Creature Handler Archive
Thread: Suggestion to developers: CH as trading profession
kavon wrote:
This is my suggestion to SWG to breathe life into the creature handler profession. And is very simple to impliment.
Simply this: Allow Master Creature Handler to have 1 vendor...a special vendor that only Master CH can have. It would work like a normal vendor, except that you can put creatures from their datapad in it.
This would allow the CH to be like all the other crafting professions that takes raw material from the world and makes a working item. It would allow them to be searchable on the vendor database and actualy do something with their skill. Currently in order to sell creatures you need to be online and in-character hocking your wears at starports, which isn't alot of fun to do all the time.
If this idea is liked, perhaps have a new building makable by archetects called a Padock, only Master CH can place them and they come with a vendor in them that can have animal pets from your datapad on it. This option would also add a visual element to the craft.
Additionaly the pet-Trade-in-system currently is broken, and I belive it should be fixed. A CH cannot use the trainer for this, and nor can they trade a 11-15lvl pet to somone to use it. Also BE created pets cannot be initaly put in the datapad if they are lvl 11 or higher.
I play creature handler for the roleplay of it, for mechanicly I would be better off being ranger and rifleman. But the pets and all their little nuiances allow for a plethora of mood for the game. I merely wish to have our little crafting ability of taming creatures to be alowed to work just like all the other crafting professions.
Thoughts? Suggestions?
Im sorry but i just dont agree with this. The day CH becomes a crafting profession is the day i would give up CH for good probably. Crafting just isnt my thing in this game. Also i dont think taming creatures is at all some what of a crafting ability. We dont make pets, we just capture them to use for combat. CH has always been a combat profession for me and should forever stay that way in my opinion.
well I agree with one of the previous posters that the market would be pretty low. The only real salable item we have is mounts and there really isnt a huge outcry for more mounts in the game. For most people I think they see pets more as a novelty than an advantage. And rightly so, since pets CL10 or lower are really only useful for looks, or for a crafter to get CL7 durnies off there harvester, and even that role is better suited for a CL 18 combat droid. I personally dont have any interest in selling pets either and I see the vendor becoming abused as a storage device for CHs wanting to expand their number of stored pets.
I do like the idea of a Master CH structure though, maybe something resembling a barn or paddock. I posted a long time ago about giving all master elites some sort of structure. It would add some uniqueness to player cities, give players more individuality for their prof and also give architects a few more schematics to play with. All the master level player structures now like the cantina and med center are pretty useless. Granted they work like all the others, but other than jedi hiding in them, the occasional meeting place, or the off chance that a doctor/entertainer is in there, they serve as nothing more than window dressing on the city. But more importantly, they give the player some pride in displying their profession. Ooff the top of my head I think some profs and buildings could be:
BH- maybe some kind of spire or tower, something indicative of solitude, discreet but menacing.
ranged combat profs-simple structure like most houses, but with a different design, maybe include a larger room like a shooting range. introduce decorations indicative of this.
melee profs-like ranged but maybe like a dojo, with a central atrium for training.
master crafters- incorporate the factory into a house, basically a walk in factory. An aesthetic building, but industrial in nature. So a master AS could have a primary factory right in the city without detracting from the city's beauty by placing factories in city limits. This would also be a big benefit since the crafter could place a crafting station in there and go straight from design to production, instead of standing around their factory with their droid out risking their necks.
The idea has been suggested before in one form or another. The problem, as has been pointed out, is that it really infringes on BE. I seem to recall reading a post (very long time ago) where the devs stated that selling pets (via vendors)is the sole domain of the BE profession. As it should be.
And I agree that there wouldn't be much of a market anyway. Even if we were allowed to use vendors, I don't see how we could ever compete with BE.
No way this is about *selling* animals, this is about *storing* animals.
As for that idea, I like it. Why not have a way for CHs to keep pets beyond the immediate storage provided by the Datapad? A paddock or corral would be a nice new architect-craftable building, would look very cool and provide atmosphere and 'immersion' (heck, think about an enclosed structure option that allows players to charge for entry as zoos), and give us long-suffering CHs a way to keep old pets, funny pets, or just a plain-old large variety of pets for use. The Datapad limit wouldn't change, so no extra combat or ease-of-use bonuses would have to be complained about. If the CH wanted to change out some pets or vary his Datapad inventory, he'd have to go to his paddock to do so. Of course, the paddock would count against the player's lots and storage, so those issues would also not have to be considered as a special CH bonus.
...I always wanted a zoo for all the elphant-type animals, but the Datapad space issue has always gotten in the way. This would be an interesting beneficial solution that is balanced from the beginning.