Creature Handler Archive

Thread: Making CH Competitive

BanthaTrainer
Tue Jun 08, 2004 1:13 pm
#118

1) Allow pets to attack while being ridden, they all have mouths don't they? Also allow extra defense to melee while on a mount (people are harder to hit high up).


also spazzers, to counter that I always keep a camp kit hot keyed so in 2 seconds I can have my pet out.



----------------------------

"Leader, Helper, Sharpshooter"
~ Qualities of the Banthatrainer

"Führer, Helfer, Scharfer tireur"
~Qualitäten des Banthatrainer
Thunndar123
Wed Jun 09, 2004 9:59 am
#119

Well after taking a long time off from SWG I came back with my master pistoleer and ch, man, I feel utterly gimped in pvp to the point that I will not take part in it , which is sad in itself.


I do not understand why a master pistoleer cannot KD any wild type mobs , yet melleers can knockdown and3 shot my old merek queen harv, I understand we CH's needed balancing and was all for it ( I hated seeing everyone with a rancor) but things are more out of balance in pvp, and CH's were left completly gimped with hardly any fixes.


The same rules need to apply to everyone, If I can't KD a beast neither should anyone else, and no class should be able to do 12k worth of damage in under 30 secs.


I feel pets armor needs to be brought back up, kds should be takin out vs pets, and there damage should be upped to compinsate for the lack of a smarth pet AI.

pjladyfox
Wed Jun 09, 2004 10:22 am
#120

I know I'm coming into this kinda late so I'm hoping this thread is still active. Here's a few thoughts I had;


1. Pet Armour - Very similar to the barding armour that was used by mediveal knights on their mounts. I'm thinking this should be made by armoursmiths since they already have the necessary skills. The classes of armour could be exactly the same as player-worn armour; Composite, Ubese, etc. In fact, you could even make this armour function similar to how player-based armour works; has a HAM cost, covers certain areas, etc. Adding this would give pets a better ability to survive engagements in both PvE and in PvP without having tochange the actual pet. It would also make the useage of Pet Buff packs useful 'tho from what little I've seen of Pet Buff packs I'm thinking more would need to be added.


2. Wider and more focused range of Pet Buff packs - This kind of ties into the first suggestion. Now, keep in mind I've not seen much in the way of Pet Buff packs on my server since, let's face it, CH is really not useful for much of anything anymore. That being said there should also be Pet Buff packs that work very similar to how Doctor Buffs work on players. These packs would be craftable only by BE's since they already make Pet Stim packs and it would merge well with the BE profession.


3. Pet Backpacks - We've all seen the westerns, and even in The Empire Strikes Back, where mounts had the ability to carry items in special packs on the saddle. These could be treated exactly like normal backpacks and would be craftable by Tailors.


4. Ability by pet to attack while mounted - Now, I'm sure that the reason why it was decided to not allow players use special attacks while mounted was to avoid giving CH's the ability to kite targets or to do missions more quickly than the game structure allows. However, this does not answer why mounts can not attack themselves. You would think this would be a logical extension to why you would want to ride a pet into battle since the player can not do any special attacks on their own. I mean I can see some of the logic why this was'nt added but, the advantages to the CH far outweigh the minor disadvantage to non-mounted players it would pose IMHO.


These are the big ones that really stick out in my mind as suggestions for addition to the CH class. If I think of any more I'll be sure to add them to this thread. ^_^




2nd Lt. Patricia Silverfox, Guild SK
Imperial Marine Riflewoman and Pilot
Master Creature Handler and Master Riflewoman

Imperial Marine Private Tabitha Silverfox, Guild SK
Master Doctor and Master Swordswoman
Willforce
Wed Jun 16, 2004 4:09 pm
#121

Pet armor sounds like something that might be worth looking into.



__________________________________________
Ronalds Seabreeze---- Bloodfin
Master Tailor - Master Merchant - Master Armorsmith

RIS certified
ChewGoBack
Fri Jun 18, 2004 4:31 am
#122

I like the idea of pet armour and backpacks.



Gimble
M*A*S*H
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Wovram
Mon Jun 21, 2004 4:06 am
#123

My two pennies worth.


Anyone who played DAOC sorceror knows the fun to be had with 'pets' that do more than attack.


Allow bio engineers to create pets which can be used in the crafting process.

I might have a Bantha engineered to produce milk which enhances chef crafting.

I



I prefer to clone once a day. Its far better than shaving and avoids the rash.

Sho -Pi Imperial Colonel Jedi

Joules Vernier Smuggler and Shipwright.
Captain of the Naughtyless
Wovram
Mon Jun 21, 2004 4:49 am
#124

From playing pet classes in a lot of mmorpg's;


1. Make Pets useful for crafting:


  • Banthas that can be milked. Lizards that can lay eggs. etc. All with useful enhancing properties to chef food/drink or other crafting prof. So I might use a slot or two to have some harvestable creatures.

  • Allow pets to mate, produce offspring. I can then harvest theAdults for hide,bone,meat. Again with useful properties to enhance crafting profs. I would need a pair of creatures and space for their babies until I had a new breeding pair before I harvested the parents. I might even continuosly harvest offspring from a good breeding pair as they grow. Otherwise I would need to see BE or go tame to replace. Examples; Chameleons that have scales with camouflage properties when crafted into armor or clothing. Graul Hide which crafted into a cloak reduces cold damage by 50%

2. Make Pets apply effects not always combat related.



  • A Dancing monkey to work like player Dancer. Musical birds that soothe the mind and apply a small buff, not too competitive with Player Musician.

  • A slime secreting Snake. This can apply a coating of slime that improves your mask scent statistic. Whilst in effect it causes one wound per minute to player using it. (like a slow low potency disease) You summon and order it to aattack a player. It places the slime on them as an attack.

  • A tracking Hurrton which can locate the nearest creature of a given type by feeding it a portion of meat harvested from the creature type. ( Non specific, functions like tracking, takes you to the nearest Reptile spawn when given reptile meat)

  • A reeking Fambaa. This foul smelling beast is constantly exuding vapours which if ignited with heat or energy attacks in its vicinity creates a giant fireball. The Fambaa has grown naturally immune to such damage being 100% resistant to heat. It naturally utilises this abilty to remove parasites which infest its foul smelling coat.

3.




I prefer to clone once a day. Its far better than shaving and avoids the rash.

Sho -Pi Imperial Colonel Jedi

Joules Vernier Smuggler and Shipwright.
Captain of the Naughtyless
Wovram
Mon Jun 21, 2004 4:58 am
#125


From playing pet classes in a lot of mmorpg's;


1. Make Pets useful for crafting:


  • Banthas that can be milked. Lizards that can lay eggs. etc. All with useful enhancing properties to chef food/drink or other crafting prof. So I might use a slot or two to have some harvestable creatures.

  • Allow pets to mate, produce offspring. I can then harvest theAdults for hide,bone,meat. Again with useful properties to enhance crafting profs. I would need a pair of creatures and space for their babies until I had a new breeding pair before I harvested the parents. I might even continuosly harvest offspring from a good breeding pair as they grow. Otherwise I would need to see BE or go tame to replace. Examples; Chameleons that have scales with camouflage properties when crafted into armor or clothing. Graul Hide which crafted into a cloak reduces cold damage by 50%

2. Make Pets apply effects not always combat related.



  • A Dancing monkey to work like player Dancer. Musical birds that soothe the mind and apply a small buff, not too competitive with Player Musician.

  • A slime secreting Snake. This can apply a coating of slime that improves your mask scent statistic. Whilst in effect it causes one wound per minute to player using it. (like a slow low potency disease) You summon and order it to aattack a player. It places the slime on them as an attack.

  • A tracking Hurrton which can locate the nearest creature of a given type by feeding it a portion of meat harvested from the creature type. ( Non specific, functions like tracking, takes you to the nearest Reptile spawn when given reptile meat)

  • A reeking Fambaa. This foul smelling beast is constantly exuding vapours which if ignited with heat or energy attacks in its vicinity creates a giant fireball. The Fambaa has grown naturally immune to such damage being 100% resistant to heat. It naturally utilises this abilty to remove parasites which infest its foul smelling coat.

3. Combat abilities.



  • A trained Panther that will race to any grouped incapacitatedparty member within 100m of the handler and drag them back to the handler. If they have consented the handler of course.

  • A bio engineered snake which injects antivenom into a selected party member. It can be commanded to target a player grouped with handler and apply a cure poison once every minute. It approaches and bites the player. Success would be reduced by the kinetic armor rating of the target.

I envision all these types of creatures having general statistics. Some are found wild and tamed, some are engineered. All require training and their 'special' attacks are their abilities.


A new building should be created which can only be placed by master creature handler. It has storage for pets outside of datapad and a small arena where players can watch creatures fight or duel them in safety for no experience reward.


With a little imagination and using some of the abilities already in the game a creature handler could be much more fun to play. Right now we have up to 3 tanks which are quickly crippled by a reasonable melee player.




I prefer to clone once a day. Its far better than shaving and avoids the rash.

Sho -Pi Imperial Colonel Jedi

Joules Vernier Smuggler and Shipwright.
Captain of the Naughtyless
GMANHNC
Mon Jun 21, 2004 10:50 am
#126






Lysiria wrote:

Considering that anyone can be a CH plus another combat profession, the devs will never increase the power of CH to be competitive simply because anyone who is not also a CH will be automatically disadvantaged. Assuming that pure combat professions are equal (which I know they are not, but let's assume that is the dev's goal), no one can use the skills of a rifleman and TKA at the same time because it's tied to the weapon equipped. This is how the other professions balance each other out and why CH is not.


It's been suggested before (by me and others) and I think this is the perfect time to bring it back. Allow CH's to equip a "pet control device" (or whip, whatever) that will give CH pets comparable power of other combat professions. These devices should allow things like greater damage, greater speed, different damage types, armor piercing, armor rating, defense ratings, etc. Perhaps they could be made by BE's. Perhaps different devices could grant different abilites. Or only one device is used but affects different pets differently. I haven't worked out any details, but I think the basic idea is sound and the only way that we can be balanced against other combat professions.


This would not affect how CH currently works. If you want to continue using your pets as you do with your current combat profession, you can. Just don't equip the PCD. I understand that this idea will not help those who currently have CH with another profession, but I honestly don't see how we can be balanced without it. Perhaps our pets could be upgraded enough so that you can drop those other combat professions for something else.





Or I think it would be more likely if we had more pre-requisits instead... Example look at BH, I don't believe they can master 2 full elite professions. Where as we can, which makes us more powerful. ie. MRM /MCH. What would be more realistic would be that we had to be a master Ranger to be a CH. that would allow some med skills and a few combar skills, but then we would be very limited in combat indeed. With forced dependabilty we could be then made equal to the others, but without that I don't see it. The only other way would be to limit elite combat skill points. By either capping points to combat proffessions which would still alow dabling, or split combat and general skill points into two groups, and only alow enough to be a BH or Commando, and then that's how many everyone has to work with.


Then we could be brought up to par. Otherwise we will have to stay as equals to 1/2 an elite profession. And of coarse we need to loose vit loss for PVP and let are pets do 100% DMG back! No punch pulling on either side. Also Let everyone handle up to a lvl 20, but increase ch to 100 with max single of cl75. (Can you say Mutant Rancor Baby!)







GMAN
I moved to Corellia I have no vendor and I don't know the coords to my house, but it doesn't really matter cause all my pets are in the tool box, I may have some in space, but that doesn't really concern you either.
jodyzzzz
Fri Jul 02, 2004 2:56 am
#127

"A new building should be created which can only be placed by master creature handler. It has storage for pets outside of datapad and a small arena where players can watch creatures fight or duel them in safety for no experience reward."


Wow! I love this idea!!!



Xakk
Flurry - MCH, TKM
Joukahainen
Mon Jul 05, 2004 9:06 am
#128

How about a master CH command that allows your pet to have a chance of sniffing out covert members of the opposite faction? There would have to be limits on this of course. Such as selecting an individual and commanding your pet to check him/her. This would have to also be combined with players being able to hide their badges. If it was done right, it could make the MCH very popular and fun. How about pets who can track? Maybe a BH could hire a CH to help him track a mark... Maybe only canine pets could have this ability so that it would limit the CL level of the "tracker/sniffer". I don't think I've seen too many high level dogs.







Ecrir Twy'Lar (Lowca)
Master Pistoleer/Master Creature Handler
Rutger Ma'fer (Corbantis)
Master Armorsmith/Master Artisan
Click me
sadnebula
Thu Jul 08, 2004 9:13 pm
#129

When attacked by a pet(s). Player being attacked has to deal with pet 1st, cannot attack handler until pet is incap'd.
How about ranches for ch's. I mean half the fun of ch is simply having the pets. give us a ranch with "pens" so pets can roam about outside, inside to according to size. Size of ranch ( pets displayed) can be determined in skill tree.
back again
Mondo Migill



Mondo Migill,

In through the Out door
Alkaline_AA
Sun Jul 11, 2004 11:19 am
#130

What I would like to see is a few more abilities added to the Master Skill block that helps us in combat.


1.) Armor - What about having the armor rating on creatures represent their skin thickness such as light, medium and heavy. Now what about giving us a temporary duration ability called "HARDENSKIN" that when succesfully used it lets the creature channel his body and absorb more blows. I think this might help creatures stay alive a little longer in pvp.


2.) Armor Piercing - When we use the "ENRAGED PETS" ability give us a chance to get a succesfull armor piercing bonus that allows the pet to by pass the armor for a short duration.


3.) Formations - What about enhancing our formations. If we have 2 pets out and grouped and we issue the wedge formation. How about making the attacker (pvp or pve) lose his "Line of Sight" on the creature handler for a duration.



4.) Give the creatures more damage types instead of just kinetic.
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