Creature Handler Archive

Thread: A (New?)lease of life for creature handlers

anubis640
Tue Jul 13, 2004 7:04 am
#1


My suggestion is quite simple really, i think some sort of auto harvesting of creatures, for example an Architect builds a Creature Farm Structure, and you then get the creatures from a CH, and place them in the farm, they then auto harvest one of the creatures resources.


The rules to govern this would be something like this:


The creature will only stay alive for a specified period.

The higher level the creature the better the yeld.

If the farm is not maintained or the farm is not correct for the creature it can break free.


This is my little idea,


Let me know what u think.


Lorette Anubis

Europe-Chimaera


Master Teras Kasi

Ranger

Fencer




Europe-Chimaera
ign: lorette anubis
ign: strangerlove anubis
ign: caltus
Rinndalir03
Tue Jul 13, 2004 7:19 am
#2

How do you harvest hide, bone, or meat without killing the creature first? Kind of sick when you think about it...
Dodece
Tue Jul 13, 2004 8:21 am
#3

Thats it I am telling the spca to put you on a watch list. What you go behind your house and just cut the leg off a pig. My god skinning an animal alive. Animals are not trees. They have no meat fruit hanging from them.


I think your talking about milk or dna. Takeing the dna kills the creature. Why why why would you take away a skill that so few advanced use but the novices use to make some good money.


Can we stop degenerateing the game into utter slackerdom.
StylerNaku
Tue Jul 13, 2004 4:49 pm
#4

To be honest you have a good idea here, although with the harvesting it could be things like milk etc, rather than there actuall bones and meat..perhaps some pets could give you eggs also..


anyway your idea inspired a good idea from actually...


You could get a farm structure of three various sizes...depending on what animals you want it for...


The smaller could be for small mounts...that if you have them for a few days they breed a baby...thus you have a buisness...sellign mounts or what ever specie you want to mass produce...of course you would have a storage limit...and oerhap even have to stock food to ensure growth.


The next building could be for slightlylarger creatures,giving you the chance to breed rancors and such...


The third could speed up the breeding process and hold animals in it's own stables, so no more killing pets for no more room in data pad, i've heard a stable like building asked for before..but genious thing here is...perhaps you get that rare malignant squill or something..and put it in a breeding padok with a moutain squill....put on thee old barry white record...and you get a cross breed...so like BE we can cross breed pets too...


I think that could not only makeCH a good money making buisness, but also give the profession new durability and a new motivation to find those rare pets...


This one pushed to theDEVS could really be good for CH..I don't think it's giving us any major advantage...just maybe more of a programing headache for DEVS,



P,S anyone hear if some of those new babies form test centre have made the main live servers yet?



Styler Naku MCH, MM, NS, NBH, NMe*

Vertexon
Tue Jul 13, 2004 4:53 pm
#5

Yeah, the Rancher/Corral idea has been presented to the Devs in the past (I think Spreadsheet handed them a hardcopy at FanFest, too).


My personal take on this, though, is that it steps on the Scout/Ranger toes too much. Harvesting Hide/Meat/Bone from killsis what those professions are all about.



-Vertexon.
BULLROACH
Tue Jul 13, 2004 5:38 pm
#6

Creature breeding/holding/milking/egg corrals is a great idea. But only for those things. I agree that "harvesting" of bone, meat, and hide is not the povence of the Creature Handler and should remain with the Rangers. I think this idea would bring a boost to more than just Creature Handler. Architect, Bio-Engineer, and Chef would benefit from a regular supply of needed components for their trades. I wanted to add that this could also be level based. The higher you are as a Handler the higher the certification you would receive to operate certain machinery/structures of the type we are discussing. The higher end machinery/structures would have higher yields and better quality product depending on the creature type and resource cycle. This could give some more commercial impetus and power to the Handlers. I have an addition to this though. What do you think about a structure that would be able to hold and breed aquatics?
/ducks

Message Edited by BULLROACH on 07-13-2004 05:41 PM

Message Edited by BULLROACH on 07-13-2004 05:43 PM



"See what is not what appears to be."
Night4554
Wed Jul 14, 2004 7:49 am
#7

Well, instead of hide/meat/bone why couldn't we milk our creatures, breed them (although then you're stepping on BE), or, god forbid, grow them stronger?



---------
Niiight the Wookiee on Starsider - The Third Jetpack Crafter
Game B0rin | Forum Wh0rin

BULLROACH
Wed Jul 14, 2004 1:04 pm
#8

*Bump*



"See what is not what appears to be."
eReslo
Wed Jul 14, 2004 1:30 pm
#9

A lot of those ideas are great, but I doubt the devs will introduce any of them soon.I'd be happy with a corral to keep/showoff animals....




E'Reslo - Master Creature Handler/Gunfighter/Scout/Ranger 0030

Mastered (in order) : Scout, Ranger, Gunfighter, Creature Handler (Holo 1), Dancer (Holo 2), Architect (Holo 3), Weaponsmith (Holo 4), (Holo 5) : SILENT, Artisan, Marksman....
BULLROACH
Wed Jul 14, 2004 2:48 pm
#10

I have been carrying on this discussion in the Ranger, Architect, Chef, and Bio-Engineer forums and I think your support and ideas would be helpful. Take a look at what others have to say about this and add any constructive comments that you might have. Thanks folks.



"See what is not what appears to be."
TottDonetta
Wed Jul 14, 2004 3:14 pm
#11

ive always wanted to see something like this but i had the idea for three different types of building:


Stable: keeps pets up to a total CL of 200, that can be bought by anyone via a specialised vendor. pets in the ranch do not grow and are on sale for a limited time before being returned to astockroom (just like a normal vendor but the ranch can only hold pets.)ranchs take up 4 lots.


Farm:holdspets up to atotal cl of 200, the farm collects either milk, eggs or wooly hide (which ive always assumed was just sheared from the dead animal anyway!) once per day. pets are placed in when babies (maximum of 2 days old) and do not produce until fully grown (1 week later) once pets are adult they remain in the farm for 4 weeks and are then destroyed (pets cannot be removed form the farm, only destroyed) what a pet produces is determined by the current spawn on their home world (e.g a lesser bol will always produce the current dantooinese milk) if an animal does not produce the farms current selection then nothing is harvested. e.g. a farm holds a few lesser bols and a few carrion spats, the farm is set to harvest milk and takes milk from the bols but not the spat, when the harvest is altered to eggs, the spats produce correlian avian eggsand the bols produce dantooine reptilian eggs. when the farm isset to wooly hide, neither pet produces anything.uses 2 lots.


Ranch: a breeding farm that has multiple uses, can hold5 pets of any cl.pets that are entered as babies grow at a slower than normal rate determined by their cl (the higher the cl the longer it takes them to reach adult). however the food they are fed whilst growing affects there overall stats, feeding a pet a diet rich in fur-cle onions for instance will result in the animal having a permanently raised mind pool. pets that are placed in as adults cannot have there stats changed.

also, many pets have a male and female version (such askaadu and brackaset) and these animals can be used in the breeding pen. if these pets babies are given the chance of random mutations (e.g. a lower cl than normal, a faster than normal running speed, aa quicker growth rateor another benefit created by the feeding method above) if the adults are placed in the 'breeding pen' and there is sufficent space in the ranch, then they will produce a baby that carries on the benefits of its parents. this pet can then be bred with another pet and so on and so on. this would alow CH's to create (with a lot more time, effort, difficulty and plain luck needed) pets almost as good as thosemade by BE's. pets may stay in the ranch for an indefinte period and the ranch takes up 5 lots.


These structures are all made by architects and require maintenance and food (instead of power) to operate.

the restrictions placed on them should also mean that they dont step on the rangers/scouts and BE's feet, it gives ch's a limited amount of storage and the ability to sell pets whilst off-line, also the mutations mentioned above can only be easily determined when the babies are examined by a novice ranger.


threse structures are also made of wood and will be utterly destroyed by flames. please be gentle!



Tott Donetta

The liver is EVIL and must be punished!


C[][][][][][][][][][][]_/_/_/_/_/_/||¦¦{[ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Fred_Skinner
Wed Jul 14, 2004 3:24 pm
#12

This idea has been brought up on the BE forums too, out of desparation of the BE's to getmeat. It is true that anything you get from an animal cannot compete in volume the likes of a mineral harvestor and it would seem many have a big problem with this.


First thing is who really "owns" the structure. How is this, say, a CH's only venue where one could argue it's something a Ranger (the rancher) or a BE (the cattle farmer) could also have a hand in? In fact, the BE's stated that this should be thier structure and the CH and Ranger assists.


Second thing is enconomic effect. If you outharvest usfrom this facility then us Rangers that have made a business of this will not be making a living this way any more and you just killed the last reason to viably exist as a Ranger. We would all have to drop Ranger to go to a second combat prof to increase the number of lairs we would go through to compete. Many would probably get out of the business altogether.


We (the Rangers) did go to some of you and asked to possibly support us in a quick fix for an increase in our harvest a while ago too. This was to help relieve the economic problems that the galaxy has now with 100+ Cr/U meats seen daily on the trade forums. I can live on 20 Cr/U easily as it is, and if I could produce greater volume then a doc won't be hollering "Buy Dath Avian, 105cpu, PST!!!!". We had hoped that this would make the BE's happier (more meat and cheaper as well).


I think there might be other ideas that can help CH's. While I don't reject your idea out of hand, (I wouldn't mind getting extra help with requests for organics, I can never seem to keep up) just be aware that BH want our tracking, Jedi want our harvesting and the entire SW:G community removed requiring camps for anything (had to be done, I agree, but now there is no point at all in having a camp - to date we have gotten nothing to compensate and they don't currently do anything but a slow heal - even the repelling of agrro is still not working). We have become suspicious of other professions "ideas" that mimic ours now, sadly.


I don't mean this as a flame or to reject your idea, I just want you to be aware of the auxilary effects this might have.




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


yorukaze
Wed Jul 14, 2004 3:27 pm
#13






TottDonetta wrote:

ive always wanted to see something like this but i had the idea for three different types of building:


Stable: keeps pets up to a total CL of 200, that can be bought by anyone via a specialised vendor. pets in the ranch do not grow and are on sale for a limited time before being returned to astockroom (just like a normal vendor but the ranch can only hold pets.)ranchs take up 4 lots.


Farm:holdspets up to atotal cl of 200, the farm collects either milk, eggs or wooly hide (which ive always assumed was just sheared from the dead animal anyway!) once per day. pets are placed in when babies (maximum of 2 days old) and do not produce until fully grown (1 week later) once pets are adult they remain in the farm for 4 weeks and are then destroyed (pets cannot be removed form the farm, only destroyed) what a pet produces is determined by the current spawn on their home world (e.g a lesser bol will always produce the current dantooinese milk) if an animal does not produce the farms current selection then nothing is harvested. e.g. a farm holds a few lesser bols and a few carrion spats, the farm is set to harvest milk and takes milk from the bols but not the spat, when the harvest is altered to eggs, the spats produce correlian avian eggsand the bols produce dantooine reptilian eggs. when the farm isset to wooly hide, neither pet produces anything.uses 2 lots.


Ranch: a breeding farm that has multiple uses, can hold5 pets of any cl.pets that are entered as babies grow at a slower than normal rate determined by their cl (the higher the cl the longer it takes them to reach adult). however the food they are fed whilst growing affects there overall stats, feeding a pet a diet rich in fur-cle onions for instance will result in the animal having a permanently raised mind pool. pets that are placed in as adults cannot have there stats changed.

also, many pets have a male and female version (such askaadu and brackaset) and these animals can be used in the breeding pen. if these pets babies are given the chance of random mutations (e.g. a lower cl than normal, a faster than normal running speed, aa quicker growth rateor another benefit created by the feeding method above) if the adults are placed in the 'breeding pen' and there is sufficent space in the ranch, then they will produce a baby that carries on the benefits of its parents. this pet can then be bred with another pet and so on and so on. this would alow CH's to create (with a lot more time, effort, difficulty and plain luck needed) pets almost as good as thosemade by BE's. pets may stay in the ranch for an indefinte period and the ranch takes up 5 lots.


These structures are all made by architects and require maintenance and food (instead of power) to operate.

the restrictions placed on them should also mean that they dont step on the rangers/scouts and BE's feet, it gives ch's a limited amount of storage and the ability to sell pets whilst off-line, also the mutations mentioned above can only be easily determined when the babies are examined by a novice ranger.


threse structures are also made of wood and will be utterly destroyed by flames. please be gentle!






Very nice, Tott Best idea I've read so far Bumpage!





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Yorukaze
Alliance Pilot, Starfighter Engineer/Spaceframe Designer for the Alliance
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