Creature Handler Archive

Thread: Corral Plan V.3

Pluto9Moon
Wed Oct 06, 2004 3:53 pm
#66

This has always been positive post even when we stepped on the Rangers toes initially. I think I need to color code that commercial/non-commercial option thing to assure it gets the proper visibility. I have to buy a new copy of Word soon my student copy ran out. Maybe I can get the formatting better.

BTW. Attn SOE. I would pay $19.99 for this plan as a CH only expansion. This is no joke. I would pay you for our own idea. Not sure all CH would but I definitely would. Maybe others could suggest what they would pay.



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)
spreadsheet
Wed Oct 06, 2004 3:57 pm
#67

You know what Pluto? I would too. I think we have put together a nice plan that we continue to grow on.

It might KEEP a few other C/H's around too. We seem to have lost a few more recently.




=SIVART SMADA= ~ANNAED SMADA~
-Elder Jedi--Elder Medic-
DWORKIN = Officer
!Master Creature Handler Forever!


Pluto9Moon
Wed Oct 06, 2004 4:01 pm
#68

spread,

it is a great idea. You have been here from start as many others have. Seems like it is almost ready to go with a few tweaks. You all did the thinking I just did some typing.

Man if the marketing guys pick up on the fact people would pay for profession specific mini publishes SOE would soar. Hey SOE if you pick up on this can I get some royalties????

Message Edited by Pluto9Moon on 10-06-2004 07:04 PM



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)
DarkJediLady
Wed Oct 06, 2004 4:16 pm
#69



My apologies. I didn't mean to cause any confusion at all. Let me see if this makes a little more sense or if maybe you can see where I'm coming from in my thinking on all of this.


If the core focus is to increase creature storage, then my suggestions for modifications/changes to the proposed plan would be to simplify the base proposal for ease and speed of implementation by the Development Team:


1. Remove the distinctions between Manger, Stable, Barn and Corral and instead just have one all purpose Creature Corral that architects can make as house additions that can hold a certain number of creatures (not levels) dependant upon our current skill tree (simply double the number of creatures - you would get your regular stored creatures and then the exact same number of Corral creatures - remove the CL limitation and keep it simple with total creatures)


2. From a roleplayer's perspective, I don't agree with allowing tamed creatures to be sampled - I think once they are tamed they should be treated as pets and not as science experiments or "throw away/meat shield/sampling" pets


3. Breeding is a Bio Engineer profession skill (after you complete one of the BE skill trees you can choose to wear the Breeder title) and I feel strongly that it should remain exclusive to that profession - although I do like adding in the possibility to the BE profession to make creatures either male or female


4. I'm not sure I am against the ability of collecting eggs and milk from tamed creatures, it is just an option I would most likely opt out of doing personally - my concern again would be "throw-away" creatures tamed, used, and then deleted when the egg/milk resource shifts - and I am concerned about possible detrimental effects to how pets would be viewed should something like this be implemented


5. The option of an access fee to the Corral/new clothing specific to the CH profession sounds like great additions that would provide more options for diversification


6. I don't feel that a vendor should be able to train pets just because the owner of the vendor can train pets, just as I wouldn't feel that a master doctor's vendor should be able to heal disease/poison or do buffs - for some reason this just strikes me as AFK creature handling to not actually do the training personally


7. Additional commands would be a very welcome change and I agree with many of the suggestions I see in Vertexon's "Your Ideas for making Pet Commands more useful" thread


Moving toward making creature handler changes that promote increased profession interdependency is an excellent idea. My concerns are the same as Tstorm's in that with the comprehensive scope of the initial proposal, the primary focus of storage may continue to be tabled until ample time by the Development Team to investigate the complex coding needed to include the entire package. I feel a smaller base plan presented with a progression of sequential additions would be more likely to be readily addressed/implemented by the Development Team.

Message Edited by DarkJediLady on 10-06-2004 06:34 PM



~~~~~
Karynda Shadowtide - Master Creature Handler, Chilastra
jopenack
Wed Oct 06, 2004 5:12 pm
#70



Hey Folks


I was thinking if you go non commercial (Kennels) then having the building give command bonuses for training pets might be a plus. This is a spinoff of something Pluto said in ver.2 of a non comercial kennel.


I'm thinking these commands/training could be spread out among the training and management skill trees and only be trainable in the barn and above non commercial buildings (Kennels) using an npc/vendor type individual create using the terminal and set it around the structure (excluding Pet Enhancing training which could be done anywhere and no npc/vendor required, maybe adding dance to this also might be nice)


Using your terminal you would set the coral or barn to kennel to create the training center for your pets. this would nullify the comercial aspect of the structure making it a training facility only. The vendor/npc would then have a list of your usuable commands to teach dependent upon your skill lvl,


Please keep in mind this is just for training the mounts/creatures in skills and to use equipment and much of this will be contingent apon additions to mounts saddlebags, sheild generators ...


Medical Mounts. Creatures = All Mounts (equipped with saddlebags/stims)


Drag = allows doctors, combat medics, master medic to have mount drag incapacitated/dead player to safety for revive/healing


Protect Injured Player = used by combat medics to have mount stand over a player, taking all damage directed at that player untill the player can be healed, when the players ham is at 50% the mount is automatically untargeted and the player is retargeted.


Note; These mounts will also add a +10 bonus to healing for a doctor and allow a combat medic increased ranged bonus.


Entertainer pets = any nov musician or nov dancer = Level 10 and under pets (No equipment needed)


Dance = CH will be able to train pets to dance. training cant begin untill half the cl lvl is reached by pet (BE pets included) a CH will need to train this pet over an amount of time. training pet with dance command 3 times daily for a period of 14 days allows pet to perform a 2 minute dance giving the entertainer a +25 bonus to heal/fatigue for the duration of the pets dance.



Scout/Ranger pets = all natural creatures no level caps for BeastTrack, and mounts only formaskArea (equip needed for camo only, special saddle or pet camo)


MaskArea = This command will add a +15 bonus to Master Scouts to mask scent and add a +25 bonus for Rangers using mask scent/camo it shall also enable rangers using camo to appear nuetrally factioned to all players, when in combat a similar dice roll as used in mask scent can be used making such a command risky and enable an opposing faction to have a chance of detecting the ranger. please note this command will also work if the Ranger is overt.


BeastTrack = Allows rangers with the track skills to use pets to track/run to nearby targets they choose. stopping 100m away. as it is now rangers get a vague direction of they're target the pet would allow the ranger to follow it to the percise location. (maybe allow BH also? could be placed in the scout tree?)


Pet Enhancing Commands = Only natural pets,level 20+(No quipment needed)


Fetch = CH will be able to train pets to fetch a stick/ball. Training can begin anytime after pet tamed.CH will need to train this pet over an amount of time. training pet with Fetch command 3 times daily for a period of 14 days allows pet to enhance his health/action pool stats by 10% training for an additional 14 days increases health/action pool by an additional 10%. Using this command after the pet has reached 20% increase in health/action pool will heal damage to the pools. Needless to say graphics would show pet running for a stick/ball and returning, be kinda cool wouldnt it :-)


RoughPlay = this command will increase a pets resistance to damage over time. Training cant begin untill half the cl lvl is reached by pet. CH will need to train with command 3 times daily for a period of 14 days allowing pets to have an increase of 10% in all resistance stats (Not including special protection and vulnerabilities) teaching this command for an additional 21 days increase resistance stats by another 10% and special protection stats by 10%. graphics could show pet and trainer fighting (trainer unarmed lol) but with no damage.


I also was thinking increasing the time it takes for for roughplay and fetch if not in the kennel and keeping the time limits the same if in the kennel it may add a little substance for having the kennel.


Note; I would replace trick 2 with fetch and add RoughPlay to the tricks list. RoughPlay being attainable at mch. Trick 1 can still heal mind wounds. I would add entertainers dance command to this if it was implemented before the coral/kennel.


I had other thoughts a little more detailed and extensive but figured in this case less was better lol much of this could be used for the mount threads and making commands useful thread. feel free to copy and paste


This is what I have for now feel free to add ideas and keep in mind some of these ideas will not be dependent apon each other maybe we can get pet enhancing first (yea I know lol) then down the road corals/kennels and someday equipment for mounts and pets. Basically having proffesion specificpetscould very well give us a place in the world again :-)


My thanks Pluto for combining some of my thoughts, your own, and many others here. /DeepBow






.

Message Edited by jopenack on 10-06-2004 08:16 PM



SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
Cyphaze
Wed Oct 06, 2004 7:41 pm
#71

Just to make sure everyone understands, these are (from what I gather) the purposes of the Corral, prioritized:



  1. Storage, first and foremost

  2. Improving our ability to sell our pets (through breeding and perhaps selling directly from the corral, vendor-style)

  3. Facilitating easier pet service (training, milking, harvesting, and perhaps sampling)

  4. Showing our pets to the world

Don't assume that anything beyond storage is mandatory to bring this project into existence. If this idea is used, we're looking for a STORAGE facility that may gradually receive benefits like the ones listed in the initial post as patches accumulate.


FYI, this does not seem like something that will turn CH into a farming profession. It simply adds a facet to CH that will augment our weaknesses in the non-combat area. Ifyou wish to turn to CH in an entirely non-combat manner utilizing this plan, you can, but CHs can take this to any level: as a storage convenience, as a casual creature marketing device (to pay off travel tickets and keep the wear and tear in check) or as a full-time subprofession.

Tstorm
Thu Oct 07, 2004 12:38 am
#72

I think the Corral Plan is very ambitious and like seeing the discussion taking place. After reading through the various discussions, I'm thinking it may be wise to propose a few options for the Devs to consider. My fear is that with this proposal being so comprehensive, it will not only take awhile to code, but it will also take the Devs awhile to think through and debate internally.

I'm not suggesting tabling the whole thing, but as the main theme seems to be about getting more CH storage space, start with a Corral option that just acts as storage and doesn't delve into BE's, DE's, etc. as far. I'm not saying those other things should be abandoned, but I do think we'd be more likely to see a change faster if we don't intertwine as many things with it right off (sampling corraled pets could come later).

I think if the proposal were to be arranged into a base plan followed by ways it could be extended, it would make it easier to read and would make clear what our priorities are (more storage). I think a big pat on the back would come from the work done on how the base plan we're trying to sell could be integrated with other professions (aka we're thinking about the "Big Picture").

All said, I'm not a big fan of farmer type of slant. It's more than I personally would really like to see in game, but I'm not completely opposed to it either (just stating my opinion for discussion sake, but I'm not saying it should be removed). I have a feeling it's something some will fall in love with and others just won't care too much for it (which is fine).
jopenack
Thu Oct 07, 2004 8:03 am
#73

Not sure why you posted that "reminder" Cyphaze if its for my benifitfrom my post on the preceeding page then I must say. I understand exactly what the goals are here and in what order


I only posted that in reply to some things myself and Pluto mentioned in the previous ver of coral and his mention of it in this version. its not meant to distract or stray anyone from the current theme here.


I was planning a seperate thread but decided not too because ive pretty much had it here and it may be my time to joinn the other permaMCH in the land blue glowing ghost.


so before I left i wanted Pluto to have it.


oh this isnt a sarcastic post lol and I take no offense just want you to know I am on the same page here but had my reasons for a quick post.


May the force be with us all "we shall need it"

Jope



SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
Pluto9Moon
Thu Oct 07, 2004 2:53 pm
#74

Nice, summation Cyphaze.

Jope. I really think it wasn't intended for you or really any other person it just summaizes everything succinctly into 4 lines of text to answer the recurring questions or cricisms.

DJL.

Those ideas jope posted have had their own threads. Vert just unstickied the one at the top weeks ago. I am still working on cleaning it up (there were bazillions of posts in it) to repost as a cleaner and more readable thread.

Vert asked us to come up with an idea that makes this structure more useful and not simply a third means of pets with automation for selling. I am sure, that if many are like me automated sales of pets would be invaluable. Already BE can sell deeds. Why shouldn't we?

To answer your question I do not feel we infringe upon anything BE if we are not making the pet (itself) better statistically. A PSG strapped to a torton has nothing to do with BE. But it does have to do with training. The Breeder title BE get is arbitrary. The do not really breed anything they are just cloners. It could very easily say Pyrexer and be just as effective in describing what a BE does.

Handlers on the other hand do handle. BE do not break in Mounts and apply saddles so why would they supply PSG Tortons? The Rancher (whose ranch I am currently using for this model) has some 16 pets penned in on his ranch. While it is interesting to think of a new Rancher profession, this model fits CH more.

The combination of this idea for storage coupled with the orignal thread of providing an economy back to CH is great. And it comes with a cost. Meaningful mounts or other service animals should be trained properly and not just earmarked because I say "fido fetch" a maximum of 4 times. Earmarking an animal CH Bred gives way to making this possible. I am not one of those I want it all for free type of people. If we got all this because we could slide a radial menu then the roleplay value goes down even more. Then suddenly there are 20 people at Coronet who weren't there before hawking wares.

Message Edited by Pluto9Moon on 10-12-2004 04:00 PM



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)
jopenack
Thu Oct 07, 2004 5:22 pm
#75

NP pluto its hard to type things some times lol lack of emotion makes things seem personal lol i just wanted him to know i was on the same page just in case :-)


oh 2 things


1st i dont think i read this in ur new ver. if its there sorry for not seeing it, for BE's have you decided upon dna harvesting being cratable? i think they would love that so they could technically use a factory then and make identical pets when they find a good recipe and get a good craft roll


2nd if allowed to have breeding would this be deeded babies?



SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
Pluto9Moon
Thu Oct 07, 2004 6:23 pm
#76

HMMM. Crated DNA. That would indeed mean something. I will think on it and let's see how the community here responds. I know there are a few BE/MCH around still.



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)
MasToltak
Fri Oct 08, 2004 2:41 am
#77


I really like this idea, as long as it allowed MCH's to have an advantage. Too many BE's still have alot of CH skills left and this might make the BE's even more successful than they are now.


One thing I think this could do is allow the royality to be re-introduced to the game as tamable creatures. Before you scream let me explain. Allow for untra rare "NON-COMBAT" King and Queen babies to spawn. Breeder only pets that can not be taught the Attack command or any command that might allow them to engage in battle (ie Guard for example). Now of course the off spring would not yield a KING or a Queen. I have to ideas for what the offsping could be.


1. KING Harvester Merk and Queen Harvester Merk = Prince or Princess not as powerfull as parents but maybe 1 of each its parents special attacks, or higher Kentic def without the armor or Lower Kentic with light armor.


or idea


2. A Queen Archaned Spider and either one of these (Webmaster or Warrior) the offspring could have the rare chance of producing a Widow baby.


I also think that the Queens should only be allowed to bear so many children.


This would bring more MCH together. Lets say you have your Queen Harvester all ready to mate, you can work a deal with another MCH that has a King to breed.


The Milk and Egg idea is great and support that 100%, but the ablity to sell pets from them is a must! Since the space for storage is already going to be drastically lower than that of the Artisan and Merchant vendors, This should not be a problem. Also this Creature vendor will hav to train the pets the commands, and for NON CH pets and mounts beable to name the pet for them.


I would also support the idea that chief food for pets be used it keep the creatures happy while behind bars and a must for breeding.


Overall this is a great idea, but the implementation of it has to even be better.


My thoughts


Traci Callisto

MCH Tarquinas server

MCH since 8/2003 (Never dropped MCH, even durintg the holo chase)

Message Edited by MasToltak on 10-08-2004 03:11 AM

TottDonetta
Sat Oct 09, 2004 3:30 pm
#78

what about a much simpler version, just one building. when its built by an architect they can just leave it as it is (a pure storage module) or they can choose to addone or two optional modules, made by DE's. some of the modules could be a vendor module, breeding module, egg harvesting module etc


i like the profession pets, although when you say 'profession specific' do you mean that only certain professions are able to own them? the idea for pets with stat mods has been on the forums for a while now, (theyre usualy described as working by the owner grouping with the pet and thusly receiving the mod, in the way that a scout leaders terrain mods effects his squad etc) there could be many professions that would benenfit from this and it could see a real return of pets to a desirable item rather than a backup for someones backup speeder. i think these two ideas combined with the various saddle/harness ideas that are floating around the forums could be a real boost for CH community and turn pets into something other than creators of lag in other players minds.



Tott Donetta

The liver is EVIL and must be punished!


C[][][][][][][][][][][]_/_/_/_/_/_/||¦¦{[ :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Page 6 of 14