Bio Engineer Archive

Thread: How to make the BE profession more fun and diverse.

AlufNull
Sun Mar 14, 2004 9:24 am
#1

First, the crafting system for the BE is fantastic. I love having to run around sampling different creatures for combinations I want to explore.The depth of the BE, pet crafting system is the deepest, most involved and chalenging in the game by far.


What I don't like is the content of the three vendors in my shop. Sure they are great pets, but the consist of PvE Tanks (high kinetic), Npc pets (kinetic/energy) and Non Ch pets.


And they are all pretty simialr, just skewed up or down based on level.


I would like to see the mobs in the game geared specifically toward one type of damage attack. Not just kinetic. I.E. Make rawls, arachne and voritoruse acid, bordock, handack and vermock use stun etc... And give the npc's favored weapons. Maybe swoopers like to use Fwg5s and Valarians like llc's.


While I am at, what is restraint and does anything do this type of damage?


How much more diverse and fun would the game be if the Geno lab creatures did a different type of damage at every level? What if players could not blindly throw their Tank pets at every mob they find and combat players had to choose which set of armor would be best for what they were going to do that day?


While we are at it, lets make the resistance system more pronouced, so when you hit an ar1 critter with 60% heat resistance with your Fwg5, you can tell without looking that you need to change weapons. I know too many players that use one weapon regardless of the mob. This can't be what the devs intended.







"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
Cocomono
Sun Mar 14, 2004 11:45 am
#2






AlufNull wrote:



While we are at it, lets make the resistance system more pronouced, so when you hit an ar1 critter with 60% heat resistance with your Fwg5, you can tell without looking that you need to change weapons. I know too many players that use one weapon regardless of the mob. This can't be what the devs intended.







I think this is an area where some "skill" is involved, though little at best. Deciding which weapon to use should be your decision based upon the restant list and knowing your own weapons. If people want to be stubborn and only use 1 weapon so be it.


Otherwise, all my pets are beginning to look the same too. 90% of my pets are now just 60Kin AR1 CL21-25 creatures. Sometimes I'll throw in more attack to boost it to CL35. These are selling well, and I'm happy to make them since its a new recipe, but it'll get boring soon I know. Resistances are looking the same now for most creatures, its really hard to get the desired resistances when you really can't boost it any in experimenting, you can only hope to make it match the creatures you sampled.



Kru'gar
You might be a Red-Neck Jedi if......you hear "Luke I'm your Father, and your Uncle too."
AlufNull
Mon Mar 22, 2004 1:44 am
#3

I thought of somthing else along the same lines.


What do you think of being able to creature creatures that do a specific type of damage?


What if loot drops were added to certin mobs that would allow us to change the damage type on our creations? Voritor lizard horns, crystal snake teeth etc...



"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
TheHogfather
Sat Mar 27, 2004 7:26 am
#4

Sounds great to me.

There are lots of ways to travel down this road. I would like to see loot drops, similar to the armor segments that smiths have, that would allow us to add things like ranged/melee mitigation.



Where is my jam? and why do you feel I need a "caretaker"?
fantoq
Sat Mar 27, 2004 7:34 am
#5

I'd agree, would make it more interesting or at least make more interesting final products.


Why can't we use armor segments?





fantoq
MCH
former Medic
App. Carbineer
Society of Interplanetary Mercenaries[SIM]/ stargate/ naboo
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