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Post Info TOPIC: In Concept: Beast Master & Gentic Engineer


Sage

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Posts: 4047
Date: Nov 9, 2006
In Concept: Beast Master & Gentic Engineer


Creature Handler and Bio Engineer will not be returning to SWG. The code for those profession is imcompatible with this version of SWG. If Creature Handler gameplay is to return to the game, most of those system will need to be re-written. To prevent confusion, we would call this new version Beast Mastery and Genetic Engineering. This is a brainstorming concept document. Implementation or scheduling is neither guaranteed nor implied. This is simply a "Request For Comments".


A new set of expertise would be introduced that allow players to gather creature eggs throughout the galaxy. These eggs can be hatched into baby versions of existing SWG creatures (“hatchlings”) using player crafted incubators. Once a hatchling is born it must be physically and emotionally cared for. Creatures progress, as a function of time, through various stages of development including the hatchling, juvenile, adult and elder phases. Each phase of development has a specific purpose in the life of a creature. For instance, a creature can no longer learn tricks once it reaches the elder phase of development. If a creature is to be genetically mutated into a ferocious creature (combatant) it must be mutated during the juvenile phase. The hatchling phase is most important in determining the base stats of the creature (physical). So on, and so forth.



Each creature has a shared set of stats that will change depending on how well the creature is cared for. Each creature will have different beginning values for each of these stats. In this way, some creatures will be naturally better for some tasks than others.



All creatures start off as domesticated pets that have no combat value. Domesticated pets can learn a number of abilities (“tricks”). Tricks must be practiced by the pet in order for the pet to reliably perform the trick on command (use based skill gain). Until the pet reaches the elder phase, the pet’s progress for each of the tricks it is learning can and will decay if the tricks aren’t repeatedly practiced. Once a pet reaches the elder phase all skill gains are locked and no new tricks can be learned.



While a pet is in the juvenile phase of development, it can be mutated into a ferocious combatant. Depending on the physical condition of the pet, it may or may not die (permanently) during the mutation process. Once a creature has been successfully mutated into a ferocious creature it unlearns all of their domestic tricks as a result of the genetic stresses of the mutation process. Once successfully mutated, however, creature gains access to a new set of combat tricks. Controlling a ferocious creature requires the handler to devote some amount of concentration to the pet, thus reducing the attack speed of the handler by some percentage.

Proffessions from He-man Clicky

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Sage

Status: Offline
Posts: 4047
Date: Nov 9, 2006
RE: In Concept: Beast Master & Gentic Engineer


again, this sounds too good to be true, this stuff will prob take expertise points.. but I wonnder if they will introduce 'passive' expertise to only be spent on stuff like this?

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Starky's cool name when he comes up with one

Status: Offline
Posts: 1269
Date: Nov 9, 2006

This sound's fantastic I think if they do it it should be more like a side expertise from your normal one, but the idea that controlling your pet will reduce ur attack speed somewhat is a good idea also /pet's pet

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Mando/Medic all round Imp Destroyer :worship:



Forum Troller

Status: Offline
Posts: 1122
Date: Nov 11, 2006

sounds really good. As do the other links jib posted.


I really hope soe will carry forward with these new ideas. imo this is showing they are on the right track


 


I would love to see my tender cared pet play in my garden, after i return from raiding or invading session



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Wielder of the sunglasses

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Posts: 1691
Date: Nov 11, 2006
RE: In Concept: Beast Master & Gentic Engineer


Martijn wrote:


I would love to see my tender cared pet play in my garden, after i return from raiding or invading session






Its called nixy :P

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Beer is not the answer, Beer is the question, "Yes" is the answer.



Forum Troller

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Posts: 1122
Date: Nov 11, 2006

audiem wrote:



Martijn wrote:





I would love to see my tender cared pet play in my garden, after i return from raiding or invading session








Its called nixy :P


lol i was afraid of this comment

-- Edited by Martijn at 18:18, 2006-11-11

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Post master

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Posts: 216
Date: Nov 17, 2006
RE: In Concept: Beast Master & Gentic Engineer


Well.. I suppose that´s as close as I can get if I would return, but I doubt I would have any combatants then.. The thought of putting the pet´s life in peril for own gains is nothing less than doing the same to a human(Or humanoid alien too for that matter. ) being. Pure cruelty, I tell you. That´s the way of imperials, blehh..

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Sage

Status: Offline
Posts: 4047
Date: Nov 17, 2006

currently a level 90 char has 45 expertise points to spend.
There is a theory that this will increase to 75, with a cap of 45-50 in any one area.

They are introducing stuff like this.. so you could have say 50 points in commando and 25 in Beast mastery for example.

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Sage

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Posts: 4047
Date: Feb 21, 2007

new semi vague reply from blixtev....


http://forums.station.sony.com/swg/posts/list.m?start=0&topic_id=255486&#top

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Wielder of the sunglasses

Status: Offline
Posts: 1691
Date: Feb 21, 2007
In Concept: Beast Master & Gentic Engineer


yes that is vague lol

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Beer is not the answer, Beer is the question, "Yes" is the answer.



Guild support

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Posts: 1315
Date: Feb 21, 2007

he must be organising a SOE bbq party and needs a cheap meat source

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Sage

Status: Offline
Posts: 4047
Date: Feb 21, 2007
RE: In Concept: Beast Master & Gentic Engineer


so true

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