Bio Engineer Archive

Thread: Constructive ideas to help the BE profession

Scorus
Mon Jan 05, 2004 9:13 am
#1

Okay, going to try and put together some constructive ideas of things the devs can do to help the BE profession. As you all know, we have come a long way in the last six months and are now at least viable. But the nagging problems are substantial and some of them could be easily addressed. Add your own ideas to this.

1) An Advanced Guide to Creatures. This would ideally do a variety of badly needed things: provide urgently needed documentation for the new creature creation system, give non-BEs a little info on what they can get from a BE, give CHs a good idea of the new CH system, and give non-CHs an idea on what they can get an expect from a pet. It would be similar to the other advanced guides: http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guides%20Index .

2) DNA storage. I can very well understand that stacking DNA is not really an option but there has to be some relief to the fact that BEs have to keep massive amounts of unstackable DNA beyond SWG's limited storage allowances. I suggest a new DNA storage device which BEs can keep in their homes. This DNA bank would work like a crafting station's input hopper except that the DNA would not count against the house's overall capacity and ONLY dna samples (and perhaps generic dna templates?) could be stored inside it. It would have a limited capacity (100?) and we could only have one in any given structure. It wouldn't solve the problem, but it would certainly help alleviate it. I know that all crafters could use more storage, but to my knowledge we are the only ones that require the presence of large numbers of unstackable materials. Another possibility which would help alleviate SWG's well known database storage problems would be for the storage device to delete the actual dna sample when it is placed inside it. Then a new item could be created whenever the user takes it out. While it is in the device the ui would just list the stats for it spread-sheet like (perhaps even giving an option of organizing by a category, like the bazaar ui).

3) Creature resource harvesters. I know some disagree, but these were a massive boon when they existed in beta and are sorely needed now. Collecting resources by hand works fine when you are crafting by hand but automated production requires automated harvesting. Gate them to scouts and rangers if you feel you need to preserve their ability to harvest this, but get them in the game. It will also help your on-going database problems as people will have single containers of tens of thousands of a resource (just like all the other resources) instead of having dozens and even hundreds of containers with small amounts. This would include milk, eggs, seafood, and mollusks, just like in beta.

4) Add more tissues. Holocron said when tissues were fixed and two were eliminated instead of being fixed that more would be added. They are badly needed since we really only have a handful of items that anybody might want in this category. There is no shortage of possibilities: Survey Resource, Harvest Corpse, DNA Harvesting, Defense vs. X, many specific weapon class skills, Combat Medicine Use, Healing Range, Terrain Negotiation, crafting experimentation bonuses. The no-armor limitation, stacking limitations (is that a bug or intended?) and the fact that Reinforced Fiber Panels can only work in certain locations serves as a limit to these so that more variety should be introduced.

That's all I got for you. Let me know what you think and let's hear your ideas.



Scorus
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