Belsambar
January 17th, 2007, 11:50 PM
[ 15] Arcanum: My pet
Wed Jan 17 12:31:33 2007
To: all
My falcon got confused by a ghost and killed itself, thats just wrong.
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Hehe. Made me think about this.
I've long thought we could do more fun stuff with pets.....and I had a few ideas....
We have all sorts of items labelled type 'animal weap' and 'animal armor'....
What I propose is, we get the ability to xp the pet, and level it....if you level it so much, it can wear maybe 2 slots, then 4. Max levels could be based on a partial of the owener's eff levels. Say, 60% of your current level, rounded down. Thus, a level 50 can have a level 30 max pet, with lots of hours put into it. OM's could flat out not have a pet, and lose theirs if they already have one, to prevent having to worry about level loss if OM in question levels their pet to level 30.
Possibly, in the event of keeping pets alive of their own initiative, perhaps at level 30 they gain a 'psychic link' with their owner, granting it abilities based off of the owner's secondary class....a war/cl/thief pet might get sanct, or recall, while the cl/war/thief gets enhanced damage. Other possibilities could be: Mage ... teleport, portal to owner, Thief ... hide, track to exit, ranger ... dual wield, enhanced parry and/or dodge, Shaman ... cloak, scent (It will wander trying to 'find you' depending on how close you are), Warrior ... enhanced damage, hp bonus, Cleric ... sanct, word of recall, Thug ... trip, fierce growl (parylyzes opponent mob uses it on, so mob can run away. Any agressive action would release the paralysis, lasts no longer than 1 tick).
Alignment could also take a part....an evil's pet might be prone to randomly attacking small, weak mobs, a neutral's pet might constantly step aside of combat if it feels it's too evil or good of a fight, not caring for either veiw, a good's pet might randomly cast spells similar to Regina on newbies.
Alright, have fun with this one :P
Wed Jan 17 12:31:33 2007
To: all
My falcon got confused by a ghost and killed itself, thats just wrong.
__________________________________________________ _______________
Hehe. Made me think about this.
I've long thought we could do more fun stuff with pets.....and I had a few ideas....
We have all sorts of items labelled type 'animal weap' and 'animal armor'....
What I propose is, we get the ability to xp the pet, and level it....if you level it so much, it can wear maybe 2 slots, then 4. Max levels could be based on a partial of the owener's eff levels. Say, 60% of your current level, rounded down. Thus, a level 50 can have a level 30 max pet, with lots of hours put into it. OM's could flat out not have a pet, and lose theirs if they already have one, to prevent having to worry about level loss if OM in question levels their pet to level 30.
Possibly, in the event of keeping pets alive of their own initiative, perhaps at level 30 they gain a 'psychic link' with their owner, granting it abilities based off of the owner's secondary class....a war/cl/thief pet might get sanct, or recall, while the cl/war/thief gets enhanced damage. Other possibilities could be: Mage ... teleport, portal to owner, Thief ... hide, track to exit, ranger ... dual wield, enhanced parry and/or dodge, Shaman ... cloak, scent (It will wander trying to 'find you' depending on how close you are), Warrior ... enhanced damage, hp bonus, Cleric ... sanct, word of recall, Thug ... trip, fierce growl (parylyzes opponent mob uses it on, so mob can run away. Any agressive action would release the paralysis, lasts no longer than 1 tick).
Alignment could also take a part....an evil's pet might be prone to randomly attacking small, weak mobs, a neutral's pet might constantly step aside of combat if it feels it's too evil or good of a fight, not caring for either veiw, a good's pet might randomly cast spells similar to Regina on newbies.
Alright, have fun with this one :P