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 Biologist needs rework 
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Joined: Tue Sep 28, 2010 1:34 am
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The biologist profession desperately needs re-working. It's currently a completely useless profession next to every other one.

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Tue Apr 17, 2012 7:42 am
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Smithe wrote:
The biologist profession desperately needs re-working. It's currently a completely useless profession next to every other one.


Very true, and we all want to get our medals!! XD I actually was wondering what is the ratio of biologists,a dn how many are there anywhere within 40% of my rank I'm going to go out on a limb and say slim to none.

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Tue Apr 17, 2012 8:49 am
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idea make it improve your crew rating not like the raider but something

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Tue Apr 17, 2012 6:46 pm
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Joined: Tue Jun 21, 2011 6:32 pm
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Perhaps a increased production of say 5-10% from "garden" worlds (terra, gaia, exotic and oceanic)

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Tue Apr 17, 2012 8:25 pm
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spyder wrote:
Perhaps a increased production of say 5-10% from "garden" worlds (terra, gaia, exotic and oceanic)

Fits the description of a biologist I suppose but I think excavator would be a better choice, or miner for that matter.


Tue Apr 17, 2012 8:27 pm
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I would say add +2.5% population corresponding to the colony age

New: +0%
Emerging: +2.5%
Developing: +5%
Maturing: +7.5%
Peaking: +10%
Peaked: +12.5%
Evolved (If it ever comes out as a new colony age, that I suggested some time ago viewtopic.php?f=6&t=20717 ) +15%

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Tue Apr 17, 2012 8:34 pm
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Dan already gave them an upgrade, you can get a whole 200 extra hull for being one.


Tue Apr 17, 2012 8:44 pm
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FerrusManus wrote:
Dan already gave them an upgrade, you can get a whole 200 extra hull for being one.

LOL

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Tue Apr 17, 2012 11:57 pm
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A biologist is someone who studies natural things, so, Biologist gets a 100% bonus to research structures build on terra, exotic, sentient, and oceanic worlds.

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Wed Apr 18, 2012 12:58 am
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hpat wrote:
A biologist is someone who studies natural things, so, Biologist gets a 100% bonus to research structures build on terra, exotic, sentient, and oceanic worlds.


what do you consider "natural"?
planets that have living animal or plant lifes that are not induced by humans?

in any case, gaia planet defintely qualifies, not sure on icy, volcanic, toxic, barren or desert. I'm think some life forms can exist on those types of planet.

Anyway, here is another alternative proposal:
increase the production of an planet based on the amount of population on it. Exact formula is up for discussion, but I think a cap of 50%-100% is also needed just in case. (the cap is higher if it's harder to reach high values, and lower if it's easier)
It can be, for example
log2(pop)*1% (1024 will give 10%, 1m will give 20% etc, this is an example of hard to raise, so high or no cap)
sqrt(pop)*0.1% (100 will give 1%, 10k will give 10%, 90k will give 30% etc)
pop*0.01% (100 will give 1%, 1k will give 10% etc, this is an example of ez so low cap)

As of right now, population itself, along with biologist class, are on the useless side, so this would be two bird with one stone.

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Wed Apr 18, 2012 1:08 am
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Maybe he could cure cancer.


Wed Apr 18, 2012 1:10 am
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Planet Cloak Bonus.

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Wed Apr 18, 2012 2:47 am
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+10% Hull bonus - Just being random.

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Wed Apr 18, 2012 4:22 am
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hpat wrote:
+10% Hull bonus - Just being random.

Hmm a downgraded fixer, great idea :D.


Wed Apr 18, 2012 4:12 pm
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playret0195x wrote:
I would say add +2.5% population corresponding to the colony age

New: +0%
Emerging: +2.5%
Developing: +5%
Maturing: +7.5%
Peaking: +10%
Peaked: +12.5%
Evolved (If it ever comes out as a new colony age, that I suggested some time ago viewtopic.php?f=6&t=20717 ) +15%

Down grade it from +30%! AMAZING!

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Wed Apr 18, 2012 5:09 pm
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strm avenger wrote:
playret0195x wrote:
I would say add +2.5% population corresponding to the colony age

New: +0%
Emerging: +2.5%
Developing: +5%
Maturing: +7.5%
Peaking: +10%
Peaked: +12.5%
Evolved (If it ever comes out as a new colony age, that I suggested some time ago viewtopic.php?f=6&t=20717 ) +15%

Down grade it from +30%! AMAZING!


no as a boost to the additional 30% population bonus

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Wed Apr 18, 2012 7:55 pm
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