of what it once was, since doctors and combat medics heal through abilities, not objects.
- You no longer need novice medic in order to heal yourself, although the strength of such heals will be small. I'd imagine the market for such stims will be very large indeed. This may very well turn out to be the primary product for BE's.
- For existing pet-making BE's, since we no longer have a requirement of the scout hunting line, this may free up 14 skill points for those that don't currently use that skill to hunt.
As it stands right now, with a shop, explore 4, merchant skill for advertising I have JACK sp to invest in combat. Infact I'm only CH 0/0/2/1 and TKA 0/1/1/0 lmao. This is AWESOME NEWS!
Being a mad scientist will have even more ramifications and importance in the game. Course this may also mean the ammount of BE's in game will skyrocket simply for stim making. But if stims wont be used nearly as much perhaps not. I like being a rarity
Firstly, I don't really see BE as the right prof to be crafting medicines, but then I don't really see doc as the right one either.
Secondly, is this going to lead to BEs needing to spend millions on SEAs? Will the existing BE mods still be used for tissue crafting, or will they fall under the medic crafting skill mods?
Thirdly, we'll be gaining a lot of new schematics, will we lose any?
Finally, is this just going to lead to a further profession treating us as schematic monkeys?
If the answers to these questions are, in my view, the right ones, then cool, pretty nice change. If they're the wrong ones then it's bye bye BE.
Okay, so the CURB is changing everything. I've come to terms with that. The thing that bothers / scares me is our needs and issues aren't what's being addressed. The profession is getting a complete work-over and I can't help thinking that all this enhancing medicinal stuff is all they're looking at. Arthur did a great job of prioritizing our concerns and they still stand - DNA storage and visibility, sampleable high level creatures, etc. Do you feel when the bomb drops and the developers are up to their ears in bugs and tweaking that making our DNA storage device will even be in their heads?
On one hand it seems like they're still allowing me to be the BE I currently am; keep exploration, poke creatures, make the odd tissues. That's good, sorta. The in-flux of Doctors with masses of resources and cash scares me. The thought of SEA's coming and having to play the 3 mil per-point experimentation game against them does as well.
That info kind of sucks for us too. In the other professions it lists what their profession is changing to. In ours, it just lists what's being dumped on us. Followed at very bottom of the page, right below the BE section, with:
We know that there will be questions about the many changes to the healing related professions regarding Enhancers, Fire Blankets, Combat Medic offensive and healing ranges, details on stimulant packs, stim pack dispensers and other issues.Hi. We're here too. Again, can't help but feel like the red-headed step child.
The more I think about it the more I wish they'd just create a Pharmacist profession, give them all the stims, enhancers, and heck, even tissues. Change the tissues branch to be the cybernetics line for RotW and get back to ignoring us like they did before.
Message Edited by Kivrin on 03-30-2005 08:49 AM
Message Edited by Kivrin on 03-30-2005 08:55 AM
There are a lot of different medicines, why didn't they just add a new pharmacist profession? What made them think that BEs should have this added in? It looks like the only place in medic that you'll see crafting is in the crafting line so there's no need for someone to be a master medic, you really need BE to make anything good. Why bother keeping crafting in medic at all? Why not dump it like they did for doctor? Just doesn't make sense to me and I don't think it was well thought through.
My assumptions about crafting and SEAs:
1. medic schematics will still use medicine crafting experimentation and so those SEA tapes will probably still work for those schematics.
2. new schematics for BEs will probably use BE experimentation and so they will NOT likely have any associated SEA tapes (Unless they add them in). But I'm sure the influx of new doctors-turned-BEs will cry party foul at this and they will be forced to add in SEAs for BE even though most of us have argued against them for our profession.
I can overlook all of this crap if they actually fix some of our top issues while they're at it like Kivrin said, but that would be too good to be true so it will never happen.
I dont want to make Enhancers
I dont want to make Meds of any sort (Except possibly Pet stuff)
I dont want to have to buy SEAs just to be viable.
I dont even REALLY want to make tissues.
I WANT to make pets...and I WANT the devs to support me in this.
To me the term 'Bioengineer' conjures up words like genetics, samples and modification. It also conjures up the idea of evil scientists both in the field and the laborotory.
It does not make me think of someone making meds.
If we already have people specialising in specific areas of BE, then adding even more areas is simply ridiculous. BE seems to be the junkyard of ideas the Devs have, but don't know where to place.
The removal of the Scout pre-reqs is good for spare SPs, but we will still need to put those SPs into Exploration. Also...look at it as the way the Devs view the BE profession...They are removeing the scout pre-reqs and making it med only...To me, the scout pre-reqs are the SPs that go into the Pet side, and the Med side is the Tissue side with a little crossover like Pet Stims. Does that mean that the Devs are moving BE away from Pet-Crafting?
To me, it look slike the Devs are intending to marginalise Pet crafting furthur as it is just too difficult for them to place/fix. This when combined with CH not being addressed in the CURB gives me the impression that pets will go the way of the Dodo...
LloydPickering wrote:
I dont want to make Stims
I dont want to make Enhancers
I dont want to make Meds of any sort (Except possibly Pet stuff)
I dont want to have to buy SEAs just to be viable.
I dont even REALLY want to make tissues.
I WANT to make pets...and I WANT the devs to support me in this.
To me the term 'Bioengineer' conjures up words like genetics, samples and modification. It also conjures up the idea of evil scientists both in the field and the laborotory.
It does not make me think of someone making meds.
If we already have people specialising in specific areas of BE, then adding even more areas is simply ridiculous. BE seems to be the junkyard of ideas the Devs have, but don't know where to place.
The removal of the Scout pre-reqs is good for spare SPs, but we will still need to put those SPs into Exploration. Also...look at it as the way the Devs view the BE profession...They are removeing the scout pre-reqs and making it med only...To me, the scout pre-reqs are the SPs that go into the Pet side, and the Med side is the Tissue side with a little crossover like Pet Stims. Does that mean that the Devs are moving BE away from Pet-Crafting?
To me, it look slike the Devs are intending to marginalise Pet crafting furthur as it is just too difficult for them to place/fix. This when combined with CH not being addressed in the CURB gives me the impression that pets will go the way of the Dodo...
I couldn't agree more. I realize that BE "fixes" are outside of the scope of the CU, but come on. I don't want all of the med crafting.
And I don't see crafting docs giving up being crafting docs. They will become BEs. So if the same people that were crafting meds before are still going to be crafting meds, why move them?