This topic has 34 replies, 13 voices, and was last updated 14 years ago by Ctheknight.
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    • Anastasius Member
      April 7, 2010 at 3:12 am #1445

      So with Hypothesize and Theorize out of the picture there is no general way to get past 105 science unless you either A) quest or B) Glitch it with leader gains. I would like a brain storming session for a new level 100 science skill to generate exp. Of course we could simply add a skill that does nothing but get exp but I think that’s just plain silly. My own contribution (Wich I know has been asked for a hundred times)
      A science version of know essence. Call it Examine or something.
      Make it require every science field to be adept before you can use it just to make sure its not spread around to everyone or anything.

      Thoughts, ideas, comments?

    • Ilyena Participant
      April 7, 2010 at 3:19 am #13904

      I agree really. Not that my opinion is really worth all that much. An ‘examine’ skill would be very nice.

    • Kora Participant
      April 11, 2010 at 6:03 pm #13992

      Sounds like a good idea, in general. I don’t think it should be quite as powerful as know essence.. there are things Jedi ought to be able to sense that even the most trained scientist just wouldn’t pick up on. Perhaps have it only show things that you could’ve worked out by wearing the item and checking your stats, such as HP/HR/DR/stat bonuses, making it more of a shortcut than anything else. It shouldn’t show luck bonuses or if the item helps you hide/whatever. And if the item happens to do anything force related, it shouldn’t show that either. …And you definitely shouldn’t be able to use it on players.

    • Ctheknight Member
      April 11, 2010 at 6:13 pm #13994
      "Kora":lvvtx5qg wrote:
      Sounds like a good idea, in general. I don’t think it should be quite as powerful as know essence.. there are things Jedi ought to be able to sense that even the most trained scientist just wouldn’t pick up on. Perhaps have it only show things that you could’ve worked out by wearing the item and checking your stats, such as HP/HR/DR/stat bonuses, making it more of a shortcut than anything else. It shouldn’t show luck bonuses or if the item helps you hide/whatever. And if the item happens to do anything force related, it shouldn’t show that either. …And you definitely shouldn’t be able to use it on players.[/quote:lvvtx5qg]

      Diagnose already shows cybernetics, imbues, resistances, affects, etc.

    • Kora Participant
      April 11, 2010 at 6:25 pm #13997
      "Ctheknight":1rjpsmmt wrote:
      "Kora":1rjpsmmt wrote:
      Sounds like a good idea, in general. I don’t think it should be quite as powerful as know essence.. there are things Jedi ought to be able to sense that even the most trained scientist just wouldn’t pick up on. Perhaps have it only show things that you could’ve worked out by wearing the item and checking your stats, such as HP/HR/DR/stat bonuses, making it more of a shortcut than anything else. It shouldn’t show luck bonuses or if the item helps you hide/whatever. And if the item happens to do anything force related, it shouldn’t show that either. …And you definitely shouldn’t be able to use it on players.[/quote:1rjpsmmt]

      Diagnose already shows cybernetics, imbues, resistances, affects, etc.[/quote:1rjpsmmt]

      Know essence when used by forcers on players shows their true race (…which honestly I think diagnose ought to do), and their level (which can be found out through lookup, provided the file isn’t encrypted). Both diagnose and lookup require scanning and have at least a small lag during which the player can run off. I was under the impression "examine" would be immediate.

      Anyway, the reason I said it shouldn’t work for players was mostly for IC reasons. Know essence is a high level force skill (I don’t remember the exact level, and the mud is down), but being a trained scientist shouldn’t give you the same amount of insight that being a [near] master level forcer does.

    • Ctheknight Member
      April 11, 2010 at 6:29 pm #14000
      "Kora":1odl2bow wrote:
      Know essence when used by forcers on players shows their true race (…which honestly I think diagnose ought to do), and their level (which can be found out through lookup, provided the file isn’t encrypted). Both diagnose and lookup require scanning and have at least a small lag during which the player can run off. I was under the impression "examine" would be immediate.

      Anyway, the reason I said it shouldn’t work for players was mostly just to stop the skill from being OP. Know essence is a high level force skill (I don’t remember the exact level, and the mud is down), but being a trained scientist shouldn’t give you the same amount of insight that being a [near] master level forcer does.[/quote:1odl2bow]

      Yeah, I don’t think diagnose should show imbues, resistances and susceptibilities. Affects maybe, since they should be able to tell that their body is working a certain way that it shouldn’t. Some of them are obvious, like fly on some races. So we’re on the same page.

    • Kora Participant
      April 11, 2010 at 6:34 pm #14005
      "Ctheknight":30jn2vgl wrote:
      Yeah, I don’t think diagnose should show imbues, resistances and susceptibilities. Affects maybe, since they should be able to tell that their body is working a certain way that it shouldn’t. Some of them are obvious, like fly on some races. So we’re on the same page.[/quote:30jn2vgl]
      Agreed. Especially since diagnose is a medical skill, not an engineering skill, and resistances and susceptibilities are almost always from the armor being worn, not the patient’s body. I don’t feel like a doctor should really know nor care what’s going on with the armor (and I know that many doctor characters also have decently high engineering, but still).

      But I digress.

      Science definitely needs some more skills to make it not a useless class now that datachips are out. I like this "examine" skill, though it needs a new name, since there’s already an "examine" command.

    • Ctheknight Member
      April 11, 2010 at 6:43 pm #14010
      "Kora":3m0l0bf7 wrote:
      "Ctheknight":3m0l0bf7 wrote:
      Yeah, I don’t think diagnose should show imbues, resistances and susceptibilities. Affects maybe, since they should be able to tell that their body is working a certain way that it shouldn’t. Some of them are obvious, like fly on some races. So we’re on the same page.[/quote:3m0l0bf7]
      Agreed. Especially since diagnose is a medical skill, not an engineering skill, and resistances and susceptibilities are almost always from the armor being worn, not the patient’s body. I don’t feel like a doctor should really know nor care what’s going on with the armor (and I know that many doctor characters also have decently high engineering, but still).

      But I digress.

      Science definitely needs some more skills to make it not a useless class now that datachips are out. I like this "examine" skill, though it needs a new name, since there’s already an "examine" command.[/quote:3m0l0bf7]

      could call it Item Knowledge or something like that.

    • Inactive
      April 12, 2010 at 6:27 pm #14030

      ‘inspect’ <!– s:P –><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!– s:P –>

    • Anastasius Member
      April 12, 2010 at 7:48 pm #14031

      Inspect would be a good name. I do not see why it should be limited to things. I say go full on know essence with it. Of course give it a minor lag. But learning about an item with a full array of sciences should tell you a lot. As I said though make someone adept at EVERY science before they can use it. It would limit the use a lot.

    • Johnson Participant
      April 12, 2010 at 10:42 pm #14033

      Seems like people have brought up this idea various times and it’s always been shot down as being overpowered. It isn’t really that difficult to discover the best materials to use for crafting various things. If all weapons had a random factor like makeblade does, I can see this skill being more feasible.

    • Anastasius Member
      April 13, 2010 at 5:33 am #14041
      &quot;Johnson&quot;:3uvl9g65 wrote:
      Seems like people have brought up this idea various times and it’s always been shot down as being overpowered. It isn’t really that difficult to discover the best materials to use for crafting various things. If all weapons had a random factor like makeblade does, I can see this skill being more feasible.[/quote:3uvl9g65]
      Blasters used too, when they coded in rifles and repeaters they lost randomness. Also Walldo once told me the reason there isn’t an engy/science version of know essence is the bug you get when you know essence an item. It lists that long string of numbers. I was told this like a year ago. I know it has been brought up before but I still want to see it in game as do a lot of other players.
    • Helix Participant
      April 13, 2010 at 12:43 pm #14052

      As johnson said, many players have brought this sort of skill up over the years. I would really like to see this thing in game, though when I proposed it it was an engy skill, because engineers should be able to know what they make and how good it is.

    • Fishy Participant
      April 13, 2010 at 5:24 pm #14056

      Good engineers have reasonably high science levels. Engi can’t take ALL the skills.

    • Helix Participant
      April 14, 2010 at 2:09 pm #14071

      Engi say, &quot;All ur skillz r belong to us!&quot;

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