Bio Engineer Archive
Thread: So I had an idea....
Just as a warning, I've had a few cans, and i've been talking to DocSavag, so blame him if I'm talking drivel lol
So I was thinking about tissues and resources and stuff like that.
As I see it the biggest problems we have with our organic resources are: resources that suck to get and competing with chefs and docs for resources.
Now the reason we compete is cos we all need the same attriubutes in our resources and at the same level so if meat with high oq/pe/fl is in spawn we all want it and we all want as mucha s we can get, which leads to ever increasing prices.
Which leads me on to the idea I had.
If any of you have done the FS medic quests you'll know what I'm talking about.
Right now the only way to make tissues is to get the best resource and experiment to max, now to me, thats not very interesting, or Bioengineery.
Now what if instead of *however many tissue schematics we have* we had just 1 for each type.
Ie. 1 generic casual enhancement, 1 combat, 1 for each of the 3 chef addatives.
So then I would take my generic casual clothing enhancer and say for example I wanted to make an entertainer tissue, I would use some really crappy resources and experiment as close to 20% as I could without going over it, and I would have a really good entertainer tissue and it didnt cost an arm and a leg, then say I wanted to make a healing tissue, then I would use really good resources and the ones in between I would use combinations of mediocre resources.
If there were like 5 tissues for each then each +1% would be a +1 bonus and when you got to multiples of 20 it would change to a different bonus.
Would also be nice if the experimentation was based purely off DR or something, ie a more durable substance stand up to genetic alteration better or something.
Pros:
You dont have to be MBE to make something saleble, low level BE's would be able to make the less popular tissues with the flipside being they'd have to use better resources than a master to do so.
The less popular tissues are easier and cheaper to make and the more popular tissues would still be *rare* or at least more expensive.
More interactive and intellectual process of crafting, takes more skill than buying lots of good resources and maxing experiments.
BE's get more of the coolest crafting in the game
Less competing with other professions over HQ resources.
Cons:
Thats your job not mine, I'm off to have more beer
...and you kno0w I really did do a happy little bounce then.... I really need to get out more.
GryphonsRose wrote:Well... it sounds good... cept what you are trying to get away from (competing over resources) still exists but is only shifted to whatever that high end 80%-100% item happens to be.Perhaps a shift in the stat's needed. What I mean is sort of organizing what the different professions need:Doc's would by and large need PE and OQ. Chef's (and chef tissues) would need FL and PE. BE's could need OQ and FL. That way, if something that spawns with great OQ, decent PE and sub par FL it would be good for Docs but chef's and BE's wouldnt be attempting to hoard it.This would, at least I think it would, increase the range of materials needed for those three professions.
I put that in too, about us not wanting to have OQ or PE cos their too much in demand by chefs and docs
but even if we still had to compete we wouldnt need HQ for ALL our schematics
NancyJ wrote:
Less competing with other professions over HQ resources.
To me I've never been competing over HQ resources when something is inshift. On an auction for out of shift resources then yes I would agree with you. Many professions can be bidding on the same resources.
For inshift resources though I seem to be competeing with other professions for the hunters time.
As a hunter if I could make 1 million in 2 hours havesting X for the first profession and 300k in 2 hours harvesting Y for the 2nd profession, I think its fairly obvious which one I would go for. I'll compare bone and meat. I'll pay very little for bone because there really is only one stat that matters to me. Meat on the otherhand has 3-4 stats. I don't expect a hunter to gather bone for me for 50% of my meat price though.
I'm all for new options in crafting, but as long as our quantity needs still exist I don't see the price going down. Its supply and demand at its best. The lack of supply isn't because of low supplies of meat. There is an infinite amount of meat to collect. The lack of supply comes from the lack of harvestors to get that infinite supply of meat. That is where the devs can help out.
If we all need the same resources, ofcourse they're going to get it because they can offer more money.
Lol, now what has that got to do with the price of tea in China?
Oh, and Mel... all it would take is for non-chefs to start trading for food schematics and you'd by singing a different toon.
Meplorium wrote:
They don't have factories for ships, they won't bother making them for BEs.
Message Edited by ArthurDentOnBria on 10-18-2004 05:24 PM