Open - Outdoors - Artisan - New food tissues for BE | Star Wars Galaxies Restoration

Open Outdoors Artisan New food tissues for BE

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Proposal
A food tissue that influences multiple food stats should be added to BE. It could be implemented as 2, 3 or all 4 stats the big difference being how many new schematics need to be made to cover the combos and heavy, medium and light. BE can keep the single stat tissues as is and just have the multi ones max effectiveness lowered by like 25% and minimum effectiveness by 50% (maybe more cuz 29% on perfect assembly) .
Justification
When food tissue are used they are almost always nutrition. Rather than nerf nutrition or try to buff the other tissues, just make tissues able to have multiple desired stats but to a lesser degree.
Motivation
It would add some extra depth to food, making choices when crafting and buying food a little more meaningful. Also adding the tissue could make some odd foods such as flameout actually viable for use.
I think it would be a good addition to BE food tissues and could always be added into base BE or introduced as some kind of reward.
 
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Ya know where they say the devil is...

Give some details. How would this work? If nutrition were less, would anyone use it?
 
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Ya know where they say the devil is...

Give some details. How would this work? If nutrition were less, would anyone use it?
alright for a heavy they give a boost of 90-120% nutrition, 50-70% duration, 30-50% fill reduction and 300-400% more quantity at base. So for an example of a 2 stat tissue you could go with nutrition and whatever max out nutrition and have a 90% nutrition boost and if you farm for amazing successes have around a 225% quantity bonus, ~39% duration bonus or a 26% fill reduction. That is with 25% less max and 50% less min could probably bring min lower but seemed like a good start. Also keep in mind food tissues add to the base there is still whole lines of nutrition experimenting that can be done and last I looked those almost double the effective stat anyway. And another reason nutrition is more commonly used it is the second highest % tissue.
 
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What if you could add multiple additives in the schems ? 2 additional optional slots. With a weighting between them and no duplicates?

Adding additional reduces stats of them.

Say
1 additive 100%
2 additives 1 80% 2 60%
3 additives 1 60% 2 40% 3 20%

Numbers prob need tweaking just an example.
 
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What problem are you solving here?
Is it your contention that chef buffs are too weak and need to be increased?
Are you specifically saying Nutrition (buff power) is ok where it is, but duration and fill are lacking and we need to up those?
I'm kind of thinking the devs are pretty happy with where food buffs are and not thinking they need tweaking. But I could be wrong.
 
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What if you could add multiple additives in the schems ? 2 additional optional slots. With a weighting between them and no duplicates?

Adding additional reduces stats of them.

Say
1 additive 100%
2 additives 1 80% 2 60%
3 additives 1 60% 2 40% 3 20%

Numbers prob need tweaking just an example.
suppose that would be another way to go about it without needing to add more schematics though it would increase material use and factory runs
 
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What problem are you solving here?
Is it your contention that chef buffs are too weak and need to be increased?
Are you specifically saying Nutrition (buff power) is ok where it is, but duration and fill are lacking and we need to up those?
I'm kind of thinking the devs are pretty happy with where food buffs are and not thinking they need tweaking. But I could be wrong.
the problem I'm trying to solve here is that BE has access to 28 tissues, 12 of those are for food and really only 3 of them are of any relevance. The nutrition bonus is clearly better, and fill and flavor could use a boost but will likely get overshadowed by nutrition anyway and quantity despite its massive bonus tends to just feel bad from the power loss not to mention be somewhat opposed to a chef's business. You could nerf nutrition but then we'd probably end up with "pre-nerf" food. So the way I see it the best solution is to simply allow for multiple options.
 
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Effectiveness is the only ones of value.

Add variety for example

-Power pvp buff just effectiveness
-Less power more duration for instances and caves that take a while and grinding.
-Low fills without hurting effectiveness to much for quicker cycling of some foods
 
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suppose that would be another way to go about it without needing to add more schematics though it would increase material use and factory runs
Yes but you do 1000 runs maxed anyway so isn't the worst. And will use flora which is currently pretty worthless.

Changing 30 schematics apposed to adding new ones is harder I would guess.