Creature Handler Archive
Thread: SOE / LA CH *IS* an Iconic Profession! Please Comment.
Anakin is using the elementary force ability when he calms the creatues in the arena, and yes, someone mentioned Jacen who is following in his footsteps.
What isn't very star warsy? ALIENS as Imperials. But the developers, in their wisdom, made a lapse there for the sake of fun.
But CH as a class, or hunter, or beast master is CERTAINLY as Iconic as SPY, if not moreso.
Message Edited by Fishermagi on 11-04-2005 12:28 PM
One idea might be to abolish the TAB key, requiring players to manually click on their targets to order their pet to attack.
AtPlay wrote:
Now all we need is to figure out how to port CH to a "twitched-based" combat system. I mean, its fairly easy to see that there were CHs in the Star Wars movies, as well as all of the ones in EU, but how do you make pets work with twitch?
Iakimo wrote:
One idea might be to abolish the TAB key, requiring players to manually click on their targets to order their pet to attack.
AtPlay wrote:
Now all we need is to figure out how to port CH to a "twitched-based" combat system. I mean, its fairly easy to see that there were CHs in the Star Wars movies, as well as all of the ones in EU, but how do you make pets work with twitch?
That's already done, which was my point. In the new system, you have to have a line-of-sight, target the person/MOB, then click the mouse to shoot. You actually have to aim and such. The problem I see is that there is really no way to do this with Creature Handlers since we dont directly control our pets. That is, we target the person, then give our attack commands to duck for cover.
I suppose that they could make it so that we have to maintain a line-of-sight, and have to manually tell our pets to attach each and every swing...but that just wouldnt feel natural...I just dont know...
AtPlay wrote:
Iakimo wrote:
One idea might be to abolish the TAB key, requiring players to manually click on their targets to order their pet to attack.
AtPlay wrote:
Now all we need is to figure out how to port CH to a "twitched-based" combat system. I mean, its fairly easy to see that there were CHs in the Star Wars movies, as well as all of the ones in EU, but how do you make pets work with twitch?
That's already done, which was my point. In the new system, you have to have a line-of-sight, target the person/MOB, then click the mouse to shoot. You actually have to aim and such. The problem I see is that there is really no way to do this with Creature Handlers since we dont directly control our pets. That is, we target the person, then give our attack commands to duck for cover.
I suppose that they could make it so that we have to maintain a line-of-sight, and have to manually tell our pets to attach each and every swing...but that just wouldnt feel natural...I just dont know...
My thinking is, once you order the pet to attack, it should continue to attack autonomously, since it is a semi-independent organism. However, you'd have to order it to use specials, same as you do currently.
The best way to balance CH, in my opinion, is to give the profession it's own set of weapon certifications -- weapons that are weaker than pure weapon specialist versions, while CH's get other tools that augment their pet-usage and pet-taming abilities... like some sort of tranquilizer dart that reduces adult creatures' aggro likelihood and babies' receptiveness to being tamed (a variant of the Kaminoan Saber Dart rifle --perhaps a "Kaminoan Tranq Dart Rifle"?), or maybe a Geonosian Cattle Prod that increases the Creature Handler's maximum tameable/useable pet CL, but requres the CH to wield it instead of a conventional weapon. That sort of thing. Give Creature Handlers a system that requires them to choose between their own combat power and the combat power of the pets they can call.
The rancor is a ten meter-tall carnivore present in the fictional Star Wars universe.
In Return of the Jedi, the infamous criminal Jabba the Hutt had a "pet" rancor below his pad to get rid of unwanted or displeasing guests. Victims such as Jabba's slave girl Oola were dropped through a trap door into the pit below and eaten by the rancor for the amusement of Jabba and his guests.
When he tried to free Han Solo, Jabba dropped Luke Skywalker into the pit (at the time he did not have his lightsaber). The rancor devoured a Gammorean guard named Jubnik, who fell into the pit along with Luke. Luke managed to kill the rancor by forcing a gate down onto the monster's neck. Jabba was enraged by the rancor's death, but its human owner was crying over his dead animal. Jabba then sentenced Luke, Han, and Chewie to death; to be slowly digested by the Sarlacc in the pit of Carcoon.
In much EU material, the notion of "pet rancors" has been explored further, and many stories containing tamed rancors have been produced.
One example of tamed rancors is that of the wtches of Dathomir. The banished Jedi Knight Allya found herself on the planet of Dathomir with other exiles. Allya taught them to tame the fierce rancors that ran wild through the thick evergreen forests of Dathomir. The tamed rancors then carried the witches from clan to clan. The rancors on this planet were significanly larger than the one seen in Return of the Jedi.
Another example is found in the hugely popular 2003 videogame Star Wars: Knights of the Old Republic, in which tamed young rancors can also be found on the Unknown World that the Rakata inhabit. The Rakata use them primarily as guards and assault beasts.
Having a "pet" rancor is probably a symbol of status and power among gangsters in the Star Wars universe.
Rancors and "vile" gangsters
In the Star Wars universe, rancors and "vile" gangsters and other criminals have become almost inseperable. It seems that no respectable gangster does not have a "pet" rancor. "Pet" rancors are probably status symbols among gangsters. If you can control a rancor, you can control everything. Besides, the prospect of being fed to a rancor should be enough to keep both enimies and subordinates in line.
For example, in Star Wars: Knights of the Old Republic one of the local swoop gang leaders on the planet Taris uses a gigantic rancor as a guard to one of the entrances to his base.
In a mission in Jedi Knight: Mysteries of the Sith the player, in the form of Mara Jade, is held prisoner by a gangster and must escape. The only way out goes through the lair of the gangster's pet rancor, which must be defeated before the player can progress in the game.
In Jedi Knight: Jedi Academy there are no less than two missions with rancors in them. In one mission, the player, in the shape of Jaden Korr has to help a group of people that have been taken prisoners by a vile Hutt gangster escape before they are eaten by his "pet" rancor. In the other mission, Korr has to prevent a criminal Sith cult from releasing their mutated and very hungry rancor into the public.
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Other appearances and references
* Jedi Knight Tenel Ka used a rancor tooth to build both her first and second lightsaber.
* In a short story in Tales from Jabba's Palace the rancor in Return of the Jedi is presented in a far more sympathetic way as a poor animal that has fallen victim to Jabba's exploitation.
Yes it is an Iconic character in the Star Wars Universe.
Shadowfire.
Message Edited by Yaumul on 11-04-2005 12:34 AM