Creature Cloning and Aging to Make Bio-engineers More Useful

Creature Cloning and Aging to Make Bio-engineers More Useful
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Pets age over time and, upon reaching a certain age, become unusable or lose effectiveness, which requires a BE to clone them into a ‘new’ pet with identical stats, friendship, level, skills, etc. Pets can be cloned before this cutoff age(like armor can be repaired before 0 condition), and ideally cloning would not need to be done more often than every 1-3 months depending on player activity.
Justification
To give bio-engineers more consistent business. This incidentally gives a minor credit sink to creature handlers.
Motivation
Currently bio-engineers craft massively expensive pets they sell once in a blue moon. Their continuous income is dependent upon new CHs being created. This proposal would give BEs repeat customers from the pets they sell. By also having ensured repeat business, the price of pets could also see a reduction.
The main goal of this PV is to give bio-engineers more continuous business. It does involve giving CH a minor decay like mechanism(if this proposal seems very familiar, it's because it's almost identical to my 'Droid Condition Decay to Make Droid Engineers More Useful' proposal).

The cloning of a pet would just reset the age, and not change anything else on the pet to not remove the hard work a CH has put into the pet. This can also be used to give value to less used or lower quality BE specific components.

This mechanism could also make other lines of BE useful to have skilled, with possibility for limited enhancements of pets in cloning. Would it not be cool if your 30 point first pet you tamed could, over generations of cloning, become a 50 point pet?(Mutations and perfect 60 points would still be reserved for fully bio-engineered pets).

Note: pets would be bio-linked, this proposal is not meant as an avenue to pet reselling/trading.

As always, any constructive feedback and discussion of alternate methods to accomplish these goals is welcome.
 
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Just to clarify here, as I didn’t make it clear in the initial post. When I said ‘pets age over time’ I meant ‘pets age over use time’. As for the cost, my general baseline cost range when I consider these things is 100-500k every 1-3 months of active play for the average user, but the exact tuning is up to the devs.

A farm simulator/animal husbandry style system does sound neat, though it sounds more like a CH system than a BE one. I’d be interested to see a separate PV on this if you ever flesh out the idea fufully.
I did a PV for that where you had to use CH tamed babies for the farms and could then also get resources like milk and egg
 
Just to clarify here, as I didn’t make it clear in the initial post. When I said ‘pets age over time’ I meant ‘pets age over use time’. As for the cost, my general baseline cost range when I consider these things is 100-500k every 1-3 months of active play for the average user, but the exact tuning is up to the devs.

A farm simulator/animal husbandry style system does sound neat, though it sounds more like a CH system than a BE one. I’d be interested to see a separate PV on this if you ever flesh out the idea fully.
Ok so that clarification does make a world of difference. If we're talking from a "realism" side of things, it doesn't matter how strong a pet is if you're constantly sending it into combat against people with blasters or dragons and rancors.
As for the fleshing it out part, I did flesh it out some in my old post. Basically it would turn lairs into like a crafting mini-game where you could cull when statted animals, or give the lair special food, or this that or the other. The idea was to create a mutation, or micro-evolution, that would give it a higher than normal stat in a slot, which BE's could then clone/splice into other things for a more specialized sort of pet. Better tanks, better dps, so on. it mostly came about because I was out taming grauls and I tame like 5 in a row with multiple zeroes in stats, making them worthless except as mounts.
 
Or the rest of BE could be properly implemented before drastically changing one of the current biggest parts of it.

If they really want pet “decay”’they need to reduce incubation times and honestly increase mutation chance.
 
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To go along with something like this, I would like to throw in a change up to the skill progression. Currently it is not possible to be a bio-engineer and achieve CL80. Taking BE as an artisan also greatly reducing the artisan skills you can aquire. It's stuck between not really an artisan class, but also not a combat class. The pre-requisite skills needs shifted to the artisan branch, or it needs some combat upgrades to let you get to CL80. Unless I've overlooked something, its the only profession based on combat that doesn't add enough combat levels and by taking it, you lock yourself out of CL80. If this has already been discussed, I apologize. It's hard to look through 31 pages of PV posts. Lol
 
As a newcomer, to resto and SWG private servers altogether. I wanna chime in here, I am going CH and finding the only way to get a good pet is to make a bioengineer. Come on to the forums and find that it's going to cost me 3 or more million to make a pet? Why go bio then, I should just buy a 60 for 2 million? My understanding is we are using the WHOLE NGE bio which does not mix well with the CU CH. I still wanna try BE and will continue to do so, being gated to two characters hurts though, as stated prior in the post. You are severely limited being a low pop player base. BE needs every crafter as it is now, to my understanding.

Add more toons per account, and just let people go solo

or

Implement CU BE or just rework BE altogether and make it less of a money sink, and something new players can jump into without needing 50 million credits to get started.

I know the other issues mentioned were CH and their tames. The biggest issue I have seen is the eggs. Why do CH get eggs? I don't recall when that was added, but when I was a CH back in the day you just got the pet.

BE should be the only eggs in the marketplace, it's flooded with garbage eggs.

And sure if we wanna add fatigue or decay, go for it, but it needs to come with a rework to BE. Because there aren't any to heal my pets.
 
As a newcomer, to resto and SWG private servers altogether. I wanna chime in here, I am going CH and finding the only way to get a good pet is to make a bioengineer. Come on to the forums and find that it's going to cost me 3 or more million to make a pet? Why go bio then, I should just buy a 60 for 2 million? My understanding is we are using the WHOLE NGE bio which does not mix well with the CU CH. I still wanna try BE and will continue to do so, being gated to two characters hurts though, as stated prior in the post. You are severely limited being a low pop player base. BE needs every crafter as it is now, to my understanding.

Add more toons per account, and just let people go solo

or

Implement CU BE or just rework BE altogether and make it less of a money sink, and something new players can jump into without needing 50 million credits to get started.

I know the other issues mentioned were CH and their tames. The biggest issue I have seen is the eggs. Why do CH get eggs? I don't recall when that was added, but when I was a CH back in the day you just got the pet.

BE should be the only eggs in the marketplace, it's flooded with garbage eggs.

And sure if we wanna add fatigue or decay, go for it, but it needs to come with a rework to BE. Because there aren't any to heal my pets.
You can unlock a 3rd character if you complete a quest: https://swgr.org/wiki/helping_ridth/
 
Or the rest of BE could be properly implemented before drastically changing one of the current biggest parts of it.

If they really want pet “decay”’they need to reduce incubation times and honestly increase mutation chance.
More in agreement with this, Bio infused materials for Tailor, Armorsmith, could make more revenue for BE's and it would not take a overhaul of the game. Could also have Decorative skins that could be added to your pets and mounts to change the look that BE's make. (beyond just colors)
 
This would be something for maybe Tawa to take a look at. As this isn't in my field of crafters. I will say I like Aconites idea of pets/be having a cyclical system. currently imo pets are a one and done weapon that never needs to be replaced.
 
The main goal of this PV is to give bio-engineers more continuous business. It does involve giving CH a minor decay like mechanism(if this proposal seems very familiar, it's because it's almost identical to my 'Droid Condition Decay to Make Droid Engineers More Useful' proposal).

The cloning of a pet would just reset the age, and not change anything else on the pet to not remove the hard work a CH has put into the pet. This can also be used to give value to less used or lower quality BE specific components.

This mechanism could also make other lines of BE useful to have skilled, with possibility for limited enhancements of pets in cloning. Would it not be cool if your 30 point first pet you tamed could, over generations of cloning, become a 50 point pet?(Mutations and perfect 60 points would still be reserved for fully bio-engineered pets).

Note: pets would be bio-linked, this proposal is not meant as an avenue to pet reselling/trading.

As always, any constructive feedback and discussion of alternate methods to accomplish these goals is welcome.
I may be very late to this, but the only way this makes sense is if you reduce what it takes to make a pet. BEs cannot make a factory crate of pets like a weaponsmith makes a factory crate of weapons.

Making a pet takes me currently ~15 hours x3 and that is just the incubator. No, this is not an idea that makes sense in the current system at all. You would have to remove cooldowns on incubator sessions and remove a bunch of the consumables needed to refine hydros to have this fit the system. (and if you do that then you are adding BE clients and removing clients from DE and/or Arch, that kind of defeats the purpose doesn't it?)

That doesn't even take into account frequently creature handlers have an attachment to their pets.
 
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