Bio Engineer Archive

Thread: Nifty Things Bioengineers Should be Able to Do

ishakal
Wed Feb 09, 2005 11:41 am
#1

If anyone else has any ideas, perhaps we can get the devs' attention on this.

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



"The existence of life does not reside in its manifestation in adult beings, but rather and solely in the existence of the germ and its becoming."
-Louis Pasteur
Zadokk
Wed Feb 09, 2005 12:26 pm
#2




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?

Grozurr
Wed Feb 09, 2005 9:47 pm
#3

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
Zadokk
Thu Feb 10, 2005 3:16 am
#4






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
Thu Feb 10, 2005 3:30 am
#5

A few more ideas:


*Harvest bio-engineered pets (take off meat/hide/bones), not only sample DNA.

* Craft optional components for doctors that increase buff duration.

* Make adjustments to loot so BE experimentation and assembly skill enhanting attachments and or belts/bandoliers/clothingwith such skill mods would drop.

* Make chefs to be able to craft DNA sampling skill mod buff foods.


That would make BE real fun IMO.



Naritus Liosta family:
Fyrakin (General), Gerath (Space Master), Fyr'akin (Spy Master)
Fyrakin' (The Maker), Gorim (The Breaker), Belzedar (The Seeker),
Fyr'andrion (The Gadgeteer), Fyrandrion (The Shouter), Hardened (The Runner)
Naritus Darkstar family:
Kiohehn (Grind Master), Imosni (Master Seeker), Ewoughti (Jack of Trades)
Naritus orphans:
Witai Iocepeelak (Captain Musician), Aekebe (The brewer)
...You're not supposed to read this!

Zadokk
Thu Feb 10, 2005 3:48 am
#6






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.

OlisJ
Thu Feb 10, 2005 4:13 am
#7






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.



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.




Naritus Liosta family:
Fyrakin (General), Gerath (Space Master), Fyr'akin (Spy Master)
Fyrakin' (The Maker), Gorim (The Breaker), Belzedar (The Seeker),
Fyr'andrion (The Gadgeteer), Fyrandrion (The Shouter), Hardened (The Runner)
Naritus Darkstar family:
Kiohehn (Grind Master), Imosni (Master Seeker), Ewoughti (Jack of Trades)
Naritus orphans:
Witai Iocepeelak (Captain Musician), Aekebe (The brewer)
...You're not supposed to read this!

droidekasnightmare
Thu Feb 10, 2005 5:13 am
#8

We should be able to keep our resources after a crit fail (like I've heard archi's get to do, do they still or have they ever? Never been one y'see. ^^). I absolutely hate seeing samples I've spent hours getting going poof. =/





They wanted the fish back. How mean! =((
kiowa27
Fri Feb 11, 2005 5:50 am
#9

assembly tapes wouldn't hurt my feelings one bit, and for those of "us" that are not mbe yet and working with 3 exp points an exp tape or two wouldn't exactly hurt "our" feelings I can see your point zad but I've been at be for over a month and just despise grinding.. I sell alot of petstims, some pets and haven't made a single tissue yet lol


the kiowa ~ be 2/0/4/2 (I believe)and loving it every grueling step of the way
Zadokk
Fri Feb 11, 2005 6:24 am
#10



I can see that assembly tapes would prove useful and would not have a detrimental impact on the profession. However, I think as a whole the pet creation / critical failing issue is a big one. Architects get their resources back after critcally failing and I think that we have an equal, if not greater, requirement for the same privelege. If anyone has ever crafted a small house by hand (I tried it once and then promptly gave up novice architect) then you will understand the need for them to have this - but we have all tried crafting a template or skin only to find that for the past 2/3/4+ hours worth of work has all been for nothing.


I think that a Master should just be that - they are a master. How often would a master surgeon mess up on surgery? Very rarely. How often would a master sniper miss his mark? Very rarely. Atm, these are just real life parellels but if SOE are to use the term 'master' in game then they need to address this issue. The problem is that with the cheapening of obtaining the master box (i.e. the removal of the requirement for apprenticeship points) it will become a lot harder to implement this. I personally feel that the master box should require extra xp, just like all the other boxes, but should be set quite high. People don't like grinding but at the same time want to be a master very quickly which creates a dillema with the programmer and player playing chicken with each other. Neither want to give way - the programmers want the game to be challenging and for 'Masters' to be a worthwhile achievement, whereas the players want to be the best they can be in the quickest possible time so that they can enjoy the fruits of the labours.


There also a second dillema where people want dabbler crafters' produce to be able to stand a chance in a developed market. Of course, this relates to the whole 12pt crafter ideal - should non 12pters (and dabblers) be able to sell their products at a reasonablee price without having to worry about more advanced crafters taking all the business with mass-produced products that can be sold cheap as chips. Atm, the only market for non-master goods is newbies. Newbies cannot afford to buy master weapons. However, it is in my experience (started out on Vaclyn about a week ago) that even sub-standard products are still being marketted at 'full price'. Weapons, armour and clothing which isn't particularly great still costs a great deal and since I have to spend about 10 minutes earning 800-900cr per lair, I cannot afford to buy armour or weapons. I have to craft my own stims using harvested creature resources and 2cpu minerals lurking on the bazaar. However, they are not effective in combat because by the time I have healed myself I have already lost more damage.


The economy is in poor shape and the introduction of experimentation (and to a much lesser extent,assembly) tapes has only made it harder for newbies to get established. The ideals of a 'free market' entails that there is strong competition, thus keeping prices low and affordable but if anything the reverse is happening where small, non 12pt craftersare being forced to sell products at prices which are merely above costs and large, established businessmen can carry on selling products at whatever price they choose.


Solutions are pretty much obvious. Remove experimentation tapes from the economy or allow them to either be crafted or drop more frequently as loot drops. Experimentation tapes create an 'elitest' society which only has a detrimental effect on the economy's stability and allows for the exploitation of smaller businesses and customers. As for a solution for the assembly bonus - I think a greater bonus should be given to a Master for assembly, where critical failures are an extremely rare occurance and at the same time put the difficulty back into acquiring the master box.

Message Edited by Zadokk on 02-11-2005 01:29 PM

rahbert
Fri Feb 11, 2005 9:03 am
#11

The ability to craft a DNA sampling needle that a master creature handler or ranger could use to sample DNA..... not with the same efficiency as a Master BE, maybe 50% chance to get a sample for CL50 critters or something.

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