Creature Handler Archive
Thread: Corral Plan: A Rough Draft 1
hotmad1021
Wed Aug 25, 2004 8:18 pm
#186
i dont care for this idea very much. its total purpose seems to be for more space. does any one player really need more than 20 pets?
Aakhperkare
Wed Aug 25, 2004 8:25 pm
#187
I need more space. I am a pet collector, but I also would like to have room for the ocassional training for someone else's pets.
The corral could function as much more than just storage space and would give CH's a role in a city...
The corral could function as much more than just storage space and would give CH's a role in a city...
DrexDrakon
Wed Aug 25, 2004 8:30 pm
#188
I just want the option to putmy older pets "out to pasture" as it were. I don't want to "release" them as I've formed attachments to them. How about a "deed" from a MBE that allows me to make them "drop-able" in my house? If I make them "drop-able" they aren't allowed to be tamed again and are permanent displays?
TottDonetta
Thu Aug 26, 2004 1:28 am
#189
spreadsheet wrote:We know anything like this would be after space, CR, and GCW. But we hope eventually, something like this will get a serious look. Keep posting ideas and comments.Thanks
i posted this in another thread but i'll copy it here just for the sake of seeing my own name on the screen. 8P
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 a stockroom (just like a normal vendor but the ranch can only hold pets.) ranchs take up 4 lots.
Farm: holds pets up to a total cl of 200, the farm collects either milk, eggs or possibly 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 eggs and the bols produce dantooine reptilian eggs. when the farm is set to wooly hide, neither pet produces anything. uses 2 lots.
Ranch: a breeding farm that has multiple uses, can hold 5 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 as kaadu and brackaset) and these animals can be used in the ranchs 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, a quicker growth rate or 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 those made 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!
Pluto9Moon
Thu Aug 26, 2004 1:16 pm
#190
TOTT!!
This vastly would be an improvement on the original version. It returns foraged foods back into the game. It also adressed the issue of people only wanting more space.
4 lots for the first version as an alternative to datapad space. Genius.
Next upgrade allows us to get the milk and eggs. I love it.
Then supersizing baby pets with the last version is pure genius.
spreadsheet
Thu Aug 26, 2004 1:30 pm
#191
Tott, I like it too. This seems to not step on anyones toes and would greatly help us out. Great idea.
spreadsheet
Thu Aug 26, 2004 1:34 pm
#192
Pluto, this is such a long thread. Could you edit the first page and point them here as well as
page 6?
Message Edited by spreadsheet on 08-26-2004 01:35 PM
Pluto9Moon
Thu Aug 26, 2004 1:55 pm
#193
spread,
Duly noted. I was just thinking earlier this needed reworked. Give me until Monday. Alcoholics Anonymous is stealing some of my evening time, and that is generally when I have the most energy to tackle these.
I have another project I am about to propose as well. Should be fun and interesting and lots and lots of work.
spreadsheet
Fri Aug 27, 2004 9:43 am
#195
The new ideas got my juices going again. What if the storage was linked to a Quest. As you go through the quest you obtain deeds to the different types of storage...ie ....tent, barn, corral, zoo....
whatever. It would depend on your skill level what deed you could use. The deeds would have to be crafted. We would gain cert for these deed through the skill lvl tree. Quest could be similiar to the Master Hunter Quest but much harder. Travel to diff planets, bring back certain types of babies, hide, or meat. Hunt down a rare? Give an area waypoint. We would then ALSO have the CHANCE of spawning a rare baby. This would add content and solve are storage problems and needs. It would also not make it easy for us to obtain and bring in other proffs. What do you guys think?