Creature Handler Archive
Thread: Corral Plan V.3
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.
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
Message Edited by DarkJediLady on 10-06-2004 06:34 PM
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
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Message Edited by jopenack on 10-06-2004 08:16 PM
- Storage, first and foremost
- Improving our ability to sell our pets (through breeding and perhaps selling directly from the corral, vendor-style)
- Facilitating easier pet service (training, milking, harvesting, and perhaps sampling)
- 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.
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).
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
Message Edited by MasToltak on 10-08-2004 03:11 AM