Bio Engineer Archive
Thread: Why does cloning have to use a generic crafting template?
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Kevie
Sat May 08, 2004 1:44 pm
#1
Lochar wrote:
Why does cloning have to use a generic crafting template?
believe me, you don't want to have the system we had before! lol
there was a template for each creature.... yes EACH
so if you wanted a kaadu, you had ot make damn sure that's what you wanted before you started
there was a template for each creature.... yes EACH
so if you wanted a kaadu, you had ot make damn sure that's what you wanted before you started
Lochar
Sat May 08, 2004 3:31 pm
#2
I dont mean the template like that, I am happy we have a generic DNA strand now. What I meant is that each crafting profession follows a standard method. Ours is slightly different but still works off same principle,
add resources and craft item. I think BE is unique enough in that a better front end shld be used but also even if had to work with existing format to change it in a way to improve/alter more items, like the travel speed (maybe we could peddle pets if players had a pet speeder speed), and other things like milking, so that a BE made fambaa could produce more than a wild one(yes I know cant milk a tamed creature but still)
I knwo they are childish for some but games like monster rancher used to be enjoyable on to see what you can make, for us its just numbers with a creature shell. I want to sell a kaadu that not only fights better than a wild one but also that runs faster than the BE merchant down the street is offering.
Some may enjoy the current number crunching of the BE field, but for me I am more a visual person and find the cloning process more tedious than fun..
Kevie
Sat May 08, 2004 5:34 pm
#3
lol i know
you had some good suggestions, just saying that you're lucky..... back when you couldn't even make all but five pets without a crafting station
Lochar
Sun May 09, 2004 12:23 am
#4
Way back when before we even had bio engineer and it was just rancher/farmer name, I was hoping to raise wildlife and maybe breed a better species to ride/utilize.
As Bio engineer was later introduced, I thought well I can still attempt this on a different level to a varied degree. As I played the BE line tho, I noticed several things. We can adjust attack,specials, HAM, armor, and speed of attack, but no where could I raise mounts that would be faster than another BE, or a pet that cld keep up with a speeder unless I use a specific shell.
Right now BE is all about combat pets and tissues for chefs and mods for tailors. But I would love to see a crafting system where we could add in features like running speed, or now with milking make a better milkable pet that CAN be milked if tamed so many times a day.
I would even go so far to suggest a player structure that can be just a large fence that allows animals to be added for maybe milking or breeding purposes. Give us the option to make male or females and allow anyone with a master scout or maybe ranger to try to breed a better animal.
Our revamp was a nice addition to what was originally created but I think it was more of a fix then a revamp. I have a hard time trying to keep this profession as speeders make mounts obsolete except for a few that still use them. And even my friends dont use their pets for fighting very much anymore except to pull out to get higher lvl mission difficulties. My mods dont compete with +18 skilltape drops for skills I cant even touch, so basically I harvest meat and milk and the other stuff to make a ton of additives for food.
I would like to take a dna of a bantha for example and by this dna alone make a reg bantha, or by splicing in a gene of a gurrcat now a batha that cld run faster than a wild bantha, and maybe by cross breeding banthas make a bantha that cld run faster with each generation, so that maybe some mounts maybe as fast as a speeder , or at least not so much slower yet retain fighting abilities.
Just a thought but had time on my hands and just wanted to voice my thoughts..
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