Bio Engineer Archive
Thread: The Inexact Science of Cloning
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Delbon_Clinion
Fri Apr 30, 2004 9:17 am
#1
In his first week of 19 Q&A, Thunderheart said...
Bio-Engineer: When will we get more documentation of the cloning system and if we can't get it, why? Every other craft able item in the game with experimentation lists percentages of what stat affects the final product. Even the most basic documentation is lacking from cloning like aggressiveness of skins, and minimum CL. The larger percentage of BE's that do not read these boards have no access to this information.
Bio-Engineering was designed so that players could play out being a genetic engineer. Genetic engineering is not an exact science in that duplicating results is currently a nigh impossible task. Hypothetically speaking, maybe you want to add a gene to a bunny rabbit to make a green glow-in-the-dark bunny rabbit, and it works and you have a green glow-in-the-dark bunny. So then you want to make another green glow-in-the-dark bunny but when the second process is complete, the bunny rabbit only glows 5 days out of the week instead of 7 because of some recessive gene the scientist wasn’t aware of.
Based on giving the profession a realistic feel, the profession in the game is not an exact science either. As such, all of the formulas are non-linear. There are random elements designed into the process.
[/endquote]
[editorialization]
I find this to be an interesting post. Maybe they'd tell us the type of formula used (whether it's exponential, logarithmic, maybe quadratic or parabolic) if we asked really nicely. Also, something else that recently occurred to me...
Cloning is supposed to be non-linear, inexact, such that results are difficult to reproduce; I assume this is based on the idea that manipulating a creature's genetic code is indeed a complicated process. After all, fiddling with the 19 pairs of chromosomes a cat species happens to possess is a complicated thing to do, no? I guess that the difficulty must decrease as the number of chromosomes increases, because it seems like cloning a player (which, assuming a human, has 23 pairs) is an exact science that works the same way every time?
SWG Subscription: $15/month
Playing as a Bio-engineer: (lots of time)/month
Exposing the Double-Standard: Priceless
[/editorialization]
Bio-Engineer: When will we get more documentation of the cloning system and if we can't get it, why? Every other craft able item in the game with experimentation lists percentages of what stat affects the final product. Even the most basic documentation is lacking from cloning like aggressiveness of skins, and minimum CL. The larger percentage of BE's that do not read these boards have no access to this information.
Bio-Engineering was designed so that players could play out being a genetic engineer. Genetic engineering is not an exact science in that duplicating results is currently a nigh impossible task. Hypothetically speaking, maybe you want to add a gene to a bunny rabbit to make a green glow-in-the-dark bunny rabbit, and it works and you have a green glow-in-the-dark bunny. So then you want to make another green glow-in-the-dark bunny but when the second process is complete, the bunny rabbit only glows 5 days out of the week instead of 7 because of some recessive gene the scientist wasn’t aware of.
Based on giving the profession a realistic feel, the profession in the game is not an exact science either. As such, all of the formulas are non-linear. There are random elements designed into the process.
[/endquote]
[editorialization]
I find this to be an interesting post. Maybe they'd tell us the type of formula used (whether it's exponential, logarithmic, maybe quadratic or parabolic) if we asked really nicely. Also, something else that recently occurred to me...
Cloning is supposed to be non-linear, inexact, such that results are difficult to reproduce; I assume this is based on the idea that manipulating a creature's genetic code is indeed a complicated process. After all, fiddling with the 19 pairs of chromosomes a cat species happens to possess is a complicated thing to do, no? I guess that the difficulty must decrease as the number of chromosomes increases, because it seems like cloning a player (which, assuming a human, has 23 pairs) is an exact science that works the same way every time?
SWG Subscription: $15/month
Playing as a Bio-engineer: (lots of time)/month
Exposing the Double-Standard: Priceless
[/editorialization]
RancorPoker
Fri Apr 30, 2004 11:22 am
#2
This was all designed to tell us that we're out of luck on any changes to BE. If any of the devs watched Episode 2, their idea of 'inexact science' wouldn't apply in terms of the Kaminoans and their ability to adjust Jango's DNA. In star wars, cloning is an exact science. However, their idea of fun doesn't match the paying publics' idea.
Hasara
Fri Apr 30, 2004 11:48 am
#3
Even our level of technology, when it comes to cloning, is an exact science.
Hell, even sexual reproduction is more exact than the joke that the developers have come up with for bio-engineer.
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