Creature Handler Archive

Thread: Corral Plan V2

TrandoshanDroidTech
Wed May 05, 2004 3:02 pm
#14






fantoq wrote:

From the logistics POV, I wonder if it would be easier just to create one building (or property) where the ratings advanced as you advance. It's kinda pesky to have to pick up, move, and find another location every time you want to upgrade. Actually maybe just call it a corral and rate it I-IV.


Breeding is an area you really need to give a lot of thought to, or at least any kind of cross-breeding. That's a major dynamic rewrite that requires it's own subsystem.


We need this broken down into blocks that can be accomplished. i.e. Corral is a structure that holds animals and build from there. It's more likely to happen if we realize the steps to build it.







I agree somewhat, this should help solve the problem of having to go get another one and instead upgrade the current structure, but make all upgrades have the same footprint, just look different.



Danwwgh/Bria

Master Rifleman/MCH
RoboFish
Wed May 05, 2004 3:38 pm
#15






Pluto9Moon wrote:

Fan and Trando,


First let me say from my personal "I am so cheap and I do not want to buy lots of stuff" perspective one building would be perfect. If there is a way to build just one building from the Dev POV and let it upgrade by character certification that would be sweet.








I still like the ida of purchasing new building even though being a Master Ch It wouldn't mattter for me. But I still think it should be purchased and if you want a corral then wait to buy a building till you can use it otherwise the Archectects might get a bit upset.



In-game name is Kahless!
Master Nerf Herder
If you avoid the truthe, you pay for your lies. A lie always does the most harm to the person who tells it.
~ Karen Moline, "Belladonna"

R.I.P Tivo Tenook and SkyPreacher1 who went out fighting the good fight for CH's everywhere
Beast meetings on Radient at 4pm EST

JMShunter
Wed May 05, 2004 6:19 pm
#16

Great idea, would love to see it implemented.



_______________________________
vFIRE BURNS ETERNALv

::::::ROGUESTAR::::::
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TrandoshanDroidTech
Thu May 06, 2004 12:21 am
#17




Barbwire: I like the idea of bieng able to make saddle packs, which can be used to store things. Heres a short list of possibilities that can be used for saddles (which would use mainly hide, bone, and a small amount of metal or wood)


Basic Saddle pack (the basic saddle would be whats already on the mount automatically): used to store equipment and supplies, can carry 5 items. Uses 10 hide and5 metal (for the fastener and tiedown loops).


Scout Mule pack (the name can be changed): used by scouts while on the frontier and can carry several items, can carry 10 items. Uses 20 hide and 10 metal. This would look something like a camel pack, with a bag hanging over each side.


Frontiersman/Frontierswoman pack: used by those who live far from civilization and must carry lots of items, can carry 20 items. Uses 50 hide, 15 metal, and 15 wood (for the frame). This would look like a large pack on top of a mount, Kaadus and Carrion Spats can't use this pack since its too large.


Fancy Saddle: looks nice, but not really suited for heavy wear and tear Uses 20 hide, 10 cloth (or some component used for clothing), 10 metal.


Scout Saddle: 30 hide, 10 metal.


This is just a concept list though.


Dyxon: This is a game, and it doesn't need to be as complicated as it is in RL. Just using two members of the same species (unless they are already labelled male or female, like male/female narglatches) will work fine for our purposes. Making males and femails of each species ingame is just too complicated.


Isorg: You're right to question the topic, but like fantouq said, we need to hrow some ideas around for the devs to use as content, and any idea is welcome.

Message Edited by TrandoshanDroidTech on 05-05-2004 12:35 PM

Message Edited by TrandoshanDroidTech on 05-05-2004 12:40 PM



Danwwgh/Bria

Master Rifleman/MCH
convict-LoE-
Thu May 06, 2004 5:03 am
#18

I can totally agree with these ideas "IF" they lower the lot requirements for a guild hall. Being a MCH and a guild leader, the hall has taken 9 lots.
fantoq
Thu May 06, 2004 5:59 am
#19






RoboFish wrote:





Pluto9Moon wrote:

Fan and Trando,


First let me say from my personal "I am so cheap and I do not want to buy lots of stuff" perspective one building would be perfect. If there is a way to build just one building from the Dev POV and let it upgrade by character certification that would be sweet.




I still like the ida of purchasing new building even though being a Master Ch It wouldn't mattter for me. But I still think it should be purchased and if you want a corral then wait to buy a building till you can use it otherwise the Archectects might get a bit upset.





I'm not as cheap as pluto, lol. My thinking was dealing with lots and having to pick everything up and move it. Finding 1,2,3, and then 4 lots a week or two apart just seems ugly.

It may end up being less structures for architects, but with the market it may end up costing about the same. Plus after the initial build, the resale market will kill a lot of the new structures.



fantoq
MCH
former Medic
App. Carbineer
Society of Interplanetary Mercenaries[SIM]/ stargate/ naboo
OOM
Thu May 06, 2004 9:03 am
#20

The first time I read this I was on the fence... after this thread I am in support of this idea. I like the idea of paying credits and power to maintain a kennel for my pets which I do not wish to have in my datapad at the moment.


The breeding idea sounds interesting. I would definitely give it a try.


As for the food & interdependency. I would like to see the chefs be able to make refined oats & processed meats, etc for "feeding" the stables. Alternatively you could use unrefined goods. To make the matter more complex you could relate the quality of food in thecorral to the end results. Sort of like how the qualityworks in determining the effectiveness of power. Maybe that's a bit much lol


Keep up the good work.


Cheers,


Aitwexoeth
Vertexon
Thu May 06, 2004 5:28 pm
#21

Wow, really well thought out consolidation of the ideas from the original thread! Lots of stuff here to digest. I do see the point some are making, that this really sounds like making a completely different profession (rather than adding on to or slightly changing CH).


I'm not sure I'm entirely happy with the division of power introduced here though, since it gives several traditional CH roles to other professions. The box traps, for example, seem to make Rangers into the Tamers and rare hunters(since, much like with BE-created pets, the only role for the CH is to pull the creature out of the Ranger's box and choose "Tame" from its radial menu). Taming is a major part of what draws some folks to the CH profession, so I don'tthink we would want to give that up.





-Vertexon.
Pluto9Moon
Thu May 06, 2004 6:11 pm
#22

Vert,


I prefer to think of the Ranger as capturing the future pets in these box traps. But I think if it were to ease the minds of CH maybe we could have Rangers engineer these as some sort of trap to catch adults with rather than the Rangers do the capturing themselves. We must also understand that the Rangers are looking for something substantial within their class and trapping the what would otherwise be non-tamables would definitely benefit both class if we could tamethese creatures in our Corral. I am no coder by any means but if a live agro was dumped into a certain radius maybe it could be temporarily tagged as tamable, whether in fact it were in the wild or not.





Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
Vertexon
Thu May 06, 2004 8:50 pm
#23






Pluto9Moon wrote:

We must also understand that the Rangers are looking for something substantial within their class and trapping the what would otherwise be non-tamables would definitely benefit both class if we could tamethese creatures in our Corral.







It would add value to the Ranger profession, to be sure. But unless the Ranger is completely divorced from theactual useof the trap,it seems like it further dilutes the adventure aspect of being a Tamer CH.


It's not just about clicking the "Tame" radial option on a pet-shaped deed in your inventory (or in this case, corral). It's about the experience and thrill of going out into the field. The pride of having a pet that acts as a living "exploration badge." You just can't get that by taming an item youpurchased from a crafter. At least, that's how I view it.





-Vertexon.
Pluto9Moon
Thu May 06, 2004 9:24 pm
#24

I see your point Vert. We will have to rethink this.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
RoboFish
Sat May 15, 2004 7:37 pm
#25

/Breathe! Breathe! Clear! *Zap*



In-game name is Kahless!
Master Nerf Herder
If you avoid the truthe, you pay for your lies. A lie always does the most harm to the person who tells it.
~ Karen Moline, "Belladonna"

R.I.P Tivo Tenook and SkyPreacher1 who went out fighting the good fight for CH's everywhere
Beast meetings on Radient at 4pm EST

Nuttynoah
Sat May 15, 2004 9:27 pm
#26

This seems to me a bit complicated to get to grips with,so if what i have written below

is way off the idea of what you are saying then i apologize..

First im a MCH that is my proffesion, the only problem i have with it at the moment

(apart from the bugs) is the selling of pets to make money, as we all know BE pets are

in most cases better and more sort after,as for the rest of it im going to write it as i

think of it so i hope it makes sense enought that you get my point,if we are having

trouble making money now then paying X amount of credits an hour to keep ower pets on a

farm is defeating the object,bringing in a BE to DNA them for us that seems silly to me

as if 2 animals breed or interbreed then nature takes its cause and produces a baby, you

don't call a vet out to inject them with DNA so thay can have a baby...
Second the food idea we can forage for food or kill for meat or survey for wheat, corn,

greens,oats so why bring in a cook or chef that we need to buy food from, if you have

none of the levels to get your own food then yes you will have to buy to keep your pets

alive.
Thiers to much to say in words about the idea, so to sum it up quickly i was on the

under standing that we where talking about CREATURE HANDLERS so i don't think it will

work as it relys to much on other professions, so once again we are CREATURE

HANDERS...not creature handlers,architects, bio-engineers,chefs, droid engineers,doctors

all rolled into one...i know thier only needed on the side line as to speak,but again

thats more money to pay for thier help or item we need from them, if its for MCH then we

need to be more independent not dependent other wise wheres the enjoyment and fun gone..

May be i just don't fully under stand and i need to read it another 1000 times
As i said before if i am way of track then please except my apology


**Master Creature Handler * Master Teras Kasi**


NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS




NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS.R.I.P SWG 26/04/2005

ghosts dont die thay just fade away like star war veterans are doing every day

Nuttynoah Elder Jedi


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