Creature Handler Archive
Thread: Idea for a CH revamp
Message Edited by Joker9125 on 03-30-2005 11:45 PM
Message Edited by Joker9125 on 04-02-2005 04:02 PM
Vertexon wrote:
Interesting ideas, and I'dlike to hear more thoughts along these lines. I hope the biology test went well, too (just remember, it's not chondricthys anymore... it's elasmobranchii)
Ask and ye shall recive
Here are my reasons for having the different types of abilities weigh in differently for each type of pet
Crowd Control Pets
These pets will be neither damage dealers nor tanks so they will be taking the least ammount of hits out of the 3 types so neither stat is particuarlly important to them.
Nuke Pets
As the main damage dealers these pets will be taking a fair ammount of damage so "some" defense is required while specials are not needed for this particular type of pet.
Defensive Pets
As tanks these pets will need to be able to use specials fairly quickly so they can land intimidate and this will become even more important if we geta pet taunt ability.
This system will lessen the gap between wild and BE pets while still making BE pets usefull for different combos of resists and combining a BEs pet making abilities with the training system would allow for even further custionization. Itmakes it benifical to use higher level pets.
(If that ever comes up on a test I'll be sure to rember it
)
Message Edited by jopenack on 03-31-2005 12:21 PM
Joker9125 wrote:
If our role in a group is going to be defined by our pets then we need a way to further specialize our pets to fufill each role. Here is something that I came up with
2 main things that will need to chnge
1. Only CHs will be able to command pets to do special attacks(non-chs will still be able to use attack, follow me, and store)
2. Pets will no longer grow automatically. Each growth cycle you will have to select the option from the radial menu to allow a pet to go through the next stage of growth (explained later)
** snipped for brevity **
Message Edited by Joker9125 on 03-30-2005 11:45 PM
I had an idea waaay back when I was MCH that was similiar. Your idea sounds better (and more fun), but may require a good bit of dev time and balancing. My old idea was keeping things pretty much the way they are now, but tied into CH and critter level.
Pets would keep their natural (or BE made) ranged specials. Then in eachuse special attack boxes (may need to have this inTaming 2-MCH)there would be a would be a teach command where you'd select the special to train them.
Say pets below 30 you could pick one special (or maybe two if no ranged attack?). Pets over 40 would get two (3 if no ranged), 50 and above three, 60 and up four specials.
Or something along those lines....
Message Edited by jopenack on 04-06-2005 09:46 AM
If you take what they did in terms of the plant that you can get at the village (it makes you feed it with water via the radial menu and such)...and somehow incorporate that into our pets and profession...it could be interesting and probably work nicely.
I would like to see the pets in general get some bonuses for good care. If they just sit in your datapad all the time and you want to use it after not caring for it for weeks at a time...it is now weaker. Maybe a bit less Health, Weaker attacks, the inability to perform some of their specials due to fatigue. But if you do take care of them (feed them, give them water, play with them). Their Health is a bit higher, They hit for a bit more damage, and they have the ability to perfom an extra type of specials.
Just a small thought that could probably be added here.
It didnt seem like much in my head until it started coming out. Then it actually sounded really good when I saw it posted
The interaction alone would add a whole new level to pets...sort of like those little hand held devices that came out a few years back (Tamogachis...or virtual pets). You had to interact with it for it to be happy and healthy.