Creature Handler Archive
Thread: Another way to Creature Handle.
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Orryhazard
Wed Oct 06, 2004 11:06 am
#1
This thought just came to me, so it is not well thought out yet.
Doesn’t it seem a little weird that you can pull a full grown Rancer out of your pocket? How about 2? And you can have another 1 on standby. Where are they coming from?
How about this instead?
Get rid of the store command. The creature is always out. When you tame a creature, you have to give it a name. In order to give it commands, you have to place a collar on it. When a collar is on the creature, it knows you are talking to it. If the creature does not have a collar, it will ignore all your commands. When you don’t want to use the creature, you would take the collar off.
Since the creature is always out, and you don’t want it to run away, you need a place to put it. You would be able to place pens and barns. You will have to use one of your lots to place then. There would be multiple types and sizes. You would have to provide Organic Food (feed) instead of maintenance. The number and type of creatures you put in it would affect the feed use calculation. Maybe some of the small ones could be kept in your house. They are pets after all. It would make things a little interesting to be walking between Anchorhead and Bestine and see a Rancer walking around in it’s pen, chasing the kreedle that happened to find itself in there with it.
This would also allow for more attributes for the creatures. Maybe some creatures are aggressive and must be kept separate form others. Or maybe they like to be with others of the same kind. Others you can mix and match. Maybe some like barns, and some like pens.
What do you all think?
TheMaestro2680
Wed Oct 06, 2004 11:18 am
#2
Ha, I think you should check the corale thread....
And as for the collar...I don't even know what to say to that
Tstorm
Wed Oct 06, 2004 11:20 am
#3
This has similarities to the Corral Plan thread elsewhere in the forum.
I think something like this may add some nice roleplay features long term, but it is pretty CH specific as you write it here. I suspect it will take quite a bit of Dev time to implement as well, but I don't see why we can't request something like this (and I believe this type of thing is already on the issues list).
I think something like this may add some nice roleplay features long term, but it is pretty CH specific as you write it here. I suspect it will take quite a bit of Dev time to implement as well, but I don't see why we can't request something like this (and I believe this type of thing is already on the issues list).
KOBALDONWANDERHOME
Wed Oct 06, 2004 2:34 pm
#4
Collar: ... dubya-tee-eff
Corral-ish Idea: Sounds awesome
Vertexon
Wed Oct 06, 2004 4:36 pm
#7
This is similar to how UO handles pets (where they're always out and must be stored at a stable in town). My three main concerns with this in SWG, though:
1) If you suddenly go Link Dead (possibly for reasons beyond your control, like an Internet service outage), your pets would remain in the world and potentially at risk. Not much fun to log in and discover something awful has happened to them.
2) There are still persistent issues with pets warping, pathing incorrectly, getting stuck, etc. Until those are fixed, there needs to be a way to call pets away from town.
3) Most pets can't keep up with any of the vehicles, so this means a Creature Handler would never be able to ride one if he intends to take his pets with him. Particularly problematic if you're in a group of people who want to use vehicles to get to the next dungeon.
thlstdrgn
Wed Oct 06, 2004 7:50 pm
#8
I want a spiked collar for me. Maybe my Krunk too would like a spiked collar but I'm only concerned with my wants.
Orryhazard
Thu Oct 07, 2004 12:33 am
#9
Thanks for the replys.
I didn't think this had been thought of yet. I diddn't notice the corral thread.
Ihave started to readit, and it is really in depth. It is a little hard to understand in places but I will re-read it. It usually takes a few time for me to fully understand what people write.
I don't think the extra attributes for animals has been thought of yet 
Collars are just a way to make sure you can control only 3animals at once. I could not think of a better word or concept.
SioBabble
Thu Oct 07, 2004 12:39 am
#10
There's a good reason for the "pocket monster" paradigm:
If you had to have one creature out all the time, the logistics would overcome the gameplay quickly.
The other reason is that the entire player inventory system would have to be reevalated if you created a new set of restrictions on just CHs like this.
This is a sleeping dog that is best left alone.
Orryhazard
Thu Oct 07, 2004 7:16 am
#11
Collars dont have to be visiable. It was just a way to enforce the 3 pet rule. Else, if you have 10 pets in the barn and you say "Attack" who should respond?
NeoEcks
Thu Oct 07, 2004 7:51 am
#12
my concern would be how quickly pets get incapped.
you have access to one or two pets, you are fighting, they get incapped...you die. now you have to go back, drag your incapped pet to its barn (which very well could be on another planet) take the collar off of it and place it on another pet, bring that pet back to the mission, area, or fight where the other pet(s) got incapped and PRAY you don't have to repeat that process again.
you have access to one or two pets, you are fighting, they get incapped...you die. now you have to go back, drag your incapped pet to its barn (which very well could be on another planet) take the collar off of it and place it on another pet, bring that pet back to the mission, area, or fight where the other pet(s) got incapped and PRAY you don't have to repeat that process again.
NeoEcks
Thu Oct 07, 2004 7:53 am
#13
Orryhazard wrote:Collars dont have to be visiable. It was just a way to enforce the 3 pet rule. Else, if you have 10 pets in the barn and you say "Attack" who should respond?
if you only train your pets with "Attack" as their command there could be a problem there, but my pets are trained to attack when i use their name in conjuntion with my attack command. this way i do not send a weak pet and a strong pet in at the same time. i allow the strong pet to tank FIRST, then send the weaker in to help out.
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