Creature Handler Archive
Thread: I'm back, and I just had an idea!
- All pets would receive four pairs of opposing values:
- Aggressiveness vs. Docility (influences damage output and likelihood of unbidden aggros)
- Courage vs. Fear (resistance to Intimidation and running away)
- Obedience vs. Waywardness (also influences unbidden aggros)
- Loyalty vs. Disloyalty (obedience to commands and risk of turning on owner)
The owner cangradually move the pet's natural place on these scalesone way or the other via his use of rewards and punishments. For example, say the pet takes off unbidden after a wild creature. The owner responds with some punishment, ranging from mild (a quick shout of "/bad" or some other emote) to severe (/slap or even using a Geonosian shocker prod). The action checks the undesired behavior (or, for a really stubborn pet, perhaps not...) and applies a modifier to these variables depending on the nature of the discipline. Conversely, the pet does something right, and the owner applies some reward (feeds a treat, /pet, /praise, /nuzzle, etc.), and the pet's personality is shaped accordingly.
The thing is, all the interactions between the trainer's actions and the pet's personality are hidden, and somewhat unique (within parameters) for each pet.
Theoretically, a "Good Master" could shape his pet to fight to the death for him (but perhaps with a reduced damage output), while an "Evil Master" might craft a powerful killing machine withhigh Aggressiveness and low Loyalty that, while a dangerous foe, presents a risk that he will turn on his master.
Whatcha think?