Scout Archive
Thread: Some other Scout/CH possibilities
My idea for a Scout / Creature Handler "add on".
I'm headed for Creature Handler, but to do so, I have to go through Scout of course. I was reading the problem with the nerfing of baby spawns and a germ of an idea evolved.
I like to *play* the game and I like to play in the "role" of the character I've created. It's a wild concept, I know. But as a Scout and Creature Handler, I rather imagine that we would spend more time in the wild than in the cities.
I'm also building on the knowledge that the game supports the "random" and "mission" spawning of creature camps and could borrow (if it hasn't already) dungeon instancing from EQ2.
Here, then, is my idea.
Suppose that upon reaching Master Scout and/or Novice Creature Handler (since we have to go through Scout anyway) that the game generates in the background a number of "secret" dens on each planet. These would only be for us and the only way for us to find them would be to go out into the woods and LOOK for them. If we got in range of one, it'd show up on our radar as if we'd noticed something odd in the area or the markings of an animal lair....or somesuch.
Now, these dens could be:
(1) "instanced" dungeons for the Scout to explore which is the location for really cool beasts to tame. I'd make these beasts a bit more desirable and powerful than "surface" mobs since we had to go through all the work to actually hunt down the den. And I'd make them *non*-transferrable to any other player. They didn't do the work....I did.
(2) a den of a fairly powerful beast that could be tamed and sold to others. I don't think CH's should pass on beasts, but since it's in the game, it can be supported. The CH that stumbled on this den would be able to offer something semi-unique to the community. For a while---see note B, below.
(3) the location for some nifty DNA for Bio-Engineers that they'd not get anywhere else. I don't know what BE's do (I really don't have a handle on CH or Scouts, for that matter), but the idea of Bio-Engineers and secret animal lairs seems to fit.
(4) the secret lair could be some story-line location as well. Imagine stumbling on a lair that was really a secret Imperial spy-base! The Scout's party could go clear it out, get some story drive-points.
(5) other professions could be given missions to locate "such-and-such" cave. The mission would say, "We don't know where it is...only that it's out west about 2500km or so. Hire a Scout to find it for you." They'd hire us, upload the datapad link, and that would let us be able to "find" the secret lair for them.
Some extra thoughts:
(A) If it's an instanced dungeon, then the Scout's party would have to be able to go with him if necessary.
(B) To avoid a "monopoly" on a particular beast, or super-easy credits, I'd have the dens rotate every so often. If it's the uber-personal pet, I'd have the den relocate after the baby is taken out; as if the pack of beasts had moved on. If it's the beast that can be sold, I'd have it poof after a month or so. This would cause the Scout to have to "get back out there" and hunt down the lair again.
(C) Hideouts and so forth would just poof once the mission is over.
I realize that I've mostly outlined CH-Scout ideas, but I'm sure there are ways to adapt it to Scout (non-CH) ventures. Give Master Scouts a higher liklihood of finding the dens. So on.
In another thread, I mentioned the possibility of letting the crafters create "transmitting collars" for the beasts and "receiver eyewear" for the CH. Once rigged up, the CH essentially does a "Bind Sight" on the beast and can send the beast out to scout for the group/raid. The CH would be controlling the beast-toon, naturally, but would then be......scouting.
Just a few ideas.
UnderDuress wrote:
I like to *play* the game and I like to play in the "role" of the character I've created. It's a wild concept, I know. But as a Scout and Creature Handler, I rather imagine that we would spend more time in the wild than in the cities.
Agreed the only time I actualy head into a town as a CH is to get missions buy stock/resources and ocasionaly heal. I actualy spend about 2/3 of my time in the field
I'm also building on the knowledge that the game supports the "random" and "mission" spawning of creature camps and could borrow (if it hasn't already) dungeon instancing from EQ2.
Key to this idea is EQ2, SOE would probably know better then I but to take another games idea and impliment them wouldn't that be copyright infringement?
I agree with there needs to be a perk for scout/Rangers and would love to run across a Dungeon that I find a unique animal I can tame in it
In another thread, I mentioned the possibility of letting the crafters create "transmitting collars" for the beasts and "receiver eyewear" for the CH. Once rigged up, the CH essentially does a "Bind Sight" on the beast and can send the beast out to scout for the group/raid. The CH would be controlling the beast-toon, naturally, but would then be......scouting.
interesting idea, not sure exactly how it would work seeing how the creature in question has a name and if trained by a faction member is part of that faction, so an imperial kima could not just wander into a rebel camp and look around without getting slaughtered.
Just a few ideas.
Great ideas, we need more constructive posts on the boards, not the tear down and Flame posts that seem to pop up every five seconds.