Creature Handler Archive
Thread: A (New?)lease of life for creature handlers
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.
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.
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....
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.
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.
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.
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.