Creature Handler Archive
Thread: Corral Plan: A Rough Draft 1
Editorial Note: This whole thread is a work in progress. The semi-polished version can be found on page 5. Keep in mind if you read this one first some things have changed over time. P9M
This has been by far one of the more positive posts of late. They say that initiative comes to those who wait. With that in mind what we are proposing is something that throws Creature Handlers back into the loop. This also is somewhat of a defeatist proposal in two ways. First, I believe it acknowledges we are combat support. Second, we really cannot come up with a plan if the Devs will not implement it. So it is with the largest fear that we will not have any voice that we put ourselves on the line. We place too much thought into something that will possibly be overlooked or shot down. All that being said, here goes "Corral Plan: A Rough Draft 1".
When I was thinking about this over the past few days, I came to the realization that some of this seemed just too easy. We are asking for automated harvesting of hides and the ability for BE to DNA sample animals inside the structures. In order to incorporate structures we need a well thought out plan. I have decided that it is in our best interest (and in order to make Creature Handler worth something) that harvesting structures should be tiered. Merchants gain the ability to place Merchant Tents at Efficiency 4. I wish to combine this line of thinking with the BER style of harvesters into the CH tree. What follows are 4 types of structures; each coming in a different tree of CH and different harvesting rates (not really different but you will see).
Manger
Gained in Creature Taming I: Basic Domestication
Monetary Maintenance: 30cr/hour (720cr/day)
Power Maintenance: 15u/hour (@2cpu 720cr/day)
Food Required: 1/pet/hour
Animals Held: 5
Lots Required: 1
Shearing Rate: 100% of Animal Base Harvest Rate. The CH has to be conscious of what they place.
DNA Sampling: No
Stable
Gained in Creature Management II: Advanced Organization
Monetary Maintenance: 60cr/hour (1440cr/day)
Power Maintenance: 30u/hour (@2cpu 1440cr/day)
Food Required: 1/pet/hour
Animals Held: 10
Lots Required: 2
Shearing Rate: 100% of Animal Base Harvest Rate.
DNA Sampling: No
Barn
Gained in Creature Training III: Martial Obedience Education
Monetary Maintenance: 90cr/hour (2880cr/day)
Power Maintenance: 60u/hour (@2cpu 2880cr/day)
Food Required: 1/pet/hour
Animals Held: 20
Lots Required: 3
Shearing Rate: 100% of Animal Base Harvest Rate.
DNA Sampling: No
Corral
Gained in Creature Empathy IV: Consonance of Will
Monetary Maintenance: 120cr/hour (5760cr/day)
Power Maintenance: 60u/hour (@2cpu 5760cr/day)
Food Required: 1/pet/hour
Animals Held: 40
Lots Required: 4
Shearing Rate: 100% of Animal Base Harvest Rate.
DNA Sampling: YES
Maintenance is self explanatory. You have to pay to run any of these structures. The power requirement is for the automated shearing module (to be explained later). Some may suggest the rate is too high. Since we are only harvesting hides it is my feeling that this rate should closely reflect current market values. If one puts in a creature that has 100 units of hides as a Base Harvest Rate that is 2400 units per day. Grind Quality anything is about 3cpu. The first creature (or more in the case of larger installations) you place in the structure will cover your costs if it is around 100. Remember this is a rough draft and I do not have numbers available to me on harvest rates per animal. In the scheme of things this seems rather fair.
Food is necessary to keep any animal healthy. It is required to keep animals. If the food is not available, animals will have a base 5% cumulative chance per hour of catching a disease. This disease is only curable by a doctor. Any disease animal increases the chance of any other animal’s disease check by 10%. For example you have 4 food items left in a Manger that holds 5 animals. The fifth one dramatically fails its check of 5%. The next hour each of the 4 animals that will be missing food would have a normal base 5% plus an additional 10% because disease already exists in the Manger. This brings the check up to 15%.
Animals Held was doubled as the costs double. These are numbers that could be played around with to a certain extent. But keep in mind a Merchant can basically harvest all day long at near null costs. This is not unprecedented in game that higher miners will have better output per cpu of cost.
Lots Required is self explanatory but let us append this to read that only one such holding/harvesting structure can be placed at any given time per CH. If you have a Manger you cannot have any of the other 3 structures.
DNA Sampling. See Interdependencies-Bio Engineer.
Interdependencies
Architect: The structures have to be made. These could be made with the same template for resources as harvesters. Maybe there could be a wood requirement instead of ore.
Droid Engineer: The Architect will need an Automated Shearing Module produced by the DE’s.
Ranger: Since the Ranger is the one we are most afraid of alienating, we must with all our might keep them active in this proposal. We are only asking to shear hides. Bone and meat would still be a viable source of income for Rangers. In addition, we are asking that a Tranquilizer Dart be made for Rangers. This Dart would place an adult creature in suspended animation. Adult creatures could only be placed in holding structures. They would not be given a Tame tab but an Awaken tab. This would allow Rangers to participate within our new market. One other restriction would have to be placed that any (baby) could not be sheared. This would provide incentive to buy Ranger goods.
Doctor: These will be needed to heal diseased animals. It is my preference that we form some automated email system to allow us to know if an animal becomes diseased. It would be further beneficial if we have a Doctors List. This would allow us to place a Doctors name on the list to be emailed. Of course, it behooves the CH to get permissions from the Doctor first, so they do not receive unwanted email spam.
Bio Engineer: This to me seems the trickiest of all to implement. I have placed DNA Sampling in the Corral only. It seems that if everyone could do it there is less motivation to get nearer Master CH. What we need here is feedback. If it is automated then is 1 sample per hour enough with 40 creatures in a Corral? That is some 960 attempts per day. What success/failure rate is applied? Do we place an insta-death stipulation such as BE have already? If it is automated then where do we get the DNA sampling module? BE or DE?
In discussing this proposal in the thread, we CH have tried to keep everyone in the loop. Not pushing anyone totally away and trying to incorporate more into the picture than necessary at times. It is a rough draft. It is fair to mostly everyone. Ok there it is, pick it apart. One star it. But offer input.
Message Edited by Pluto9Moon on 04-13-2004 06:15 PM
One small footnote. The resource type harvested/sampled has to be current with the resources on the planets of the individual. If Dant wooly was 1000 acrossed the board the day you captured your huurton. It will/should change with the new resources shift on Dant.
I dunno why I forgot to put that in there.
Pluto:
Bravo, sir. Bravo.
Very nicely thought out.
Will it ever happen? I doubt it. But a great proposal none the less.
Great idea I love it but 1 think I would like the option to turn off sheering because the power requirment would put all of them out of my price range. I would like the ability to enter the structure so that could see my pets, I mean why are BE deeds the only way we can leave our pets on display, oh and allow others to enter the structures so that we can attach entrance fees and open up zoo's.
I have always wanted my own zoo.
Robo. Very good point. In all the talks of putting us back in the economy it got overlooked.
Production Off in the radial menu is a great suggestion. Making Power Maintenance unnecessary but I would still strongly urge the Food Requirement and Monetary Maintenance stay along with the disease drawbacks. Extra storage space for pets should have some implications.
I must say very well thought out and written. I like the idea and it keeps everyone involved.
My only thought, and you may have addresed this and I missed it, is what if we just want to keep our pets in there? anotherwords my old out of date not going to use but want to keep pets. If I read this correctly it is for adults that you capture with darts can you put your own pet in and not use it for shearing just for holding? Like a ZOO?
Anyway thanks for the work on this.
Aiseman <----- Still a Noob MCH
Interesting.
I would also vote to have the option to turn off the automated processes to cut the power maintenance. Obviously the monetary and food requirements need to stay to make this a viable plan. I am curious if there'd be a problem with the idea of harvesting these animals since technically you are skinning the animal for their wooly hide, not just shearing the animal for their hair. Beyond that, my biggest initial concern would be in the structures.
Creating three or four new structures just for us seems a little unbalanced when there's relatively few different "housing-type" structures (things you can enter like homes and tents). Would it not be more advantageous to have a single structure that had increased abilities based on the skill breakdown you mentioned? Automated shearing could be a part of this but only available if you have Empathy IV, for instace. This would have the benefit of design, art, testing, etc needing to be done with a single new structure. That makes it less labor intensive for devs that may not be as excited about this as we are.
My other concern is food. I think it needs to be based to a small degree on the CL of animals you are keeping. Perhaps you could mix and match what is actually in the corral/manger/ranch but, say, creatures with a high CL would require more food to keep. I might also restrict some animals from being put in. I'm not sure how you would explain a rancor farm.
Okay my first postabout thisgot earsed while I waswriting it so I am pretty angry cause my computer got and error and crashed, so I am gonan write it again but alot shorter
- Interchangeable Modules- You should be able to buy different modules from archetects and insert them into your structures, but only 1 module at a time. Such as a Milking Module, Sheering Module, Meat "Processing" Module(Looks around for PETA), and a Birthing Module.
- Milking Module-Should extract milk from a creature at a constant rate, more Milkable animals causes increase in milking rate. Since the Milk is being taken in a contolled and cleanenviroment it should get a stat increase, say 10%. Only 1 type of milk can be taken at a time. Now here is an idea that I have two different views on.
- Only an animal native on the planet in which the structure is on can be milked there.
- Animals taken from their home planet will produce inferior Milk.
Now I base the above two points on that fact that when animals are uncomrtable they produce inferior or no milk at all. and just think how an animal taken from the rich plains of Corvella would feel in the harsh deserts of Tatooine
- Sheering Module-Being able to gain hides, now seeing how an animals comfort doesn't change its hide you should be able to extract any "hide" from any animals. A radical departure from this is that the structure should consume the animal but lets say you get twice as much hide as a master Ranger would get. Now I wil adress the issue of consumming animals in the birthing module.
- Meat Processing Module-Same as sheering Module.
- Birthing Module-Nowthat your animals keep being consumed why not create your own re-newbale stock. So why dont you create you own new herd. Of course this woul be a slow proccess but by adjusting the rate at which the aniamls are consumed and birthed you should be able to find a homeostasis. But I have a sub idea:
- How about selective breeding, why should Bio-Engineer's be the only ones to play god, I know it would be a pain to code but hwo about with we join a female Bio-Enineered Kaduu with a Male Natural Kaduu they can produce a Animal somewhere in Between.
- And finally since this is the short version of my post, I was considering special events in the the structuressuch, as one day you go into your structure and get a messageyour animals are sick, so what do you do, you buy medicine from a doctor and buy Tranquilizers from a Bio-Engineer and go about healing your pets.
- Or you get a messae the baby has died durring child birth, or as soon as you walk in you get th e Message It's a Boy! It's a Girl!.
These are just some of my view and I realize that not all of them can be implemented .
So Pluto do you hink you could add any of these ideas intoyour second draft?
I like it. I do think we need to place some restrictions on the type of animals kept...ie Rancors as brought out before. I agree that we should be able to catch babies nad place them. Also keeping rangers in the group able to tranck an adult to be sold/traded to a C/H to place would be great. I think we should stick with the shearing idea. Also, the milking idea is great, a bonus to quality because of the clean atmosphere sounds good, one type at a time. But also some plus for native animals. Have to be able to shut off auto shear feture. I also like the idea of making it public so the creatures can be viewed. Say have a vender feature where a Ranger could offer catches? Sell milk? And diff hyde quality should match current and hyde quantity be tied into pet type.
This could really work.