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.
Damn Helios, that sounds... perfect. I don't think there is anything I would add or change to be honest.
Only thing I could think of is maybe making a fun quest which would unlock all of this content on a per character basis so it's not just a wake up one day and all of the sudden I know everything there is to beast mastery and genetic engeering.
One question though. Does genetic engineering play into any of the old bio-engineer stuff like the tissues which were used for certain crafted items? Is that included in any of this?
Message Edited by Gaius_Kavadas on 11-08-200612:55 PM
############################################################ ############################################################ Gaius Kavadas ############################################################ Stormtrooper ############################################################ 47th IEF ############################################################ Imperial Army ############################################################
This doesnt sound like a bad system at all. It wil open up a new market for traders for crafting the incubators. It will add some game content by making people have to work on their pets by training them. It also has some diversity with ferocious factor, and their stats being determined by how much theyre cared for. It will make people actually have to give their pet attention, not just buy one from a BE. You just gave a lot of people hope, and this will eliminate a major complaint on the forums. Send in Hanse, and maybe we will see it in 2006.
Message Edited by RaidCasto on 11-08-200602:04 PM
Raid Casto-Rebel, demoted to Sergeant from Colonel, working my way back up/Profession--Commando/Proud member of The Big Game Hunters/Rebel Ace Pilot Caid 'Gut' Casto Imperial private(spy)-+12/15/17 Shipwright/Smuggler's Alliance Ace pilot
***MAYOR*** of Krayt Oasis, Tattooine. ***Guild Leader, The Big Game Hunters***