Bio Engineer Archive
Thread: Nifty Things Bioengineers Should be Able to Do
I think that bioengineers should be able to craft supplements for combat medics, this would be along the lines of enhancing the virulence of a particular pathogen (increasing duration or potency of diseases) or altering side groups on poisons or toxins.
Being able to amplify the DNA we collect by transforming some sort of "culture" that would give us back more dna samples, perhaps at a lower quality.
Ishakal Pathfinder
ishakal wrote:
I think that bioengineers should be able to craft supplements for combat medics, this would be along the lines of enhancing the virulence of a particular pathogen (increasing duration or potency of diseases) or altering side groups on poisons or toxins.
CM poisons were nerfed with the introduction of area cures and poison resist buffs and also they have loot drop components for all three sub components (Spider Venom, Modified Dispersal Mechanism and Rancor Bile) - they don't need any more attention.
ishakal wrote:
Being able to amplify the DNA we collect by transforming some sort of "culture" that would give us back more dna samples, perhaps at a lower quality.
It's called generational sampling
- depending on the CL you can get 7 or 8 samples back from a 5 sample creation. Such a method you mentioned would make BEs lazy and also wouldn't be fair on other professions. Why should we be able to make an infinite supply of aresource only we can use?
Plus i just think it would be cool hehe...
Grozzer Agoutt
Kauri
MBE/Sentinel
Grozurr wrote:
i think it would be cool to have stuff for cm's zad....of course i'm slightly biased having been a cm myself for awhile before be (and loved it, want to go back so bad), and since one of the largest suppliers of cm stuff on my server is a guildmate and friend, who i would love to help out take over the limited but nonetheless profitable cm market.
Plus i just think it would be cool hehe...
Grozzer Agoutt
Kauri
MBE/Sentinel
agreed yes, CM was the first elite prof I ever mastered and it was great (no grinding
) but frankly CM poisons are overpowered as it is and imo game breaking. I can't see how the imperial rule allow chemical warfare but hey, they're a bunch of racist biggotts ![]()
I wouldn't mind if there were extra enhancements for area heals or ranged heals. They don't get used enough in combat tbh and I think it would be great if CMs had an incentive to use them.
OlisJ wrote:
* Make adjustments to loot so BE experimentation and assembly skill enhanting attachments and or belts/bandoliers/clothingwith such skill mods would drop.
ooo ooo can we start another discussion about this please?
Personally, I am against BE skill mods being released into the game for the following reasons:
- Firstly, they are not needed. The only time that I have ever needed more than 10 points is when I am crafting some pets. Most pets don't need 10 points, let alone 12. The only time that I really ever use 10 points is when crafting CL65+ pets, and that was rare due the difficulty of obtaining high level DNA.
- Like all crafting SEAs, it creates a split in the BE community - an 'us' (12pt 'elite' crafters) and them (10pters) which I really hate. I really hate that if I wanted to pick up a crafting profession that I have to buy the extra 2pts for my products to be worthwhile. These extra 2 points allows anyone who may not have the prior knowledge of the profession to turn it into a money making operation rather than the enjoyment of crafting. I personally would lobby the devs NOT to implement this for Bio-Engineers and to remove it from the game altogether. The devs say that they want to join up the community so that it all works together but frankly, crafting SEAs only do the opposite.
I think that this would make sense in a full implementation of what I suggest. If cheffs would make you DNA sampling buff food you would be able to sample better and fail less on high end mobs. This would allow you to use additional 2 points to craft pets. But unless you are only tissue supplier for cheff/taylor you don't need to buy additional points. Actually I think assemby bonus would make a slight difference, as critical fails during assembly happen. But yet again it's only my opinion.
Zadokk wrote:
OlisJ wrote:
* Make adjustments to loot so BE experimentation and assembly skill enhanting attachments and or belts/bandoliers/clothingwith such skill mods would drop.
ooo ooo can we start another discussion about this please?
Personally, I am against BE skill mods being released into the game for the following reasons:
- Firstly, they are not needed. The only time that I have ever needed more than 10 points is when I am crafting some pets. Most pets don't need 10 points, let alone 12. The only time that I really ever use 10 points is when crafting CL65+ pets, and that was rare due the difficulty of obtaining high level DNA.
- Like all crafting SEAs, it creates a split in the BE community - an 'us' (12pt 'elite' crafters) and them (10pters) which I really hate. I really hate that if I wanted to pick up a crafting profession that I have to buy the extra 2pts for my products to be worthwhile. These extra 2 points allows anyone who may not have the prior knowledge of the profession to turn it into a money making operation rather than the enjoyment of crafting. I personally would lobby the devs NOT to implement this for Bio-Engineers and to remove it from the game altogether. The devs say that they want to join up the community so that it all works together but frankly, crafting SEAs only do the opposite.
Message Edited by Zadokk on 02-11-2005 01:29 PM