Creature Handler Archive

Thread: Corral Plan V.3

Pluto9Moon
Mon Nov 29, 2004 11:07 am
#118

Merdigan,


The problem is that BE have explicitly expressed over and over they do not wish this to be their end game. So what can we do with bred pets that would not put BE out of business or Tamer CH's out of business?


The only idea I could come up with was Profession Specific Pets (PSP).


Lucha,


Storage is priority one. Reeding. Putting out to pasture. Which ever method we can get.


I am not coding the game but I would hope placing the pets through an interface would be an easy task for the programmers.


The proper Vendor skill would need to be acquired. We are not asking it be put in the CH tree for free. Instead we are asking for a vendor interface for the CH Corral.


Rangers had a seizure when we asked about harvesting. Eggs and milk seemed like a nice compromise.


We as CH haven't asked for much storage capability for inside the area. The pets are the main idea. Since database space is the issue. I would settle for not more than 50ish items stored in the Corral Housing area as a trade off.


P9M



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
Odro
Tue Nov 30, 2004 6:39 pm
#119




Odro Mnado~I'm still a CH
Sevur Mnado~Structures Trader
Ahazi
Merdigan
Wed Dec 01, 2004 4:02 pm
#120

I wasn't suggesting putting the out of business, but looking back i can see how that suggestion may do just that. Good call.
LuCha
Thu Dec 02, 2004 6:26 am
#121


I think a nice compromise would be a structure (like the links below on tattooine) that has a smallbuilding (tent or something) and a pen or two. Each pen could be like a data pad (and pets there might get bigger? maybe not?) that holds [insert amount here] items ofPET data. Yes, pets only please. And inside that data pad you could sellect one of the creatures to be displayed in the pen fromit's radial dial. This should be like calling the pet, but it appears in the pen and the pet will not leave the pen or interact with anything outside the pen. I also think the number of pets stored and displayed this way should be limited by the CH skill tree in some way. And like a vendor, this should stop working and go away when you give up your CH skills.


As to the ideas of harvesting from these, or having a merchant be able to attach a vendor somehow... I don't know. Perhaps whatever animal that is displayed in the pen could deposite milk/eggs in some kind of hopper? That way people would have to display animals that can be milked to get milk!Then it would really look like a farm lol







There are also similar mob structures on Naboo (tusk cat riders) that have a tent and another type of pen for animals.


Erus

Master Chef/Tailor/Merchant


Erusia

novice CH/novice Ranger/Master Scout/Master Riflewoman



ooooooooooErus ~ 12pt Domestics, Elder CHoooooooooooo
ooooooooooErusia ~ Spy, Elder CH{BEAST}oooooooooooo
ooooooooooBioWorkz ~ 14pt/12pt Engineeroooooooooooo
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oooooooooo
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ericrich
Thu Dec 02, 2004 2:53 pm
#122



Pluto9Moon wrote:
First, let me say that the most any CH wants is more storage. This is it. So remember when you comment the priority is storage. The rest are things that are really non-issues but try to make CH fun, give it a niche and things some of us would like to see.
Maiden stated something that I realized as well. The CH stable already exists in game. Anyone who has completed the Hero Badge Quest went to the Rancher's Place.There are about 16 creatures in pens in the yard. We only need one art for this concept. The laddering concept can change automatically when the CH rises in levels.
Tott brought up a point of whether this should be something that everyone has and the CH would provide the animals. We need to talk this through further. It is my opinion that with BE pets being available, allowing everyone to have it doesn't necessarily mean we get more business. There are database issues already. Ch asking for this creates more. If the house were a medium house and stores things inside as well then most people may see a benefit of being pleasing to the eye and functionality as a trade off for higher maintenance costs. This would mean more people would want to have this and could be a roadblock in getting it. BTW Tott I placed some CL Limit restrictions in using your model and adapted it to the concept that was already in place.
I have mentioned in the past of making this with a commercial and non-commercial switch. Non-commercial would act simply as an extension of the datapad or a Creature Bank. Nothing could be bought, sold, collected, trained, etc. In this version consider the maintenance halved for non-commercial structures although feeding would remain.
Manger Gained in Creature Taming I: Basic Domestication Monetary Maintenance: 30cr/hour (720cr/day) Food Required: 1/pet/day Animals Held: 4 adults (2 babies) or total of CL60 Lots Required: 4 DNA Sampling: No Stable
Gained in Creature Management II: Advanced Organization Monetary Maintenance: 60cr/hour (1440/day) Food Required: 1/pet/day Animals Held: 8 adults (4 babies) or CL120 Lots Required: 4 DNA Sampling: No
Barn
Gained in Creature Training III: Martial Obedience Education Monetary Maintenance: 90cr/hour (2160cr/day) Food Required: 1/pet/day Animals Held: 12 adults (6 babies) or CL180 Lots Required: 4 DNA Sampling: No
Corral
Gained in Master (Edited for error) Monetary Maintenance: 120cr/hour (2880cr/day) Food Required: 1/pet/day Animals Held: 16 adults (8 babies) or CL240 Lots Required: 4 DNA Sampling: YES

Monetary Maintenance is self-explanatory. I have not altered it up or down as of yet. Any monetary payout should expect some decent payback. If this idea simply gets reduced to you can have stables that display pets without any real function I would ask that they be reduced.
The power requirement is removed as of this version. Future power requirements would be battery based on Milk Maid droid modules (TBD).
Food is necessary to keep any animal healthy. It is required to keep animals. Food has mean changed to "foraged food" or "flora farmed food". 1/pet/day seems to allow better planning for extended periods of CH not playing. It is easier math than figuring up 24/pet/day (I hate math).
Disease was removed as of this version.
Animals Held was given a CL limit as well. This provides a cap from having too many larger creatures (even though the theory that pets causing lag seems more a myth than anything).
Lots Required is set for 4. All structures will use the same Rancher Model as in the Hero Badge Quest. One structure will upgrade with the CH so changes will be made automatically. Including maintenance.
DNA Sampling. This would allow BE to sample taking a vitality hit per sample. Any pet with less than 100 Vitality could never breed.
Breeding: (thanks Cyphaze this is him word for word). Only possible in Barn and Corral. Requires 2 identical full-grown NON-BE'd creatures of the same species, both with 100 vitality (i.e. two Grauls would work, but a Graul and a Graul Mauler would not). Creatures over a certain level cannot be bred (50 seems like a good cap - rules out reproduction of ultra-rares). Keep reading for info on how a CL of a creature affects its breeding rate. Requires the holding structure's owner to utilize the "Manage Corral" (or Manage Barn) radial menu to choose which creatures are paired and placed in the same "breeding chamber" (creatures do not breed unless placed in the same breeding chamber [note that this term refers to a virtual chamber accessable from the radial menu, not anything physically visible]). Breeding creatures produce 1 baby of their species every "birthing period" (number of hours equal to twice the creature's CL) and must be fed 2 food each per hour for as long as they are kept in the breeding chambers. Time until the end of a birthing period within a specific chamber is displayed in the "Manage Barn/Corral" radial menu item. A baby will not be produced at the end of a birthing period if there is not space for it, and the owner will have to wait another birthing period for the next baby (and ensure there is space for it). This one is important: GROWTH RATE FOR BABY CREATURES IS DOUBLED WHILE STORED IN THE CORRAL. This ensures we can actually produce creatures at a moderate rate for sale.
Editor note: BE pets are considered hybrids and sterile by definition.
Breeding brings a problem with many creatures not having expressed titles to reflect sexual dimorphism. IE. There are no Female Graul. These would have to be tagged. XX and YY presumably but Kliknik are Social Insects and Queen is the only fertile female. Chickens and reptile sexual determinations are different. Reptiles are expressed male or female depending on incubation temperature. I forget the avian dmrt mechanism but it deals with an O gene. Maybe its OW are female and WW are male. Sorry I never was a real avian fan. For ease of everything a simple XX/XY model could be used. Attributes Changed by Breeding: Ham: Increased Ham by 10% Color: A few basic color codes assuming basic genetics R(red), B(black), A(normal) and a(albino). Phenotype expressions to come. Speed: +10 terrain for mounts. Attack Change in attack speed or Damage Size: Stunt growth command that allows pets to be halted at certain levels with statistics that reflect their current CL.
Interdependencies
Architect: The structures have to be made. Made from wood.
Droid Engineer: Possibly for the Milk Maid Droid and Egg Collector Droid. The alternative could be each pen area having a terminal for collecting from each individual pen.
Ranger: Deleted the Box Trap. Still would like to see the option to allow a Ranger have permission to /cullherd and harvest the bodies.
Doctor: Removed the disease program. It appeared as if it would be bothersome to contact a doctor to heal pets.
Bio Engineer: BE could sample reducing each animals Vitality by 5 each sample. Could still have a check system in place where a check of anything over the current vitality kills the creature. An animal has 85/100 vitality and the check is 89 the creature dies. This would give CH a greater niche and better rapport with BE. What I mean to say is the ease by which the BE can sample and the need for CH to hunt for what the BE needs makes Taming a necessity again. Putting wild tames to be sampled in a pen at the same time holding the necessary BE pets for combat seems a decent tradeoff to me. That is 1-20 samples each creature.

CH’s want this to be a visual structure, something where things can be displayed and not some extension of a data pad. It is my understanding; we also want a way to make an access fee (in playing devil’s advocate I am almost certain this will require the Artisan Business I Skill). Kennel Facility A specialized vendor that could train pets up to the ability of the current owner. Unusable if CH is dropped. Another aspect brought up would be getting some more useful commands brought in. Would love to discuss this further. Fetch, Dance, Drag, others that we have seen in Verts Making Pet Commands Useful thread. (thanks jopenack this provides another angle that allows for CH Niche). Also note that this would be a great way to implement saddlebags for storage. Or train Tortons to carry shield generators.
New Tailor clothes Taming clothes such as chaps. (still trying to get these for you spreadsheet).
Editors Note: I want to thank everyone who has contributed thus far and those who will in the near future. This started as a bunch of loose ideas. I merely put them together. I want to keep working on this as much as possible. New ideas are welcome. I credit all CH for making this possible. The credit is not mine to take. If I have forgotten an idea you have mentioned or not weaved it in yet please mention it again. I get scatterbrained at times. There aren't many changes from V.2 to V.3 but I do believe the ones placed inside are positive ones. Some made it way less complicated.

Orignal Thread, Corral V1, Corral V2.

Message Edited by Pluto9Moon on 10-23-2004 01:41 PM






vGynn JaidDark Jedi Duelist__________________


spreadsheet
Thu Dec 02, 2004 4:46 pm
#123


I think the Manger (first Lvl) should be constructed with one Pen. Pens can be constructed seperatly. Each Pen holds a certain amount of pets (4 adults and 2 babies) The manger would have a management consol. This consol would have all the slots that could be added as the C/H groes in skill. At the Stable (Lvl 2) a 2nd Pen could be added through the management consol and so on. Each Pen would have the same stats and be constructed the same. 1 schematic and 1 art concept. Maintenance and feeding costs would be handled through the management console as well as any other additional ideas. If we had DNA sampling available at the higher lvl, it would be turned on at the console. If we have a Milk or Egg "harvesting" function it would need a module inserted to the structure through the managment console. We could toggle the structure Private/Public. If we wanted to breed, we would need to add a Birthing Stable. ?? Again through the management console. It would work alot like the space terminals do now. You can see all the options, but can only "manage" those that you have the skill for. If you are going to only use this to store your pets, you can have a Corral (Lvl 4) just do not add the B/E sampling, Milk/Egg, or Breeding modules to your structure. This would also mean 1 art concept to the intire corral concept. Just have spots for up to 4 "pens". I think each pen would have slots attached so that the individual modules could be attached. But the pens would be accesed through the management console. Like the Missile or Chaff launchers on the ships. This way we could set up pens for storage, pens for harvesting, pens for B/E sampling, and a pen for breeding if we had the skills required. We could even check the health or skill lvl of pets through the console. The only thing I do not see going into the managment console is a vender. If we had the skills to place a vender, it should be placed seperatly. What do you guys think??

Message Edited by spreadsheet on 12-02-2004 03:53 PM



=SIVART SMADA= ~ANNAED SMADA~
-Elder Jedi--Elder Medic-
DWORKIN = Officer
!Master Creature Handler Forever!


jopenack
Thu Dec 02, 2004 5:39 pm
#124

u got my vote spread lol


sounds good



SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

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LuCha
Fri Dec 03, 2004 12:58 am
#125

The idea of using something like the space terminal to manage the pens sounds great! Modules could be from crafters or perhaps as a type of special loot. I agree that the vendor might be too much to add to this type of structure.


The first post mentions this structure having 4 lots. What would it look like at level one? Would it have the same 'footprint' when you put it down asa level four corral? Or would a level one corral be a different size? Or would pens be constructed as you activated them? (meaning that a level one would look like a big yard and a level four would be a bit crowded)


Another thought: Can non-CH use this structure? I know a few merchant tents (only placeable by merchants) that have been transfered to non-merchants. So, must this structure's owner be a CH? What would happen if someone dropped the skills required to make / use this?


I still think that the size of the pens is an issue. Can you put a Kimoglia in a pen? How about a Gnort? Rancor? The size of the pet is going to cause some problems :/



ooooooooooErus ~ 12pt Domestics, Elder CHoooooooooooo
ooooooooooErusia ~ Spy, Elder CH{BEAST}oooooooooooo
ooooooooooBioWorkz ~ 14pt/12pt Engineeroooooooooooo
oooDarkSideBio ~ Entertainer ~ 12pt Elder BioEngineeroooo
oooooooooIthorian and proud of my kewl hat!
oooooooooo
ooooooooooooooooDarkSide BioWorkzoooooooooooooooo
ooooo775m South of Theed Starport (-4835,3400) Briaooooo
spreadsheet
Fri Dec 03, 2004 3:13 pm
#126

In the Ranch there is a house. I pictured any Vender options being placed in the house structure as normal. Of course we could replace this with a tent as seen on Naboo or something similiar to a vender tent. Of course we need to have the skills to place a vender. i also think that the Corral would have to be placed and owned by a C/H with the skills required. However, this does not mean we could not add a Merchant as an adminstrator thus allowing him/her to place a vender.






=SIVART SMADA= ~ANNAED SMADA~
-Elder Jedi--Elder Medic-
DWORKIN = Officer
!Master Creature Handler Forever!


spreadsheet
Fri Dec 03, 2004 3:41 pm
#127


Pluto added creature lvl limits. This would make it hard to have more than a couple high lvl pets. Which I agree with. However, as far as the art.......we might have to have a limit on viewable creatures in a Pen. The Pen could always be selected to view all of the occupants. Gonna need some more input on that. Good question. I kinda like the idea of getting looted modules as well. I think it might be good as an added feature. It might be a different type of Pen. Would give us C/H something to go out and look for. It would add a variety to each C/H's corral.


Lets keep this on a roll. Any input or ideas, throw them out here.

Message Edited by spreadsheet on 12-03-2004 02:44 PM



=SIVART SMADA= ~ANNAED SMADA~
-Elder Jedi--Elder Medic-
DWORKIN = Officer
!Master Creature Handler Forever!


spreadsheet
Fri Dec 03, 2004 4:03 pm
#128


The more I think about it, the loot idea soundscool. I was remembering doing Imp missions way back when. I often fought Rebel Creature tamers I think, and then there arethe Tusk Cat Riders on Naboo, and on the high end the Nightsister Rancor Tamers. All these could drop uncommon C/H loot to add to a Corral. It could be as simple as a diff type of Pen, special art. It could be Birthing or Harvesting module enhancements. Or even special high quality pet food. Maybe even Corral or Rancher clothes. With all the talk of enhancing loot any ways this could be really cool.

Message Edited by spreadsheet on 12-03-2004 03:04 PM



=SIVART SMADA= ~ANNAED SMADA~
-Elder Jedi--Elder Medic-
DWORKIN = Officer
!Master Creature Handler Forever!


LuCha
Sat Dec 04, 2004 8:13 am
#129


I'm not sure the idea of a structure 'growing' is a good (or even doable) idea. I think the structure should be whatever it is when you place it. The grapic for the empty pens should be there, but they just wouldn't be usable untill the CH had the skill to use them. And the size of 4 pens might have to be more than 4 lots. Maybe 6 or 7 to bring it in line with a large house or a guild hall if there is a basement. Or maybe each pen should be it's own structure and just take up one lot. 50/50 on that one. /shrug


That brings up another thought: whose corral is it?Does the owner have to be the CH? What if a novice CH puts amaster CH on admin? Will the master be able to useall the penswhile the novice will not? Hrmm... I'm thinking that pens might have to be limited in the CH skill tree just like vendors are for merchants. This way each corral can have more than one CH's pens active in it! And the pens would only bemanaged by the CH who activated them (like a vendor), but anyone should be able to look into the pen's 'datapad' and see what creatures are there. (I still think that only one creature should be seen in the pen at a time, even if the pen can store 200 creatures) If the restriction is on CHs controlling pens, then anyone should be able to own the corral structure. I really think that's a good idea because player cities could then use them instead of just another boring row of houses.


I still don't think the vendor idea is going to work out. You might have to have one toon that is a CH and another that is a merchant working together to sell stuff. The CH would be giving the pets to the merchant while the merchant would collect the money? There is too much room for error there I think. I can see it now: CH-Yay my uber pet sold for tons of money! Merchant-Uh, sorry, I spent the money on this really kewl painting


I remember someone in another post talking about underground pens. I think that idea is worth some thought. In many of the larger structures there are basements with rooms that are seldom used. If you could activate a module or pen into one of the rooms, that would be awesome! These could even be special loot items like loot kits orquest rewards. Even if you could only put one or two pets into each module it would be great! The pet would be visible inside the room. Perhaps the door could change to bars with a control panel on the outside. Or even a door with a window like in Jabba's Palace where you look in on the rancor. This could add a lot of utility to an under used space that exsists in most of these large buildings. And this idea shouldn't stop with CH pens! There could be other modules like a crafting room with all the stations, or a jail cell with a NPC in it, or how about a small factory! Each of the modules would have to take up some amount of space in the house, but the ability to customize your house would be really awesome.


I also think this is opening up another can of worms. The pen is outside of the normal structure. There are a few player structures with areas that are outside, but nothing can be put out there! What's the point in having a nice deck if you can't have a nice deck chair out there to be lazy in? But that's a rant for another forum i think



ooooooooooErus ~ 12pt Domestics, Elder CHoooooooooooo
ooooooooooErusia ~ Spy, Elder CH{BEAST}oooooooooooo
ooooooooooBioWorkz ~ 14pt/12pt Engineeroooooooooooo
oooDarkSideBio ~ Entertainer ~ 12pt Elder BioEngineeroooo
oooooooooIthorian and proud of my kewl hat!
oooooooooo
ooooooooooooooooDarkSide BioWorkzoooooooooooooooo
ooooo775m South of Theed Starport (-4835,3400) Briaooooo
Pluto9Moon
Sat Dec 04, 2004 9:45 pm
#130

Lucha,

I will try to answer as how I see things. First, let me preface that anything I say is not in defense of this writing or any other writing thus far. Anything I have written to date is the thoughts of other people. Ocassionally here or there is an original idea but if one follows all four threads you can clearly see other CH had the ideas and I merely glued them together.

1) I would like to see the art work stay as one solid piece all the way through. That is to say if you only have a manger you still see all the pens but only 1 is usuable. Or the pet levels stay at minimum but you use all the pens. This means of the 3 real pens you could stable 2 adults of CL10 in 2 different pens and raise the consequent babies in the third and last pen.

2) Lot Size. In V1 and V2 we started off at 1 and increased to 4. It was an abritrary number and a great starting point. Footprints do seem to suggest that this be made larger to come in line with Guild hall sizes. Let me say that by asking with 24 pets total in the highest level and also not asking for much internal storage inside the house structure itself that I believe it is reasonable to ask that 4 lots be the highest limit. Footprint is the only thing being major here. The database space itself is not. This puts the CH in the position to decide whether he needs more internal space or the fun challenge of the Corral itself. 4 lots is large enough to prevent a guild hall.

3) Admin list and creature placement. First, there is a problem here. I do not code and not sure I have the work around. The rules by which we have set so far allows 4 adults (6 total pets counting babies) or CL60. If an MCH had admin rights but was not the structure owner, what would happen to this pet? Certainly it is unusable by most people who would be restricted to the manger level. So why would a low level CH want the MCH to place pets there? The one answer I do have is restrict it to owner only.

To answer any follow ups, if this is not a CH only structure then you have to allow any CH who as admin rights to place pets so it becomes the aesthetic type zoo that some want. If none of that made sense, what I meant to say was that if this remains CH only then only the CH owner could place pets. Much like only the owner can redeed a structure. If it is open to all players then any CH with admin rights could place pets.

Possible exploit would be CH who place high level pets for low level people and then not remove them when requested or just possibly it is hard to find a MCH to remove a hgih level pet after you have had one placed.

4) Vendor. The only reason the Vendor idea would not work out is if someone was unwilling to use their skill points. Pretty certain that the first vendor is in the artisan tree. As long as we can place items in the internal structure I would not see why this shouldn't work.

5) I have yet to go to the Warren to get pics. The bottom level there is a LARGE zoo-liek facility. Using only this room and a ramp down would mean less original artwork need to be created. They would only have to make a mod of the existing place. The major concern of those who have mentioned underground zoos even prior to these posts were would below ground footprints have any effect on above ground footprints. Could one place an underground zoo under ones house? Could miners be placed over? Well you get the picture.

Other items of interest have been the pen structures on Dantooine. In a perfect world this would make a great 1 lot version of the manger concept. 4-6 animals. The biggest problem would be the sheer number of these that CH might use. I can foresee large communes of these structure becoming the CH version of player cities with only one lot. 2 lots would make them less extreme over all.

6)I am not sure what reason out door loot dropping is not permissible on the overlooks of Tatooine style houses. It has probably been answered somewhere before. I would comfortably assume it has to do with the lack of a wall type coding and certain things not being allowed to be dropped outside.

The little I do understand of MOD coding tells me instinctually that houses are sealed and the veranda is not sealed in to allow dropping. This could easily be fixed by placing a transparent wall on the veranda. SOE has placed it pretty low on their priority level. All the devs would need to do is place a transparent dome over the "ceiling" and made some door in the spirit of guild halls and cantinas also having open doors. It is all about making sure the House Mod does not leak. It is simple in theory, I am not sure how time consuming.

OK that is enough for now. Read it and tell me what you think.

BTW. spreadsheet I do love your additions. Maybe I will get a rework in sometime soon. Is it time for V4?



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
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