Architect Archive
Thread: New Structure Type For Creature Breeding & Harvesting????
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BULLROACH
Tue Jul 13, 2004 6:26 pm
#1
In the Creature Handler Forum there is an idea being bounced around again about Creature structures. The main use of these structures would to hold, breed, milk, or gather eggs. There is even an idea for a structure that would hold and breed aquatic type creatures for harvest. This idea would involve support of and by other professions that could be impacted by it such and Chef, Bio-Engineer, and Architect. Chef and Bio-Engineer would be impacted since they would be able to have a ready supply of certain components that are now “very” inconvenient to obtain. Architect would be involved due to the creation of new structure schematics being added to their skill set. I wanted to get your opinions on the validity and practicality of this idea and encourage posting of your replies and ideas on the related forums.
Pawlin
Tue Jul 13, 2004 7:45 pm
#3
Any new structure would be fine with us. Is there anything like this in our "On Going New Structure Idea Thread.. "?
Don't pin your hopes on something that would involve dev love for architects though.
MerchantCatt
Tue Jul 13, 2004 9:26 pm
#4
I like that idea a lot, it would be neat if they moved forward with it 
IcepickIIIDragonrider
Wed Jul 14, 2004 9:01 am
#7
This is a perfect idea to incorporate more growth into the economy and immersion into the galaxy. For one if you have a stable full of cu pa, which u can assign a droid to. The droid then can collect milk on regular intervals. Or perhaps you can have an animal farm in which you raise your animals for meat or hide. I havent made it to creature handler yetso i dont know if u can "raise" your pets for the by-products, besides milk. So, new businesses will be started up on the production level, followed by business in vendors, chefs, tailors, etc. The fish idea is a perfect one, because now you could actually build an aquarium, with actual "real", moving fish.
The ability to raise the animals in different locations would also be an interesting side adventure. With the creatures adapting to their surroundings, possibly through minor bonuses of characteristics. Which could carryover to breeding, which would make better by-products.
All in all this would be a major ooomph towards more immersion in this game.
BULLROACH
Wed Jul 14, 2004 1:26 pm
#8
I wanted to thank you all for your input on this. Bouncing around the forums I have found that most do not want to set on the Scout/Ranger profession by making resources like hide, bone, and meat. This would only allow the possible breeding and harvesting of things like eggs and milk. I and other Handlers want to add commercial value to the profession while not “adversely” affecting any other professions. These structures would not be ‘graphical’ in nature. It really is like a factory but for living creatures. Not like a furniture item to show off the pets.
Loki_Ashaman
Wed Jul 14, 2004 2:57 pm
#9
What about having farms (or whatever) that can be used to produce meat / hide / bone, but that only scouts and rangers can own the deeds for, much like cantina/theaters/etc. For example, personal farms at scout harvesting 3, mediums at ranger harvest 1, and heavies at master ranger?
BULLROACH
Wed Jul 14, 2004 3:41 pm
#10
Loki_Ashaman wrote:What about having farms (or whatever) that can be used to produce meat / hide / bone, but that only scouts and rangers can own the deeds for, much like cantina/theaters/etc. For example, personal farms at scout harvesting 3, mediums at ranger harvest 1, and heavies at master ranger?
A great idea Loki_Ashaman!!!! That is the type of thinking I was looking for. This idea is wide enough to include the Rangers for production and harvesting of their primary resource classes like meat, hide, and bone. I am going to post this in their forum to see what they think. Again thanks for your great adaptation to this idea.
Ixisrisko
Thu Jul 15, 2004 3:53 am
#11
this is ok buthpuths ranger and scout out off teh economy having a machine that milks takes eggs isnot that bad buth if they touch the meat / hide or bones
technegly the animal would die
buth u never know with this clone technogy
IcepickIIIDragonrider
Thu Jul 15, 2004 9:28 am
#12
Ok, for the hide and meat, yeah the "pets" are gonna die. But if you have a breeding station....well then you have a supply of meat and hide. Of course you cant have rare animals breeding easily, so it would be like a roll or something...that everyday thereis a roll whether or not they would be bred. Odds of having bred female species(maybe male...never know what kind of wierd creatures are out there) would decrease depending on the rarity of the creature. Also like above, that would be great to have the scouts and ranger have the only control over these structures.
Good thing im a scout and an architect.
Benjawa
Sat Jul 17, 2004 5:32 am
#13
Howdy all,
This idea has alot of merit. But, abetter ideamay be a entirely new profession. I know that the devs pretty well think that us Architects are pretty well content, but this could be a major boom for us. The profession is simply a farmer. They could go so far as to have a Farmer base profession and several elite professions like "Moister Farmer" "Wild Animal Farmer" "Domestic animals" and so on. This could help everyone from BE's to us architects. With the addition of items like Barns and breeding corrals and industrial sized sheering complexes and industrial sized milking complexes. CHs would be needed to tame the creatures, BEs to breed them, Architects to build the complexes. Farming starwars style!! And, for the fields needed to plant stuff, the BEs can be there to create furtilizers to make your end product have better stats. Anyway, it's an idea. Rualizing StarWars!!
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