Creature Handler Archive
Thread: Corral Plan: A Rough Draft 1
SkyPreacher1 wrote:
Meanwhile back at the ranch, I think Robo's got a good grasp of what is needed.
Lastly, have you noticed, only one post from Vert. No one else. So I think even though this is a good idea we are being screwed by fate. Trying to understand the genetic schemes is well interesting.
I think basically, we need BE's, not doctors, doctors make tons doing buffs etc. BE's on the other hand could be our ranch doctors etc. What do you think Pluto.
Well I am not Pluto but in my very first post, near the end I recomended Special events that could take place at these ranches. Such as sick pets, at that point you could go to a Bio-Engineer and buy pet medicine to heal them.
OK, let the ideas keep flowing. Monday I will try to have this reworked. Leaving out harvesting. Adding things as I can in some form or another, some things will be written abstract because we do not yet know how to implement them or because we just have to plug in hypothetical numbers.
For the Rangers visiting. I personally apologize. In all seriousness it was not written to take too much away from you. I see now that it would. Again we are leaving out harvesting and will still continue on with some ability for live trapping. The Box Trap is a great idea. The Tranq Dart is as well. But I realized that the Tranq Dart is very exploitable. If it was too effective or you were allowed to store 20 pets at master like us. Then you could just Tranq a whole mission with very little difficulty and do a whole mission. Delete the creatures, rinse and repeat. So I do believe the best way would be to continue to work with the Box Trap.
Please continue to leave ideas over the weekend.
I love the breading idea, has so many cool possibilities.
But first id like to ask how the rare creature system is at present?
Is it worthwhile to find rares and in what ways is it fullfilling?
A breading centre would be very very cool if (like you posted earlier) you could find a 'pair' (male and female varient) and get results based on both animals. However i would only expect this system to be truely worthwhile IF rare creatures are good enough to be worth breading.
IMO rares should be the most powefull tameable creatures, whilst BE'd pets have the pick and mix variety of stats and attacks.
Owen-Lars wrote:
I love the breading idea, has so many cool possibilities.
But first id like to ask how the rare creature system is at present?
Is it worthwhile to find rares and in what ways is it fullfilling?
A breading centre would be very very cool if (like you posted earlier) you could find a 'pair' (male and female varient) and get results based on both animals. However i would only expect this system to be truely worthwhile IF rare creatures are good enough to be worth breading.
IMO rares should be the most powefull tameable creatures, whilst BE'd pets have the pick and mix variety of stats and attacks.
Good evening Owen, well its evening where I am I will field your question, because I seem to be the posterboy for all the beat up professions, Artisan(We get nothing really good master is a waste), CH(I dont want to go there), Pistoleer(We cant even use all the pistols in-game,and do health dmg the easiest to heal and most abundent stat)
Question 1:But first id like to ask how the rare creature system is at present?
- To answer your question this is how the rare system works:
- Even the strongest of the rare Pet the "Bull Rancor" is inferior to a Master BE pet which might even be a lower lvl, sometimes significantly(eg. Lvl 35 Rancors that could take on the natural ones)
- Rare for the most part a very VERY hard to find, you can spend weeks.
- There is no real logical way to find a baby if they have missions take them but your bet chance is just to stumble upon it.
- After you find one they are so rare you will never take it out of your data pad to use it in combat.
- Its a trophy that will diminish your already limited datapad space.
Question 2:Is it worthwhile to find rares and in what ways is it fullfilling?
- It is worthwhile in the short run but basically you have just wasted your life for a month
- But if you can bear to sell something that you have found and may never find again it can net you a few million credits.
- Its fullfiling cause you found something that is rare and I mean rare, but its sour because for like 200k you can buy a vastly supperior BE pet that all u need to do is select tame.
- So its up to you
Statement 1: However i would only expect this system to be truely worthwhile IF rare creatures are good enough to be worth breading.
- Using my breeding system(Pg 3 I believe) there is a possibility to breed +25% better creatures in the wild that would make it worthwhile.
- Right now they still are worth breeding though because the would be decent in combat but are so rare no one wants to risk them loosing vitality points.
Statement 2:IMO rares should be the most powefull tameable creatures, whilst BE'd pets have the pick and mix variety of stats and attacks.
- That is how it should be but right now BE get the best of everything, and giving then the choice of special attacks including heavy poison is just the icing on the cake.
Message to Pluto: I suggest that we focus more attention on the BE and Archetect community, they seem to be getting the most attention and maybe we can piggy back on that.
And I herby request that our name be changed from Creature Handler, to Pooper Scoopers
boards are being stoopid
Message Edited by Tharien on 04-11-2004 01:15 AM
I disagree that we should only be able to harvest hide to help rangers, I think in stead maybe decrease the amount to 50%, to balance things ( maybe increase as skill goes up). Only one resource at a time of course. Also food should only be a factor if you are harvesting, because you don't have to feed pets in your datapad for months if you don't use them.
Also instead of going in these structures why not make them fenced areas? So all can see the creatures grazing, and I think It would have to be limited to domestc creatures, 5-10-20-40 Rancors would not work, they would be fighting similar to in the wild , and you would loose your whole group.
I like the Idea of a single structure and add options as skill increases, since there are so few structure types this would give us a better shot at this. Add the Fence area to your current house on the back the lots are bigger than the houses make them fit in that space but still cost one lot or add a lot to the back, but should be part of current house.
Maybe a seperate structure for BE sampling and Breeding (use of it depends on skill) have to be MBE or MCH to use it for either or both. offspring should be in the form of pet deeds for sale or storage... and a MBE/MCH could maybe add DNA to the breeding process to make a Genitcally enhanced test tube baby. Add Armor to a Kaduu... stuff like that. Also CH's could try breeding different things, but w/o new graphic so no crazy looking pets like a rancor with a kaduu head, but maybe it Randomly looks like one parent or the other and odds of sucess are based on how close the species are, but can be increased by BE use.
Wow I had more stuff, but I got so caught up in that one i forgot it all... PS I agree with everything else that you posted that I didn't deveate from in this.
Tengue wrote:
I hate to throw water on the fire, but all this won't happen. SOE just don't care. They are interested in one thing .. get the next cash cow on the market. All the big pause in bug repair is due to this. 80% are working on space expansion. The rest set up next patch. Repairs, only if game stoppers.
A more realistic approach and simpler would be a simple coral for storage. As a perk,
some way to sell these pets. A buy terminal on the fence. Size 1 lot with simular maint. expenses as a 1 lot house also handled in same vendor terminal. Drop a pet into the coral and if you want to sell it then it will appear in the vendor else not.
Buying would impliment the existing transfer command to the buyer. Not to hard to do.
The vendor will only display "for sale pets" and only levels you can handle. This will eliminate the deed problem (non needed). Only buyers pet level needed, correct cash, and target buyer and use transfer. Bingo.
The coral could use existing fence graphics, only admin personel can enter coral and drop/pickup a pet. Pets in coral will nor be a target or agro but will perform normal idle time animations bound to coral boundries. Coral will be available to ch/be novice and above and will only hold same number as currant store pets limits. I.E.
novice coral hold 4, mch coral holds 22.
This way a ch could empty the data into coral once to free up room rather than increase pet store limits.
I think Tengue brings up a real good point; but maybe a two-pronged attack on the concept would be a good idea. If we can get the corral/barn in play; which really shouldn't stress out the dev team -- then later look to put better uses into the structure. (There already are corrals in the game for the NPCs.![]()
The structure, for now, is a viable concept. But I wouldn't walk away from the breeding/sales/sampling/milk ideas either. Those need to be further discussed and I'd love to see them implemented. There's a lot of great ideas here, we need to build them into blocks that can be implemented.