Creature Handler Archive

Thread: A (New?)lease of life for creature handlers

BULLROACH
Wed Jul 14, 2004 3:38 pm
#14



Fred_Skinner wrote:

We have become suspicious of other professions "ideas" that mimic ours now, sadly.

I don't mean this as a flame or to reject your idea, I just want you to be aware of the auxilary effects this might have.







I wanted to thank you for your input on this. Bouncing around the forums I have found that most do not want to set on the Scout/Ranger profession by making resources like hide, bone, and meat. This structure would only allow the possible breeding and harvesting of things like eggs and milk. I and other Handlers want to add commercial value to the profession while not “adversely” affecting any other professions.

I am a Master Ranger/Novice Creature Handler on Bloodfin and Master Creature Handler/Novice Ranger on Scylla. I do not feel any threat from this since it would only be limited to eggs, milk, and breeding. This idea would alleviate the consistent outrageous market price on those items in question and give a boost to the commercial aspect of other professions. If you see areas that need improvement in the idea please offer constructive comment and help to hammer it out so that when presented to the Developers that it will be a well thought out and multi profession accepted.



"See what is not what appears to be."
TottDonetta
Thu Jul 15, 2004 5:40 am
#15






Fred_Skinner wrote:

This idea has been brought up on the BE forums too, out of desparation of the BE's to getmeat. It is true that anything you get from an animal cannot compete in volume the likes of a mineral harvestor and it would seem many have a big problem with this.


First thing is who really "owns" the structure. How is this, say, a CH's only venue where one could argue it's something a Ranger (the rancher) or a BE (the cattle farmer) could also have a hand in? In fact, the BE's stated that this should be thier structure and the CH and Ranger assists.


these structures could be owned by anyone, but a CH has to tame the animals that are placed in there. i was supposing an situation where a chef owns the farm but buys birds from a ch every few weeks to lay eggs etc. the birds that go in there could be natural or made by a BE to produce extra eggs etc


Second thing is enconomic effect. If you outharvest usfrom this facility then us Rangers that have made a business of this will not be making a living this way any more and you just killed the last reason to viably exist as a Ranger. We would all have to drop Ranger to go to a second combat prof to increase the number of lairs we would go through to compete. Many would probably get out of the business altogether.


these structures couldnt outharvest a scout let alone a ranger, remember it would be the equilvilent of harvesting the wooly hide (or something similar) of about 20 animals per day, im a novice ranger and i can harvest that much in about 20 minutes! so farmswouldnt equalrangers in quantity, what about quality? wellrangers can travel to wherever the best milk/eggs/woolyhide is right now and get whateverthey like.farmers wouldhave to get some pets now, and hope that their spawn would still be a decent quality in a weeks time when the pets are old enough to harvest. so rangers/scouts should beatfarms on quality and quantity, farms would also require maintenanceon the structure, sofarmers wouldnt be making as much profit as rangers either. the only benefit that a farm would provide is that the products made would be a lot easier to get to the end consumer, and could be provided on a regular basis. so if you want your goods quick and easy go to a farmer, if you want quality or quantity go find a ranger.


We (the Rangers) did go to some of you and asked to possibly support us in a quick fix for an increase in our harvest a while ago too. This was to help relieve the economic problems that the galaxy has now with 100+ Cr/U meats seen daily on the trade forums. I can live on 20 Cr/U easily as it is, and if I could produce greater volume then a doc won't be hollering "Buy Dath Avian, 105cpu, PST!!!!". We had hoped that this would make the BE's happier (more meat and cheaper as well).


I think there might be other ideas that can help CH's. While I don't reject your idea out of hand, (I wouldn't mind getting extra help with requests for organics, I can never seem to keep up) just be aware that BH want our tracking, Jedi want our harvesting and the entire SW:G community removed requiring camps for anything (had to be done, I agree, but now there is no point at all in having a camp - to date we have gotten nothing to compensate and they don't currently do anything but a slow heal - even the repelling of agrro is still not working). We have become suspicious of other professions "ideas" that mimic ours now, sadly.


is harvesting hide, milk or eggs the sole domain of rangers then? scouts can do it too and as i recalll i had to have at least half of the scout tree to qualify for novice ch. does no-one remember that ch's ARE scouts!



I don't mean this as a flame or to reject your idea, I just want you to be aware of the auxilary effects this might have.










Tott Donetta

The liver is EVIL and must be punished!


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Fred_Skinner
Thu Jul 15, 2004 8:47 am
#16

ok, in the spirit of constructive thinking, lets try to flesh out some things that might work and not step on toes too much...



  • Architects make a farm.

  • To make a farm deed requires a domesticated animal as a final component, much like a creature habitat needs a sample from a lair to make it.


    • Domesticating an animal requires first a /tame. Then you get a /domesticate command added to the CH tree someplace.

    • much like /tame, there is a smaller subset that can be domesticated. Domesticating something with Wild Meat makes no sense imho. Probably not want to have Carnivores domesticatable ether.

    • It is possible, with the normal ways a BE can make a pet, to sample and trade a grown one that they make, and have a CH domesticate it. Not sure that they can enhance them in the ways that this is useful, but they might have a greater library of animals. Perhaps the devs might also adjust the abilities of a BE to enhance the amounts of product a creature can have, or perhaps (easier to program) an optional component that enhances the animal component in the deed.

  • A farm is only buildable on planets that the animal of the deed makes sense with. No Durni farms on Naboo and no Chuba farms on Corellia.

  • To ease the programming, those first two bullet points included, the resource the farm produces is the same as that planet produces. Herbivore from a Paralope on Talus will be that of the planet and not of Corellia. The programmers heads would explode if you tried to pull that I bet. Shift happens, and would apply to the farms as well.

  • anything that applies to a building applies to farms, access, admin and maintanance. I have no suggestions for lot size and expense.

  • Output needs to be semi-low, probably the amount a single lair would produce (depending on level 12-60 animals) in a server day. I think there are 12 server days in a 24 hour period. The amount harvested, being a shelterd facility and controlled environment to do so, would be that of a ranger still.


    • This would be low enough not to mess too bad with Rangers

    • It would be high enough to be worth having it. Enough for a merchant to eek out a viable produce in lean times.

    • lots size would be a control factor here as well. I would have to think about this a bit to come up with a good number, but maybe a pretty high on to limit it to 2 per person and have houses and things left over. say, 4 lots as a rough guess. Makes sense that farms would take up space. although, considering the lot size of PA halls it would be 10 because a farm, one would think, would be bigger... so I really have no suggestion.

That is just off the top of my head....




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


BULLROACH
Thu Jul 15, 2004 5:24 pm
#17

I am really enjoying your comments regarding this idea. I also wanted to thank all those from the Ranger, Chef, Architect, and Bio-Engineer forums for their participation.



"See what is not what appears to be."
Matsubaa
Fri Jul 16, 2004 1:33 am
#18






Vertexon wrote:

Yeah, the Rancher/Corral idea has been presented to the Devs in the past (I think Spreadsheet handed them a hardcopy at FanFest, too).


My personal take on this, though, is that it steps on the Scout/Ranger toes too much. Harvesting Hide/Meat/Bone from killsis what those professions are all about.






I'm a master ranger and I would love to see this change put in. Farmed animals should only give average quality resources. This way crafters always have a good source of average resources but they come to the Rangers when they need something special. It's win-win.



Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
Bartholomew_Roberts
Fri Jul 16, 2004 6:46 am
#19

I've been following this on the Ranger forum(thanks bullroach)and I wanted to come over here and talk to y'all. I'm going to racap what I've posted there and just put my 2 bits in, as Fred is far better at getting an organised post up, as he did on this thread. I would think that farming milk or eggs would be for the creature handlers. I see it this way. They're the ones who can tame(domesticate) animals so they'll thrive in captivity. The structures could be called coops or corrals. We have a lot of knowledge about wild animals but they're creature HANDLERS. They know about taming animals and working with tame animals. I am completely against a structure that harvests bone/meat/hide. CH could be kind of analogous to farmer so I have no problem with CH keeping equivalent of cows and chickens in a pen to get milk and eggs from. I think you should get different results depending on the animal used and the resource shift. Better quality structures should also yield better resources. Bigger and better pens could hold more creatures and produce more in less time, but would take up more lots to keep it balanced. Maybe a higher maintenence cost, you need to feed them after all. As a Ranger, I am all for CH getting this ability, but only for milk and eggs. I feel that a meat/bone/hide harvester would take away one of rangers' best(meaning lucrative)niches in the game.
Geauxx
Fri Jul 16, 2004 7:41 am
#20






Vertexon wrote:

Yeah, the Rancher/Corral idea has been presented to the Devs in the past (I think Spreadsheet handed them a hardcopy at FanFest, too).


My personal take on this, though, is that it steps on the Scout/Ranger toes too much. Harvesting Hide/Meat/Bone from killsis what those professions are all about.




Aren't we derived from the Scout Harvesting Tree? Meat/Bone/Hide should come froma dead critters but milk/eggs?/dna could come from a ranch.




Geaux Darkcloud
Bounty Hunter / Horrible Pilot / Tobacco Spitter / All Around Cajun/Tapoh's Alt
One of the Last Survivng Members of the O-o-D
N
TuskenJedi
Fri Jul 16, 2004 8:19 am
#21

Just to clarify a few points and ideas...


Why should the facility auto-harvest for us? Wandering around your ranch and interacting with all your easily accessiblecritters is more realistic and interactive for the player. Slaughter the excess crittersfor meat & bones if you like. Furthermore, since harvesting goods is skill based and anyone can own a ranch and pen up all the animals that don't fit in their datapad, then how does this impinge on the Scout & Ranger domain of harvesting? The lesser skilledrancher harvesting typeswill produce lesser amounts of goods. If the quanitities awarded forgathering milk and eggs isn't skill based yet, well then it should be.


Breeding is a fine idea; I've always supported it but, I can see where it might step on the toes of the Bio-Engineering community.Animal Husbandryshould be the domain of Creature Handlers but we'll have to be a little more real about this cross-species breeding ideas. A lot of species just are not compatible to crossbreed. And that's where the Bio-Engineers have their forte. They've always been able to throw any kinds of DNA they wanted in their creations for whatever results they've wanted. Creature Handlers have no expertise in that area and should leave it be. Selective breeding and proper rearingcould be an option for producing slightly stronger specimens of a species though. The Devs might allow for "crossbreeding" between variations of amatching species, ex. Roba + Crazed Roba = Randomized Roba. Rarer species might be harder to control in a breeding program and require a higher skill level in Creature Handling. All non-Creature Handlersshould be limited very sporadic, somewhat rare or infrequentbreeding populations, provided they have pairs capable of mating, of course. A further limitation would be for all bred animals to arrive as already tamed so that Joe the novice Creature Handler can't just hop from farm to farm (or sit on his own) and collect easy xp for taming.


Stables would make a nice method for Creature Handlers to store, sell, and showcase their animals. I'm tossed up between the idea of limiting it to a static amount ofCLs per structure or if it should be a multiplier of the character's own CL, or maybe a combination/adjustment of the two: 200 CL for anyone,2 x max CL, 200 CL + max CL... or max# of pets, or max # of vendors + max # of pets,etc. Each structure would come with a "stable master" NPC type of vendor where the player would deposit whatever animals he wanted. Putting them on the vendor would automatically spawn a non-interactive version of the critter in one of the stalls for display (and /examine)purposes.


Ranches would be where critters are bred or stored & displayed. For breeding purposes though, it might be a good idea to limit the lot to only one species of animal, and a species theowner can control. That last clause might get a bit tricky for anyone of lesser skill who's been given admin rights though.
Bartholomew_Roberts
Fri Jul 16, 2004 8:25 am
#22

I like that idea too, especially the bit about interacting
anubis640
Mon Jul 19, 2004 4:54 am
#23

I just thought i'd check to see how the post went...and *POOF* i am amazed by the responce.


All these ideas are great, i can see a lot of thought has gone into this before the post, i think something along these lines of the three fold system would work best,


With cooperation between the three main affected professions BE, Ranger and CH. Of course i am currently Master Ranger so would never want to take away from the roles these play in the game.


I cannot wait to see if the devs have any good ideas along these lines.


Have fun all, and thanks for your input..



Europe-Chimaera
ign: lorette anubis
ign: strangerlove anubis
ign: caltus
Slyvampy
Mon Jul 19, 2004 5:15 am
#24

Just adding to this, im sure the farms/pens would work as like houses,


ie.


Small / Medium / Large

and planet type too


Naboo/Talus/etc. etc.


that way certain types of creatures would have to be within certain pens etc.


Also the breading type allows combinations of ideas, such as breading pets to sell, breading pets to harvest would enable you to get hide/bone/meat

But you wouldnt be able to do both at once. ie harvest(includes internal breading but only for a few days/ch required to tame a new petevery week or so)or breed (each pet last for different amount of time maybe)


Both require cerial as equilant power and maint too.


keeping the creature farms/ranch/pen's on each type of planet makes the coding easyier i think from a DEV's point of view


my 2 pence ne way





Slyvampy
DarkJediEnforcer
PlainWhiteSocks
Mon Jul 19, 2004 3:23 pm
#25

As MBE I like this idea. It pretty tough to get milk and eggs in any good quantities, even though they are not hazzardous to collect.



Corbis
Kauri
Ex-Master Bio-Engineer
TottDonetta
Sat Jul 31, 2004 3:25 pm
#26






PlainWhiteSocks wrote:
As MBE I like this idea. It pretty tough to get milk and eggs in any good quantities, even though they are not hazzardous to collect.






no, but they are VERY tedious to collect! for the eggs you have to go to a lair, search it and hope it has eggs and for milk you have to hang around some creatures backside for about 10 minutes (it seems that long) and on each occasion you only get a tiny amout.


in amoment of dizzyness i told a chef friend of mine that i would harvest 1k of that decent dantooine milk that just spawned in. longest6 hours of my life.




Tott Donetta

The liver is EVIL and must be punished!


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