Creature Handler Archive

Thread: Some new (or old) ideas for mounts.

StandUpWookie
Sun Aug 22, 2004 10:18 pm
#1

Here, see what you all think...I dropped MCH a while to go Master Doc, but I miss my pets. Im trying to find ways for CH (and MCH) to be viable or worth the skill points.


Mount Control should have its own skill in the CH boxes. Just like any other skill you get pluses as you level up your skills.


There should be a "Mount Speed" skill which makes your mount go faster. This would effect normal run as well as /gallop....or it could just be a /gallop only skill. The fastest mounts should be faster than the faster speeder. I say this because anyone at any level of any skill can own and operate an AV-21....but a MCH must spennd skill points to make his mount faster than an AV-21. Basically a MCH should whip out his fastest Mount when traveling through Adventure Planets....not hide them in the data pad because they are too slow.


There should be a "Gallop" skill which in essence lenghtens you /gallop duration and shortens the time you can use gallop. As usual MCH should have a long /gallop period as compared to Novice CH or Non-CH mounts. BE's should be able to make some sort of food that you feed to your mount that shortens the downtime between /gallops. This is sort of a trade off, meaning you have to repair a vehicle but a pet (mount that is) doesnt really cost money (unless you factor in Stims...as most MCH mounts will be combat mounts)


There should be a "Mount Combat" skill or skills that allow you to use specials while mounted. Ok, this could be bad as there would be a mass of "kiters" but while mounted your accuracy or combat speed could fall. I dunno about this one. Maybe make it so you can fight with only NORMAL attacks while mounted but your mount can fight as well and he/she can use specials.


There should be specific mounts available for use at MCH level and not before. These could be the cat models or maybe a Peko-Peko or whatever you want. Basically they should introduce more mounts period.


Mounts should be containers as well....After all, dont they all have saddle bags. Driods are containers AND can be put in your data pad, so why cant Mounts be. Scale the inventory with the CL of the mount...then you have someplace to put all that harvest material you get...as long as fluffy doesnt eat it.


Make IDs able to custimize mounts...this is an odd one....Currently BEs can slap a few skins on a mount BUT wouldnt it be cool to get a Cat mount and have a Master ID make him an Albino and give him like green eyes....just a thought.


Fix the range attack issue....pets cannot stop using range attack once you tell them too...I dunno if this is fixed or not, but that is a big bug.


Make Terrain Navigation a skill that BEs can add to mounts, the higher the skill level the higher the CL will be....Ever try to ride a Bantha up a steep hill??



ok gonna go log in and see how much my Kaddu has grown..


SUwookie

spreadsheet
Mon Aug 23, 2004 1:08 pm
#2

Great post. You have combined some ideas that have been floating around for awhile as well as some new ones. Please refer to the older posts that I bump up occasionally. But really, a very nice post and some great ideas. 5 stars for you.





=SIVART SMADA= ~ANNAED SMADA~
-Elder Jedi--Elder Medic-
DWORKIN = Officer
!Master Creature Handler Forever!


Vertexon
Mon Aug 23, 2004 1:13 pm
#3

All good ideas. With regard to the terrain negotiation, though... I know the Rangers want to be able to transfer the rider's terrain negotiation to the mount. If this was a property that any player could use (i.e. set by theBio-Engineer at the time of crafting)AND mounted combat became viable, it might further undermine the value of the Scout/Ranger's terrain negotiation skills.



-Vertexon.
LyteFoot
Tue Aug 24, 2004 12:31 am
#4

All good ideas and most have been posted in other threads. A new one that I really like is the ability for an ID to customize your pet! Man we could come up with some cool and weird ones if they could color the coats and eyes. I see bright green Rancors with red eyes in our future



Elwyn LyteFoot - Corbantis server
spreadsheet
Fri Aug 27, 2004 3:50 pm
#5

Make the terrain neg a +mod. It would only add to the riders current terrain negotiation. Since scouts and rangers have the highest mod it would benefit them the most. It would also help the rest of us just not as much. The rest is great.

/bump for the new guys




=SIVART SMADA= ~ANNAED SMADA~
-Elder Jedi--Elder Medic-
DWORKIN = Officer
!Master Creature Handler Forever!


TottDonetta
Fri Aug 27, 2004 5:33 pm
#6

most of the problems with mounts could be sorted out by adding a wide variety of saddles, and by making mounts more specialized, i.e. the kaadu is the fastest, the brack is the best tank, the bol has the best attack, the dewback has the best gallop, the cu pa the best terrain mods etc etc.


by a variety of saddles i mean things like:

a racing saddle that increases the normal speed 20% and the gallop speed/duration 40%

a scout saddle that adds the riders terrain neg mods to the pets

a combat harness that allows the pet to fight while you ride it, but you cant

a survey saddle that allows artisans to survey whilst mounted

a mulit-passenger saddle that allows you to have a group member riding pillion (probably a pain to code which is why we dont see it in the 2 seater speeders.)

saddlebags that can hold 5, 10 or 20 items depending on the mount species (yes it would mean that CH's could 'potentialy' be able to carry a LOT more items than any other prof, but only if we sacrificed a number of the very limited spaces in our datapads! 2 rancors or 40 extra items of junk, hmm let me think....)

a marksman saddle and aBrawler saddle that allows specials from the marksman/brawler tree to be used at +30% the normal HAM cost

Rifle, Pistol, Carbine, Swordsman and Fencer saddles that allow the appropriate specials to be used but at +50% the normal ham costs (you'll notice i didnt include TK and Pikeman saddles, this is because i think pikemen should be able to use specials whilst mounted anyway and because im gonna need a lot of convicing on how a TK can do flying/spin kicks whilst sat on a mount!)

and a heavy weapons saddle for commandos and BH's that allow them to use their specials at +50% HAM costs. this saddle could also open the way for specialist mounted weapons for the commandos or possibly even the squadleaders to use.


some of the more basic saddles could be made as part of the tailor tree, with the more advanced ones be limited use schematics dropped by NPC's or given as quest rewards. once a special saddle has been attached to a pet its there permanently and cant be removed. oh and as were in the realms of fantasy it would be either a special saddle or pet armour but not both. its 1.30 am yes i am dreaming!


and as for the idea of having ID's alter a pets colour, fur pattern etc.....

I LOVE IT!!!!!!!!!!!!

no making cu pa's white tho. thats cheating.



Tott Donetta

The liver is EVIL and must be punished!


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Sojourner
Fri Aug 27, 2004 5:38 pm
#7



spreadsheet wrote:
Make the terrain neg a +mod. It would only add to the riders current terrain negotiation. Since scouts and rangers have the highest mod it would benefit them the most. It would also help the rest of us just not as much. The rest is great.
/bump for the new guys





One problem, and it has to do with the way terrain negotiation currently works. Up to 50 terrain negotiation affects how fast you go up hills. Beyond that, it increases your crawling speed. So unless they change the way terrain negotiation works, it won't help scouts and rangers, it will just be away for non-scouts to that skill without investing skill points.



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
TottDonetta
Sat Aug 28, 2004 3:12 am
#8






Sojourner wrote:





spreadsheet wrote:

Make the terrain neg a +mod. It would only add to the riders current terrain negotiation. Since scouts and rangers have the highest mod it would benefit them the most. It would also help the rest of us just not as much. The rest is great.

/bump for the new guys








One problem, and it has to do with the way terrain negotiation currently works. Up to 50 terrain negotiation affects how fast you go up hills. Beyond that, it increases your crawling speed. So unless they change the way terrain negotiation works, it won't help scouts and rangers, it will just be away for non-scouts to that skill without investing skill points.






this would be negated if the the scout saddle idea i mentioned above were introduced, as it merely bestows the riders terrain neg skills to the mount, a non scout with 0 terrain mod wouldnt get any benefit from it, but a scout or ranger could have their pet move at least as fast as they can over uneven terrain. i was also thinking that this saddle could allow rangers/scouts to camoflauge/maskscent whilst mounted, or should that be a seperate saddle?


i also thought of one more saddle, but dont know what to call it, it just has a few slors that allow armour or clothing attachments to be placed into it before the saddle is placed on the mount and then bestows those benefits to the mount (but not the rider)




Tott Donetta

The liver is EVIL and must be punished!


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TottDonetta
Wed Sep 01, 2004 11:23 am
#9

/bump



Tott Donetta

The liver is EVIL and must be punished!


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Butterwufabow
Wed Sep 01, 2004 4:53 pm
#10

Great post! I like the sound of all of it, ,but how about his for a small suggestion. Vert see how this works, I fully back the idea of a Ranger having some effect on his mounts terrain negotiation, but how about tracking as well? I'm a Ranger tracker and I make use of area tracking all the time. What if a certain or certain type of creature, add or affects teh rangers area track just a little bit. Example, my area track is 500m i think, but say I pull out a creature that naturally 'stalks' like a grand wrix I think does it, my area track now increases in range by 50-100m? Not an overwhelming benifit, but something to make CH that much more helpful to another class. Yes? No? Sound good or should I go back to holding my breathe for stables?


Tearvi Asai

Sniper/Tracker/Pack Master
spreadsheet
Fri Sep 03, 2004 1:46 pm
#11

/bump



=SIVART SMADA= ~ANNAED SMADA~
-Elder Jedi--Elder Medic-
DWORKIN = Officer
!Master Creature Handler Forever!


TottDonetta
Wed Sep 08, 2004 4:47 am
#12

/bump



Tott Donetta

The liver is EVIL and must be punished!


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Roporin
Wed Sep 08, 2004 5:05 am
#13


If we ever get a flying mount, terrain neg would in theory be not so applicable (if at all) to such a pet. Here's hoping for a giant peko pejo or a gleaming lantern bird as a mount...


Also in regards to flying mounts - given an assumption that they should be faster than a ground based pet (over flat and esp hilly terrain) - then using specials from such a pet would have to be balanced or the kiting possibilities would no doubt bring back cries similar to the using force run whilst being able to hit hard nerf cries for jedi.


Consider this too - with a flying mount, how high would the creature handler be able to go? high enough to avoid melee attacks? ranged attacks? Would be not so good if a CH could sit 64m off the ground whilst shooting some mob with a special that could only do melee attacks.


So many things to think about - but I still want to see a flying mount


edit: something I just thought of: what about a 'Pet Sense' ability for flying mounts esp - if you're in danger of dying you could train in this skill command so that if a HAM bar reaches a dangerously low level and you've issued your flying mount this command- you incap or look like you're about to pass out and the creature would pick you up and fly you away. I'm letting my imagination get the better of me now... This kind of thing if thoroughly worked out so that it would work in the first place and not be abusable - would bring a CH agreater feeling of being "closer" to his pets.


Rop.


"Here we are in mortal danger and your worried about the Chinese delegates bringing two cars?!?"

Message Edited by Roporin on 09-08-2004 01:11 PM



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"From our perspective the Combat Upgrade was a crucial thing for us to do for the long term health of the game." - 3rd May 2005

"It's been in the works for over a year now." (NGE) -3rd November 2005
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