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.
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?
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
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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Dum dum dum Duuuuum.. Anti´s return might draw close.. Run for your lives! (Lets see how many days it take for it to actually work though.)