Creature Handler Archive

Thread: Corral Plan V.3

Pluto9Moon
Fri Oct 01, 2004 1:35 pm
#1

First, let me say that the most any CH wants is more storage. This is it. So remember when you comment the priority is storage. The rest are things that are really non-issues but try to make CH fun, give it a niche and things some of us would like to see.
Maiden stated something that I realized as well. The CH stable already exists in game. Anyone who has completed the Hero Badge Quest went to the Rancher's Place.There are about 16 creatures in pens in the yard. We only need one art for this concept. The laddering concept can change automatically when the CH rises in levels.
Tott brought up a point of whether this should be something that everyone has and the CH would provide the animals. We need to talk this through further. It is my opinion that with BE pets being available, allowing everyone to have it doesn't necessarily mean we get more business. There are database issues already. Ch asking for this creates more. If the house were a medium house and stores things inside as well then most people may see a benefit of being pleasing to the eye and functionality as a trade off for higher maintenance costs. This would mean more people would want to have this and could be a roadblock in getting it. BTW Tott I placed some CL Limit restrictions in using your model and adapted it to the concept that was already in place.
I have mentioned in the past of making this with a commercial and non-commercial switch. Non-commercial would act simply as an extension of the datapad or a Creature Bank. Nothing could be bought, sold, collected, trained, etc. In this version consider the maintenance halved for non-commercial structures although feeding would remain.
Manger Gained in Creature Taming I: Basic Domestication Monetary Maintenance: 30cr/hour (720cr/day) Food Required: 1/pet/day Animals Held: 4 adults (2 babies) or total of CL60 Lots Required: 4 DNA Sampling: No Stable
Gained in Creature Management II: Advanced Organization Monetary Maintenance: 60cr/hour (1440/day) Food Required: 1/pet/day Animals Held: 8 adults (4 babies) or CL120 Lots Required: 4 DNA Sampling: No
Barn
Gained in Creature Training III: Martial Obedience Education Monetary Maintenance: 90cr/hour (2160cr/day) Food Required: 1/pet/day Animals Held: 12 adults (6 babies) or CL180 Lots Required: 4 DNA Sampling: No
Corral
Gained in Master (Edited for error) Monetary Maintenance: 120cr/hour (2880cr/day) Food Required: 1/pet/day Animals Held: 16 adults (8 babies) or CL240 Lots Required: 4 DNA Sampling: YES

Monetary Maintenance is self-explanatory. I have not altered it up or down as of yet. Any monetary payout should expect some decent payback. If this idea simply gets reduced to you can have stables that display pets without any real function I would ask that they be reduced.
The power requirement is removed as of this version. Future power requirements would be battery based on Milk Maid droid modules (TBD).
Food is necessary to keep any animal healthy. It is required to keep animals. Food has mean changed to "foraged food" or "flora farmed food". 1/pet/day seems to allow better planning for extended periods of CH not playing. It is easier math than figuring up 24/pet/day (I hate math).
Disease was removed as of this version.
Animals Held was given a CL limit as well. This provides a cap from having too many larger creatures (even though the theory that pets causing lag seems more a myth than anything).
Lots Required is set for 4. All structures will use the same Rancher Model as in the Hero Badge Quest. One structure will upgrade with the CH so changes will be made automatically. Including maintenance.
DNA Sampling. This would allow BE to sample taking a vitality hit per sample. Any pet with less than 100 Vitality could never breed.
Breeding: (thanks Cyphaze this is him word for word). Only possible in Barn and Corral. Requires 2 identical full-grown NON-BE'd creatures of the same species, both with 100 vitality (i.e. two Grauls would work, but a Graul and a Graul Mauler would not). Creatures over a certain level cannot be bred (50 seems like a good cap - rules out reproduction of ultra-rares). Keep reading for info on how a CL of a creature affects its breeding rate. Requires the holding structure's owner to utilize the "Manage Corral" (or Manage Barn) radial menu to choose which creatures are paired and placed in the same "breeding chamber" (creatures do not breed unless placed in the same breeding chamber [note that this term refers to a virtual chamber accessable from the radial menu, not anything physically visible]). Breeding creatures produce 1 baby of their species every "birthing period" (number of hours equal to twice the creature's CL) and must be fed 2 food each per hour for as long as they are kept in the breeding chambers. Time until the end of a birthing period within a specific chamber is displayed in the "Manage Barn/Corral" radial menu item. A baby will not be produced at the end of a birthing period if there is not space for it, and the owner will have to wait another birthing period for the next baby (and ensure there is space for it). This one is important: GROWTH RATE FOR BABY CREATURES IS DOUBLED WHILE STORED IN THE CORRAL. This ensures we can actually produce creatures at a moderate rate for sale.
Editor note: BE pets are considered hybrids and sterile by definition.
Breeding brings a problem with many creatures not having expressed titles to reflect sexual dimorphism. IE. There are no Female Graul. These would have to be tagged. XX and YY presumably but Kliknik are Social Insects and Queen is the only fertile female. Chickens and reptile sexual determinations are different. Reptiles are expressed male or female depending on incubation temperature. I forget the avian dmrt mechanism but it deals with an O gene. Maybe its OW are female and WW are male. Sorry I never was a real avian fan. For ease of everything a simple XX/XY model could be used. Attributes Changed by Breeding: Ham: Increased Ham by 10% Color: A few basic color codes assuming basic genetics R(red), B(black), A(normal) and a(albino). Phenotype expressions to come. Speed: +10 terrain for mounts. Attack Change in attack speed or Damage Size: Stunt growth command that allows pets to be halted at certain levels with statistics that reflect their current CL.
Interdependencies
Architect: The structures have to be made. Made from wood.
Droid Engineer: Possibly for the Milk Maid Droid and Egg Collector Droid. The alternative could be each pen area having a terminal for collecting from each individual pen.
Ranger: Deleted the Box Trap. Still would like to see the option to allow a Ranger have permission to /cullherd and harvest the bodies.
Doctor: Removed the disease program. It appeared as if it would be bothersome to contact a doctor to heal pets.
Bio Engineer: BE could sample reducing each animals Vitality by 5 each sample. Could still have a check system in place where a check of anything over the current vitality kills the creature. An animal has 85/100 vitality and the check is 89 the creature dies. This would give CH a greater niche and better rapport with BE. What I mean to say is the ease by which the BE can sample and the need for CH to hunt for what the BE needs makes Taming a necessity again. Putting wild tames to be sampled in a pen at the same time holding the necessary BE pets for combat seems a decent tradeoff to me. That is 1-20 samples each creature.

CH’s want this to be a visual structure, something where things can be displayed and not some extension of a data pad. It is my understanding; we also want a way to make an access fee (in playing devil’s advocate I am almost certain this will require the Artisan Business I Skill). Kennel Facility A specialized vendor that could train pets up to the ability of the current owner. Unusable if CH is dropped. Another aspect brought up would be getting some more useful commands brought in. Would love to discuss this further. Fetch, Dance, Drag, others that we have seen in Verts Making Pet Commands Useful thread. (thanks jopenack this provides another angle that allows for CH Niche). Also note that this would be a great way to implement saddlebags for storage. Or train Tortons to carry shield generators.
New Tailor clothes Taming clothes such as chaps. (still trying to get these for you spreadsheet).
Editors Note: I want to thank everyone who has contributed thus far and those who will in the near future. This started as a bunch of loose ideas. I merely put them together. I want to keep working on this as much as possible. New ideas are welcome. I credit all CH for making this possible. The credit is not mine to take. If I have forgotten an idea you have mentioned or not weaved it in yet please mention it again. I get scatterbrained at times. There aren't many changes from V.2 to V.3 but I do believe the ones placed inside are positive ones. Some made it way less complicated.

Orignal Thread, Corral V1, Corral V2.

Message Edited by Pluto9Moon on 10-23-2004 01:41 PM



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Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
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Wallach1
Fri Oct 01, 2004 1:36 pm
#2



Very good and well thought Pluto. But, ya think we could sorta add the dung to it, we could sell it as fertilizer that can be combined to flora and possibly give it a chance of raising it's stats?


(I'm kidding cause this is a bit rediculus, just wanted a reason to say DUNG.)

Message Edited by Wallach1 on 10-01-2004 01:50 PM



Walle Deabi - Shortest Master Creature Handler on Shadowfire

"Yes, my spelling and grammer sucks, but I never claimed to be an English Major." -Wallach1
SkyPreacher1
Fri Oct 01, 2004 1:39 pm
#3

Wallach you are a born grinder.


Anyway let me digest this Pluto and then I will post some thoughts



....and then no matter how hard we get nerfed, we still keep CH because we are still some of the coolest characters on the game.

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RoboFish
Fri Oct 01, 2004 1:41 pm
#4

Added: 11:05PM EST

SOund good but you left out what i personally thought where the most interesting parts of the Corral Idea. Having harvesting bots to gather stuff like milk and eggs. We could for those who want the option be turned into sort of farmers if we so deemed. Buying certain droids or modules that allow for milking and egg picking. As an insentive the stats could be slightly higher. Like they could add a code that makes the milk farmed +25 to everystat. Also why not breeding pets to gather meat, the meat would be of exceptional quanity and quality seeing how it take about a week for 1 grown pet to mature. No lets just say these modules could be used only in the corral which take MCH to achieve. This could add a viable nitch to our profession for those of us who just want to take it easy from killing stuff all the time.

Message Edited by RoboFish on 10-01-2004 10:59 PM



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Pluto9Moon
Fri Oct 01, 2004 1:54 pm
#5

Wallach now I have to do a V.4!!!! Maybe Dung/Methane Factories could be made to establish a clean fuel as opposed to all the radiation?



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
spreadsheet
Fri Oct 01, 2004 2:44 pm
#6

Thanks Pluto, Let me digest this as well. But, at first glance, I think it is great. 5 stars buddy.

Please make any comments construtive guys. This is a very cleaned up version. Lets really give this some

thought before we throw out changes to the plan. Hmmmmm, dung..well......

Lol, I want my Chaps......



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HoundMB
Fri Oct 01, 2004 2:48 pm
#7

Absolutley love this idea. The massive input from the community is great too. The only real hinderance I can see to its implementation, is how much database space would it take up? Is it feasable for them to make this work?



Heck Yeah!
eReslo
Fri Oct 01, 2004 2:50 pm
#8


hell, that's a great plan! i've been for this for awhile now, and i don't know why the devs haven't done anything about it. i'd be happy with just a small corral to store/display pets or mounts for sale.

Message Edited by eReslo on 10-01-2004 05:50 PM



E'Reslo - Master Creature Handler/Gunfighter/Scout/Ranger 0030

Mastered (in order) : Scout, Ranger, Gunfighter, Creature Handler (Holo 1), Dancer (Holo 2), Architect (Holo 3), Weaponsmith (Holo 4), (Holo 5) : SILENT, Artisan, Marksman....
TheMaestro2680
Fri Oct 01, 2004 2:50 pm
#9

I have a couple questions;


Is breeding success set at 1? Programming wise I assume that is easier, but I would definitely like to see that fluctuate. For example, what if min food requirements were 1 unit/pet/day, but up to 5 units/pet/day. This way, just as in real life, quantity of food on hand would become a determinant of breeding success.


Secondly, you mention kliks and other social insects. Are these breedable? I don't think its appropriate. Lets say insects and other social breeders are not included.


Thirdly, I like the breeding duration being dependant upon CL, but it would be more realistic for it to be dependant upon model size, which is in fact what we find in the "real" world. I mean, humba, bracks, and other large low CL "grazers" should take a considerably long time to breed, as opposed to Durni's which should take a day or so.


I think I have some more thoughts, but I'll read it over again first.


Great job Pluto!



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eReslo
Fri Oct 01, 2004 2:58 pm
#10

i just thought of somethin.....hypothetically, what if the devs decided to finally impliment a corral with some kind of function besides display....for the function, what ifyou could make it so that once stored in the corral, your pets could get a boost (permanent or time based on how long they were stored in the corral) in HAM and/or stats depending on the quality ofthefood and shelter provided. in other words, the longer you own a pet, the more valuable it becomes with the boosted HAM/resists. this would encourage or even give an incentive for CH's to hang on to and become attached to their pets. just a thought that could make CH a little more enriching....


/dismount soapbox




E'Reslo - Master Creature Handler/Gunfighter/Scout/Ranger 0030

Mastered (in order) : Scout, Ranger, Gunfighter, Creature Handler (Holo 1), Dancer (Holo 2), Architect (Holo 3), Weaponsmith (Holo 4), (Holo 5) : SILENT, Artisan, Marksman....
jopenack
Fri Oct 01, 2004 3:47 pm
#11

lookin good pluto as many here im gonna absorb what I read lol


hmm just wondeering on first glance in the breeding section has anyone given thought to having babies deeded? for sale in the bazaa.... might be nice although maybe in the past version there was a reason not to do it. just kinda wondering


I'l see if I can break down the special command stuff into a more detailed post than in the ver 2.


oh and thanks for the plug hehe but ideas are easy putting it all together is the hard stuff, u da man


and they say theres no leaders here hehe joking please dont flame figured we needed the laugh :-))



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DaBudo2
Fri Oct 01, 2004 4:38 pm
#12

Really good ideas. I really like the idea for involving other professions. Seems like a good way to work hand in hand with BE. Two things, though. Just wondering.


- Maintenence seems high -one corral would cost 172,800 credits every 30 days. One would need to be selling alot of pets to make it a profitable venture.

- Breeding is a fun idea but is it practical (from a business stand point)? Why breed two grauls or any CH pet? Would a CH buy the resulting baby graul whenthey could breed their own? Or go out and tame their own? For many CH, taming is one of the things they enjoy most. One of the issues with BE now is that it takes away from the purpose of taming. Why tame when you can buy a better pet? Breeding asks the question, why tame when you can grow the exact same pet?



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SioBabble
Fri Oct 01, 2004 5:16 pm
#13

This, my man, is a very interesting plan. I especially like the possiblity of breeding...this could be quite nice for non-CH mount pets.




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