Difference between revisions of "Bio-Engineer Tissue Enhancing (Game Mechanics)"

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== '''Bioengineered Clothing''' ==
  
  
== Game Mechanics ==
 
  
  
  
'''Bioengineered Clothing'''
 
  
 
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Components tissues made by Bio-Engineers are used to add skill modifiers to clothing items. You use them in Synthetic Cloths and [[media:Bio-EngineeredReinforcedFiberplastPanel1.jpg|Reinforced Fiber Panels]] as enhancement slot items.  Once the clothing component has been created using a Bio Engineered tissue item, the modifiers are transferred into the component and when the component is used to create a piece of clothing, the modifiers are transferred into this as welll.  When the clothing is equipped you gain the modifiers. Any item that can accept a Reinforced Fiber Plast Panel or a Synthethic Cloth can have mods added into it. Modifiers added in via multiple (different slot) components stack. Meaning if a clothing item has 2 seperate slots for placing in enhanced subcomponents, then has has two enhanced subcomponents with similar mods placed; it will cause the modifiers to stack in effect up to the cap of 25 per stat. Tissues are restricted by which component they are allowed to go into.  Furthermore, BE mods cannot be transferred into armor,even though armor can accept components enhanced with BE tissues.  Only clothing can receive these modifiers. The following is a listing of tissues and the component to which they are paired with.
Components tissues made by Bio-Engineers are used to add skill modifiers to clothing items. You use them in Synthetic Cloths and Reinforced Fiber Panels as enhancement slot items.  Once the clothing component has been created using a Bio Engineered tissue item, the modifiers are transferred into the component and when the component is used to create a piece of clothing, the modifiers are transferred into this as welll.  When the clothing is equipped you gain the modifiers. Any item that can accept a Reinforced Fiber Plast Panel or a Synthethic Cloth can have mods added into it. Modifiers added in via multiple (different slot) components stack. Meaning if a clothing item has 2 seperate slots for placing in enhanced subcomponents, then has has two enhanced subcomponents with similar mods placed; it will cause the modifiers to stack in effect up to the cap of 25 per stat. Tissues are restricted by which component they are allowed to go into.  Furthermore, BE mods cannot be transferred into armor,even though armor can accept components enhanced with BE tissues.  Only clothing can receive these modifiers. The following is a listing of tissues and the component to which they are paired with.
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10. Mimetic Circuitry<br>
 
10. Mimetic Circuitry<br>
  
 
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== '''Bio Engineer Basic Tissues:''' ==
 
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'''Bio Engineer Basic Tissues:'''
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The following have values of +1 to +10 (except melee defense which is +1 to +3)
 
The following have values of +1 to +10 (except melee defense which is +1 to +3)
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'''Advanced Tissues:'''
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== '''Advanced Tissues:''' ==
  
  

Latest revision as of 06:20, 31 August 2009




Game Mechanics - Mechanics Category

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Bioengineered Clothing

Components tissues made by Bio-Engineers are used to add skill modifiers to clothing items. You use them in Synthetic Cloths and Reinforced Fiber Panels as enhancement slot items. Once the clothing component has been created using a Bio Engineered tissue item, the modifiers are transferred into the component and when the component is used to create a piece of clothing, the modifiers are transferred into this as welll. When the clothing is equipped you gain the modifiers. Any item that can accept a Reinforced Fiber Plast Panel or a Synthethic Cloth can have mods added into it. Modifiers added in via multiple (different slot) components stack. Meaning if a clothing item has 2 seperate slots for placing in enhanced subcomponents, then has has two enhanced subcomponents with similar mods placed; it will cause the modifiers to stack in effect up to the cap of 25 per stat. Tissues are restricted by which component they are allowed to go into. Furthermore, BE mods cannot be transferred into armor,even though armor can accept components enhanced with BE tissues. Only clothing can receive these modifiers. The following is a listing of tissues and the component to which they are paired with.


Bio-Engineer Tissues available

For Synthetic cloth:

1. Passive Bio Sensors
2. Active Bio Sensors
3. Myoflex Cloth Treatment
4. Enhanced Myoflex Treatment
5. Passive Tranquilizers
6. Active Tranquilizers


For Reinforced Fiber Panels

1. Constrictor Cloth
2. Coagulant Agents
3. Confidence Cloth
4. Fear Release
5. Toughened Fibers
6. Tensile Resistance
7. Scent Camouflage
8. Scent Neutralization
9. Visual Camouflage
10. Mimetic Circuitry

Bio Engineer Basic Tissues:

The following have values of +1 to +10 (except melee defense which is +1 to +3)


1. Constrictor Cloth (Bleeding Defense)

2. Myoflex Cloth Treatment (gives Wound Healing (Dancing), Wound Healing (Music))

3. Confidence Cloth (gives Warcry, Intimidation bonus)

4. Visual Camouflage (gives Cover bonus)

5. Scent Camouflage (gives Camouflage, Mask Scent bonus)

6. Passive Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures)

7. Passive Bio Sensors (gives Wound Treatment, Injury Treatment)

8. Toughened Fibers (gives Melee Defense, Defense Vs. Stun bonus)


Advanced Tissues:

The following have values of +10 to +20 (except melee defense which is +2 to +5)

1. Enhanced Myoflex Treatment(gives Wound Healing (Dancing), Wound Healing (Music))

2. Coagulant Agents (gives Bleeding Defense)

3. Scent Neutralization (gives Camouflage, Mask Scent bonus)

4. Active Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures)

5. Active Bio Sensors (gives Wound Treatment, Injury Treatment)

6. Mimetic Circuitry (gives Cover bonus)

7. Tensile Resistance (gives Melee Defense, Defense Vs. Stun bonus)

8. Fear Release (gives Warcry, Intimidation bonus)

Source References

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