Creature Handler Archive
Thread: A (New?)lease of life for creature handlers
/ducks
Message Edited by BULLROACH on 07-13-2004 05:41 PM
Message Edited by BULLROACH on 07-13-2004 05:43 PM
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.
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!