Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Apr 02, 2008 9:51 am 
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Mortal Philanthropist

Joined: Sat Apr 03, 2004 1:55 pm
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Location: I am at one with my duality.
Terrus wrote:
I would just be afraid of their pets becoming too powerful over time.


This is why there would be set caps to everything. True, the tank pets now could become more powerful by getting more damaging, but the amount of time I was thinking to get it to max potential would leave more than enough time for someone to kill their pet, and it would start to feel like a victory if that pet was killed. Scouts everywhere would mourn the loss of their hard work.

It would obviously need some testing and tweaking over the span of everything, but the desired effect is to be able to take and ocelot, for example, and be able to make it [REDACTED] effective as a gorilla over a fair span of time/fights.

More NPCs would be nice, true. However, the amount of NPCs is less of a problem so much as many of these NPCs are restricted to the mainland, and because of that, they suffer lower HP, levels, and damage. And as I said, there is no reward for scouts who treat their pets more like partners rather than a disposable piece of equipment.


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PostPosted: Wed Apr 02, 2008 10:03 am 
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Joined: Fri Nov 22, 2002 2:17 pm
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Achernar wrote:
I am all for more a larger variety of pets of all statuses useful to scouts.

Hooray! :D
Make it happen? Please?


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PostPosted: Wed Apr 02, 2008 10:08 am 
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Another mud I played years ago had a feature similar to this. It would even put something like, "Your pet appears to become a bit stronger." at each tick of exp that was gained. I never did see what it was when it actually leveled. It was fun to watch the pet level, though.

I am with Achernar for having more variety, but I think that a leveling pet, be it store bought or tamed, scout or none, would make all pets more of an investment rather than some random meat shield.

A non-scout could level a pet to half the characters level, while a scout could level a pet to within 10 levels of the scouts current level. All pets, regardless, should have hp and damage caps as a default, which could be altered by the builder at their discretion so the hard to get to/tame animals could be worth trying to get to, still.


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PostPosted: Wed Apr 02, 2008 11:31 am 
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This is a great idea to increase both RP of scouts and a slight buff that they don't necessarily need but it wouldn't unbalance them either.

As its been stated before, it'll be interesting to see what people walk around with instead of the standard 'best' pets.

I'm not sure if has been mentioned already in this thread, but if they(the pets) got skill progression as well based on their class that would be awesome too.

Example: Pet A is a rogue, with no real rogue skills until you reach the max bonus ect...then it can backstab(which would really be more like a pounce) and maybe even put some pets back into the game that can pick locks like one use to be able to do.


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PostPosted: Wed Apr 02, 2008 1:42 pm 
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This idea is actually too much work, given that your pet can be killed with a single petrification or finger of death spell, or by hitting it enough times to reduce it to dead.

Builders should just make some newer interesting pets. The last thing scouts got was losing the hippogriff as a tameable pet.


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PostPosted: Wed Apr 02, 2008 3:03 pm 
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Immortal (Inactive)

Joined: Tue Mar 18, 2008 3:22 pm
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SK Character: Ain
Those of you who venture to the Lost Jungle should find a slew more in the way of tamable pets. Which is to say, it's a slew more than what was possible last week.


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PostPosted: Wed Apr 02, 2008 5:18 pm 
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Cyra wrote:
This idea is actually too much work, given that your pet can be killed with a single petrification or finger of death spell, or by hitting it enough times to reduce it to dead.

Builders should just make some newer interesting pets. The last thing scouts got was losing the hippogriff as a tameable pet.


Why? adding more pets still boils down to the same thing over and over again, someone finding the most optimal pet and everyone else jumping that gravy train. But you know what I would love to see added with Single Pet classes like Scouts/Warlocks? Added tags to the prompt to show their HP/PE/ME.

Example:
Code:
[HP:100%][ME:100%][PE:100%]
[Mountain Lion: [98|100|75]]


Of course something only available to Scouts and Warlocks are they are restricted to 1 pet. Unless you just wish to have it only display pets since you can only have 1 pet at a time.


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PostPosted: Wed Apr 02, 2008 6:09 pm 
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For it.

Also: Pet Rez, mentor ability for scouts. Only works on the body of their pet.


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PostPosted: Wed Apr 02, 2008 7:19 pm 
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How exactly would a scout rez anything?


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PostPosted: Wed Apr 02, 2008 7:43 pm 
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
Erevan wrote:
How exactly would a scout rez anything?


The pet was beaten so severely it had a heart-attack. So the scout performed CPR and mouth-to-snout resuscitation to revive it.


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