Creature Handler Archive
Thread: Corral Plan: A Rough Draft 1
Don't have time now to comment on the whole proposal, but one thing we need to address is structure mechanics...
Placing a one lot structure would require that it may have to be relocated when it expands. Since you can't have more than one, you'd have to pick up the animals somehow to move them. That would have to be a special feature since we can't just stick them in our datapad. I guess they could be deeds.
Maybe the building should be just one type, with the stats for it increasing as you move up the ladder?
Have you noticed or is it just me, that we got more posts from the Ranger correspondent on our forum than we have from Vert?
Or two, have you noticed that there is not one, not one red name that has stopped by to look at the proposal.
Interesting, sad but interesting. Tells you where TH, Rune and JustG are doesn't it.
Hi folks... I received ONE pm about this thread, and it was professional, so I came to check it out. PLEASE do not spam me with PM's... that has the opposite desired effect.
This is an awesome idea... truly... but honestly it will be awhile before anything like this can occur. We have Jedi 1 & 2, GCW, and Combat Balance to do before Space, which would come before something like this. So please feel free to continue to develop the idea, and use your coorespondent to front the ideas to TH, but I would not expect something this major to find a development slot for awhile.
So while I am here with the creature handlers, I want to say that I am sympathetic with you guys about the combat balance getting moved off. I did read your posts, all of them, in the state of the game threads. I understand your issues. All I can say is that we are committed to getting the combat balance out as soon as possible.
I understand your issues. All I can say is that we are committed to getting the combat balance out as soon as possible.
Thanks JustG,
It really helps to know. Thanks for the Combat Rebalance update as well, I lived in a stinking desert for 6 months and did not want to be there I will learn to adjust to this as well.
JustG wrote:
Hi folks... I received ONE pm about this thread, and it was professional, so I came to check it out. PLEASE do not spam me with PM's... that has the opposite desired effect.
This is an awesome idea... truly... but honestly it will be awhile before anything like this can occur. We have Jedi 1 & 2, GCW, and Combat Balance to do before Space, which would come before something like this. So please feel free to continue to develop the idea, and use your coorespondent to front the ideas to TH, but I would not expect something this major to find a development slot for awhile.
So while I am here with the creature handlers, I want to say that I am sympathetic with you guys about the combat balance getting moved off. I did read your posts, all of them, in the state of the game threads. I understand your issues. All I can say is that we are committed to getting the combat balance out as soon as possible.
thx,
- g
G,
I wasn't suggesting that you be spammed with messages I just said that each person send ONE message in support of the Thread.(I dont belive spamming solves anything) I am glad that someone sent you a professional PM, and that you decied to visit. So thanks to whoever sent that message.
And thank you just for visiting this thread because it shows the developments team is still with us and trying to get us back into the swing of things.
Ahriam wrote:
As I understand it you will be able to say get100% tat wooly per animal each hour, that I think is a bit much, especially when you have 40 animals in there. I think it would be best to drop the effectiveness a bit, after all, lets take hmm, a normal bantha, they give about 25 wooly (at non master scout, im sure they will give about 30 at master scout), multiply that by 40, wich gives you 1k bantha hide an hour. This would KILL the hide market for rangers/scouts since the the marked would be flooded with the "good" hides within a few hours, and at tops a day or two. Lower the efficiency to about 50% tops and I can see this as a viable option. Even at 50% 40 animals is way to much, unless of course, you can only ever own one of these structures at the same time. Think about it, the reason why metal is so cheap is because there are TONS of it wich require no time or effort to gather really. And there are no proffesions that can harvest the metal like scouts/rangers can harvest hides.
Im not against the idea, but I think we/you should seriously consider how many hides a ranger/scout can get per hour and then make the "harvesters" autoharvest a fair bit lower than the ranger/scouts because frankly, the harvesters chew on 24/7, a ranger scout does not. Not to mention that if you can have several of these buildings..
Well if you had read through all the pages of this read Pluto had revised his idea, as seen when I quote his polished first draft at the top of this page. Basically harvesting hides is mostly gone so no need to worry.
Oh and Congrats to Pluto for having you post read and answered by a dev *CHEER* *CLAP*
Ahriam,
Thanks for pointing that out I will put an editorial note at the top of page one to skip to page five for a more polished version. And no offense it does seem vague if you hit page one and do not realize we are keeping this whole thread as a work in progress rather than have 10 threads with various history that people have to dig through.