Creature Handler Archive

Thread: A couple ideas for creatures...

MortAnge
Fri Jul 30, 2004 3:27 pm
#1

I have a couple of idea for creatures, and would like established CHs oppionons.

First idea:

Pets will have their on skil tree. This could be big for big pets (Rancor) medium for medium pets (banthas maybe? not sure on this...maybe Gurrecks and the like?) and small pets (Like Vir Vur and Bearded Jax). The biggetr ones get stronger attacks as they go on, as well as more and better specials, being able to have 2 specials at any given time, changable by their CH. So a rancor could have strong posion and, medium pets medium poisoin, and small pets weak poisoin, and so on and so on (and skills would be like Player skills, so it would take up some HAM to use a special, lessinging it as the creature get's farther along in it's skill). They would have these skill slots for defense (still no armor, just natural defense, including dogding, small pets would be better at dodging then big pets), ranged (only if the pet a=started with ranged as a baby, or a BE gives it the ability), attacking, and HAM (not sure what that'd be called, but the more a pet has in this the more Health Action, and Mind it has) but only let the pets dewll in two (three if ranged = yes) of the 4 skill sets. So you could have a pet with better attacks and more HAM, or better attacks and more defense, or more defense and more HAM, etc.,.. So essintually pet's at the start would be like a normal wild pet, but fully trained would be a good bit stronger. All skills would take a general Creture XP and the CH would be notified that the pet could be trained in whatever,then then then the CH would pick what he/she thinks is best, and teach the pet that skill.

Second idea.

REMOVE VIT LOSS! Instead, make it XP loss. That way as soon as the pet is incapped it loses a set amount of XP. If he has 0/0/0/0 in all his skills, he loses what little he does have. If he has 1/1/1/1 in all of his skills, he loses 10K, 2/2/2/2 50K, 3/3/3/3 90K 4/4/4/4 150K Master in one 230K master in 2 (non ranged) 300K, Master in 3 (ranged) 380K. Numbers are just random ones I came up with,

Third Idea.

Bio Engineers would be able to make armor, as well as claw/whatever pets use for ranged (spit?) upgrades for pets. They could haqve one equipped at a time, like a pet weapon, and they would add damage to it's attack. But they could only work for cearting oets, IE: Rancor claws couldn't be used by a Gurreck. They could also make armor, but it would only bring up one (minumum) to three (max) resists, so if Kinetic, Heat, and Electricty is yourn pets weakest resistances, get a BE to make you armor for those(one set on at a time, so three resist suits would be hard and expensive). All of this could be in the clone engineering ro tissue engineering or maybe master.

Foruth Idea.

House pets. Someone already mentioned it, but I really, really loved his idea I cant rememeber if it was on this forum or BE forum, but the idea was for BEs or was it CHs?) to be able to make small versions of pets, the size of a cat or dog (though I think they should be able to grow to about Wookie's maxiumum size) and roam arund a house. Vey interisting idea, thouh I think it'd be better fir them to be able to bve take out of the house and have a max CL of around 5, no armor/weps usable, and have a max of 1K HAM and 10 - 20 damage.

Fith idea.

Ability for mounts to be trained to attack/defend their rider while being ridden. This could be a fith skill set for mounts only (attacking would be changed to mount attacking when it was trained to be a mount, same for defense) so that mounts could attack while being riden, and at master mount attacking let players use special attacks as well as the mount. That way, Non CH moutns would be in extremely high demend, especially trained ones.

Sixth Idea
Mount bags. Along wiht armor, mounts would have bags that could carry thing.s The bigger, more they can carry, so a bantha could carry 100 while a Kaadu can carry 40, numbers from the top of my head just like the XP loss thing.

Well, those are my ideas, what do you think of em? Criticism, praise, edits, and anything else is accepted and welcome. (and as you can see, BE/CHs like me would be in the greatest benefit *grins)



Wrrli on Chilastra
4/4/2/4 Bio Engineer
0/1/1/2 Creature Handeler
Arot on Chilastra
0/0/0/0 Scout (going for Ranger/CH)
MortAnge
Fri Jul 30, 2004 8:02 pm
#2

Oh, and I have one more idea.

Make it so that creatures in the wild are as fierce as they used to be. Make the Rancor and others feared creatures, and the only thing capable of killing one alone would be another rancor, or something like that. But, when the creatures are tamed, they suffer a stat reduction. In Ultima online all Skills and Stats are reduced by 10% w2hen tamed, more if they were paralyzed. If we did the same here, maybe with higher numbers, then creatures can be feared again, and CHs won't get those super strong pets right off the bat, they'd have to work for them. In the end, they'd be slightly more powerful then a normal creature of their species, if armored and given a weapon, powerful enoguh to take one down, but not powerful enough to take 2 at the same time. This would give CHs a MUCH larger role in groups, if rancors were once again feared. They should be troubl for Jedi, even in their current state.

Again just some thoughts that I'd like to know if others like.



Wrrli on Chilastra
4/4/2/4 Bio Engineer
0/1/1/2 Creature Handeler
Arot on Chilastra
0/0/0/0 Scout (going for Ranger/CH)
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