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		<title><![CDATA[Latest posts for the topic "Monster Master, similar to Loaded Artifacts or Loaded Weapons"]]></title>
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				<title>Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I'm thinking of making a third "class" that's something like a monster master.

I'm trying to think of the best way to set it up, and I'm looking for ideas.

First up, I think thr requirements for this skill would be:

Monster Tongue
Retaliation
Countershove
high damage bonus and damage reduction.

Also, this skill would start the player out with a special healing assault rifle... something a little more beefy than your average healing assault rifle, so they can boost their pets.

Then perhaps a scrollable list (like the artifact list) where you could choose which monster to summon.

Of course, like the other two classes, this one would be exclusive of those as well, hence no loaded artifacts or loaded weapons and monster master.

Can ya'all think of any skills that I could grant to both the controller and the monster to give them a meaningful boost?

]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#5201</guid>
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				<pubDate><![CDATA[Sun, 3 Jul 2005 23:37:03]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Sounds a great idea.

One of the main complaints about pets is how stupid they are. If you could have a way for the controller to issue orders to the pet, that could be very useful. For example, "defend me" (attack anything that attacks me), or "kill" (search and destroy anything), or the ability to target a particular enemy, or even "run away"! Could have a "teleport back to me" command.

How about an ability to tame attacking monsters?

If the controller has say a vampire+3 weapon, does that mean the monsters also attack with the vampire+3 ability. If not, then could it?

I like the idea of the beefy healing assault rifle. Would be very useful.]]></description>
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				<pubDate><![CDATA[Mon, 4 Jul 2005 01:45:34]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Maybe give a Monster Master access to the monsters that normal people can't use, namely the Titans and the Queens.  I'd place some kind of limit, of course, but that seems to be real incentive to choose this over the other two.  

Also, you may want to give your monsters the ability to not only heal themselves, but you as well.  Have it work just like a regular Vampirism stat, but have it set up so that you get the health as well.  It might make up for the lack of stronger weapons.

I would also be for commandable monsters, but I imagine that would be extremely hard to program, so I wouldn't bet on it anytime soon.]]></description>
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				<pubDate><![CDATA[Mon, 4 Jul 2005 02:06:17]]> GMT</pubDate>
				<author><![CDATA[ Wildfire]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ make like a purchase system where certan monsters cost x amount of points the level of the skill determines the amount of points also have a limit so one person dosent have 10 Cicadas runing around]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#5231</guid>
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				<pubDate><![CDATA[Mon, 4 Jul 2005 02:48:08]]> GMT</pubDate>
				<author><![CDATA[ Nonya-Biz]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ <blockquote>Also, you may want to give your monsters the ability to not only heal themselves, but you as well. Have it work just like a regular Vampirism stat, but have it set up so that you get the health as well. It might make up for the lack of stronger weapons.&nbsp;
		</blockquote>

Would it be possible to choose the mode that the pets are working in (e.g. Vampire or Energy), so you can use the pets to boost the stats you want? Or have 2 separate abilities - one for monster vampire the other for monster energy leech. Could do on a level basis for what vampire/energy leech would normally give? 

And will artifacts like triple damage also work for pets. Again, could do on a level basis for an ability - lvl 1 50%, lvl 2 100%, lvl 3 150%?

How many pets will you be able to have? Can there be an ability to increase the number? (although too many will slow the game too much)
]]></description>
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				<pubDate><![CDATA[Mon, 4 Jul 2005 03:00:50]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I have one contradiction, many people like loaded weapons and those that want this monster master ability wouldn't be able to get it if it would replace loaded weapons. Maybe you could make it more available to those of us that like loaded weapons and also like this idea of monster master.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#5255</guid>
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				<pubDate><![CDATA[Mon, 4 Jul 2005 16:02:40]]> GMT</pubDate>
				<author><![CDATA[ macadamia]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Maybe create a Monster Master class, with all the most powerful abilities and such, but no Loaded Weapons or Artifacts, but also a middle ground were you can have all three, but only one or a couple levels in each of the specialized skills?]]></description>
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				<pubDate><![CDATA[Mon, 4 Jul 2005 16:07:11]]> GMT</pubDate>
				<author><![CDATA[ Wildfire]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I personally like the idea of having different paths to walk and having to choose between them early on. 

No sense in having all three be available even on a limited level. By having multiple paths this feels more like a real RPG with classes and jobs to take on. ]]></description>
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				<pubDate><![CDATA[Mon, 4 Jul 2005 16:16:29]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I might allow the master to summon up to 2 pets, since their other skills with be lacking.

This is all theoretical at this point, so dont get too excited ;)

I'm sure that you wont be able to get it and loaded weapons at the same time though.]]></description>
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				<pubDate><![CDATA[Wed, 6 Jul 2005 22:22:11]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ 1.  Grant exp earned from monster only to the monster master and not the other classes (other classes being loaded artifacts = Weapons Master, loaded weapons = Magic Master).

2.  Eliminate summon monster charm for other players (basically remove it from the map).  Grant the charm only to the Monster Master.  For example:

<b>Monster Master 1</b>: granted the Monster Summon Charm (not counted to 3 artifact limit and is undroppable).
<b>Monster Master 2</b>: granted double Monster Damage Charm (unbreakable, like triple damage),  Monster Magic Charm (grants monster a magical property: Freezing, Poison, Vorpal (on selective monsters), Bonus Damage %, Null Entropy, etc.).
<b>Monster Master 3</b>: charms are unbreakable.
<b>Monster Master 4</b>: pets granted same bonuses as you when you use your artifacts.

(order subject to admin discretion)

3.  Skill requirements for Monster Master (3 skills just like the other 2 classes):  
     <b>Monster Tongue, Monster Swarm </b>(new skill that allows additional monsters summoned: max 2, 3 or 4  monsters, admin decision.  There are 2 ways you can do this.  (1) You can even make it 1 monster = monster level is monster tongue level, 2nd monster = monster level is half of monster tongue level, 3rd monster = monster level is half of 2nd monster level.  i.e. 3 monsters = 8th level monster, 4th level monster, and 2nd level monster in play, OR by (2) have as many levels you want and show the monster level progression of each monster that is extra, for example, level 1 is your monster tongue level plus half of that for the 2nd monster, and then say level 8 is 2 monster tongue level monsters and 2 monsters half that monster tongue level, up to admin to decide), <b>Awareness</b>.

4.  I think countershove and retaliation should still be open to everyone since those skills don't pertain much to monsters itself, unlike Awareness (applies directly to monsters).  (Countershove and retaliation skills apply to gametypes other than Invasion, i.e. Deathmatch, CTF, etc.)


I would suggest placing some kind of flow chart or something to show people that there are indeed 3 different classes and each of those classes have access to certain skills.  For example, create 3 catagories which are Magic Master, Weapons Master, and Monster Master.  Then show their primary skills available only to them.  Next catagory, call it General Skills and show all those skills and that they are attainable by any class.

I can dwell more on this but this is just off the top of my head.]]></description>
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				<pubDate><![CDATA[Wed, 6 Jul 2005 23:13:29]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Feel free to throw out whatever I suggest, since honestly I have NO idea what is feasible in terms of programing for your rpg mod... or well any mod.  That being said:

Since they LIKELY won't get to be adrenaline or health "junkies" (no leech or vampirism).  Might I suggest a special skill that will mitigate damage between them and their monsters.  Like if the player got hit for 100, 50 of it would go to their monster, or something to that effect.  Or if that makes things too easy, can make them have shared health... now that could get messy. :)

Another big thing (at least in my mind) would be the problem where certain monsters can't hurt other monsters... like warlords on warlords, lotta flying (couple cheap giggles too) and nothing get accomplished.  Only idea I've come up with to solve this so far (and I'm hardly a programmer) is the pets would need to be something that can damage everything, for example (yes we all hate them) nalis.  This idea though does open a whole load of other possiblities.  Like, summoning a nali with a weapon of your choice, upgrading the weapon, blah blah blah etc etc

Anyway, figured you can never have too many suggestions so.... Hopefully I at least gave ya something to think about :)

Keep up the good work, it's appreciated.  :)]]></description>
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				<pubDate><![CDATA[Wed, 6 Jul 2005 23:14:47]]> GMT</pubDate>
				<author><![CDATA[ JaggedMarble]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I am all for new stuff and I think this is a kewl idea, but I must ask the question on why creating this class. No offense is intended at all by this post but wasn't the use of a "regular summoning charm" removed from the game for several reasons. 

One being that people hated having so many player controlled creations around for the sense of "cluttering" the map. Secondly, and probably more importantly, didn't having several extra player controlled monsters put alot of extra stress on the server. It would seem that having players with the natural ability of a summoning charm cause alot of stress on the server, hence creating game stability/lags issues with the server. ]]></description>
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				<pubDate><![CDATA[Wed, 6 Jul 2005 23:17:59]]> GMT</pubDate>
				<author><![CDATA[ [BGE]Cha-Chi]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Based upon comments posted earlier, I think I would suggest the following:

Loaded Monsters skill. 
Requires Awareness, Monster Tongue, Monster Vampire
Cannot have at the same time as Loaded Weapons or Loaded Artifacts
level 1: Get 2 monsters of the type set by Monster Tongue.
level 2: Monsters have regeneration (doesn't affect the player)
level 3: Monsters have a random +ve magic (e.g. +3 vampire)
level 4: Monsters also get player boosts (double/triple damage, invulnerability, booster, speed combo)
(levels not necessarily in that order!)

Monster Vampire skill.
Cannot have with Vampirism or Energy Leech.
For each level, the player only gets a % of the damage caused by the monster back as health.
The Monster Vampire is required because every class needs a method of getting health. For Weapons Masters this is Regeneration and Vampire. For Magic Master, this is Booster.

Monster Tongue should not be available at the same time as Regeneration and Adrenal Drip. However, I would leave the Monster Summoning charm in, as it is a vital part of a Magic Master. With a limit of 2 pets for a Monster Master, and Monster Tongue not generally available, the number of pets on a map shouldn't increase too much.

Could extend Awareness to level 3 to see what random +ve magic monsters are using?

I am not sure that we need a healing assault rifle if the monsters can have regeneration. If the player has one anyway, then great.

Just a suggestion. :) ]]></description>
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				<pubDate><![CDATA[Thu, 7 Jul 2005 06:18:27]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ The one reason I don't think monster regeneration type abilities (regen, vamp) are needed is that once your monster dies, it is automatically replaced anyways.  I'm glad I have that because my monster tongue pet sometimes gets stuck or is half dead without legs, so I just blow it up and then viola!, I get a new one running on up to me.

The biggest advantage I would say about being a Monster Master would be the ability to gain EXP from your pet doing damage.  You may even want to make it double what it is now.]]></description>
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				<pubDate><![CDATA[Thu, 7 Jul 2005 17:06:53]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I have to agree with Cha-Chi on this one.
If the Master's pets didn't show on radar and the Master had more control of them (i.e. they can't just get stuck somewhere stupid), then I'd lean more toward it.
But the way things are now...  the reasons above and the fact the pet gets in my way more than help.... is why I'm trying to get rid of monster tongue.  The pets aren't aggressive enough.  They stand around more than not.  

Maybe go another route... more of a Monk type class :)  Shield Gun only  :shock:   Of course we'd all expect them to have some other kewl stuff... like mega quickfoot, power jump, airmaster, autoload electromagnet, etc.   More of a 'fun' class, versus a power class.]]></description>
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				<pubDate><![CDATA[Thu, 7 Jul 2005 17:11:03]]> GMT</pubDate>
				<author><![CDATA[ acydreign]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ <p></p>

		<cite>acydreign wrote:</cite><br>
		<blockquote>
Maybe go another route... more of a Monk type class :)  Shield Gun only  :shock:   Of course we'd all expect them to have some other kewl stuff... like mega quickfoot, power jump, airmaster, autoload electromagnet, etc.   More of a 'fun' class, versus a power class.&nbsp;
		</blockquote>

Perhapse you are on to something there. If memory serves, there was great discussion on this very idea of "class" of character back when i first joined the server. Maybe this monk class could not only incorperate the skills you mentioned, but also make them a healer class? They in and of them selves  may seem weak against monsters, but they can advance in the ranks because they are equiped with the tools necessary to heal others and gain comparable exp from that rather then killing monsters?]]></description>
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				<pubDate><![CDATA[Thu, 7 Jul 2005 17:22:53]]> GMT</pubDate>
				<author><![CDATA[ emetakleze]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ well, why not make the Monk and the Monster Master.  The Monk can be a combo of all 3.  You don't have to call it a Monk also, maybe "Jack of all trades".  But we'll go with Monk for now.  Keeping in mind my last post for Monster Master statistics, this is what a Monk can look like:

Natural Benefits:  Aquires EXP for healing others, other classes will not have this ability.  Same rate as damage.

Monk Skill requirements:  <b>Vampirism, Monster Tongue, Adrenal Drip</b>
cannot have Regeneration, Energy Leech, Monster Swarm.

<b>Monk Skill (needs a real name) 1</b>:  granted Triple Damage Charm, Heal Others Charm (new charm that changes weapon temporarily into a healing gun. charm is undroppable).  Charms not counted towards 3 artifact limit.  Must be level 30.
<b>Monk Skill 2</b>:  granted onslaught weapons.  Must be level 55.
<b>Monk Skill 3</b>:  granted Super Duper Pooper Scooper Combo Charm (new charm that allows all 4 adrenaline combos to be active at once using this charm at the rate of a normal combo (Booster), maybe leave out invisibility.  charm is undroppable).  Must be level 70.
must purchase Regeneration, Monster Tongue, and Adrenal Drip first. 

of course, this is just a rough draft and is subject for change.]]></description>
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				<pubDate><![CDATA[Thu, 7 Jul 2005 18:00:02]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ <blockquote>a Monk type class  Shield Gun only  Of course we'd all expect them to have some other kewl stuff... like mega quickfoot, power jump, airmaster, autoload electromagnet&nbsp;
		</blockquote>
I like the sound of this class.  Unfortunately, my lag would probably be too high to use efficiently, but I'm for it anyway.  Especially if it could have an electromagnet that didn't use adrenaline.

Perhaps give it a really good close quarters weapon (e.g. instagib shield gun), so you run in, dodging the fire, strike, and get out again. :twisted: 

Could give it an "artifact of charity" (see separate suggestions post by klok718 ) to give it additional damage but spreading exp or healing out to less fortunate players.

Could also make the class "sturdy".

Lots of possibilites, and it could be fun. Don't really know who would prefer it to Loaded Weapons though?]]></description>
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				<pubDate><![CDATA[Fri, 8 Jul 2005 01:20:20]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I think since we are going to be having classes, that there should be some way of indicating that.  perhaps the loaded weapons class should have there name in blue, while maybe the loaded artifacts have their name in red, etc.  Think that is possible?]]></description>
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				<pubDate><![CDATA[Fri, 8 Jul 2005 16:25:07]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ as edomingox said if we have classes I was also wondering if there'd be an easy way to see what skills you can buy for your class and what you can't in the skills menu without looking at each info.  I love the idea of choosing your class and think that adjusting colors in menus may help, but I don't know if any of this is possible...]]></description>
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				<pubDate><![CDATA[Fri, 8 Jul 2005 18:58:20]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I think we are going a little off topic on the posts here now.  Thought we were talking about the pros and cons of a monster class?  Just curious of Dru's thoughts on some of the post.  So what's up, what do ya think of some of the post?  Let us help you with your thoughts and concerns  :) .]]></description>
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				<pubDate><![CDATA[Sat, 9 Jul 2005 00:16:13]]> GMT</pubDate>
				<author><![CDATA[ [BGE]Cha-Chi]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I would work it like this: 

Monk/monster master should be clean and simple. Can only summon nali, cannot have loaded weapon or artifacts or monster toung (only restrictions), must have max health bonus (only requirement) only weapons would be vorpal shield gun +5 and healing assault rifle +5 no others. Monks/MM can heal themselves, their nali and other players only. The idea is for their nali to be running around getting the frags while they are healing people left and right. You would gain XP for both your healing of other players and your nali getting kills. Your nali would have all the bonuses you have (in power ups (so if you have DD or get a sheald so do all your nail) and in stats (if you have vamp so do they)) the nali would be spawned with there weapon chosen at random with a random chance of it being magical. If you die all (up to) three of your nali die as well and if all  of them die so do you! Bah, I?m tired you get my drift.

[edit] seeing as this class is doing what palidins do in most RPGs why not just call them that?
]]></description>
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				<pubDate><![CDATA[Sat, 9 Jul 2005 17:50:44]]> GMT</pubDate>
				<author><![CDATA[ klok718]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ that sounds too restrictive.  and if you ever had monster tongue, you'll know that your monster dies 3 to 4 times each wave and so that means all your nalis would die quite quickly.

there has to be balance.  there should be a definate advantage for one class over another, and vice versa.  ]]></description>
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				<pubDate><![CDATA[Sat, 9 Jul 2005 21:05:40]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ The ultimate "monster master" class would be something akin to DAoC's Necromancer class. When you summon your "pet", your character goes into "shade" mode and can't be harmed. Your health is linked to your pet's and if your pet dies you pop out of shade mode with very little health left. This said, your pet is roughly your own level and you can enhance it depending on the abilities you spend points into. Some other abilities allow you to do "direct damage" in shade mode (like the lightning rod artifact).

That would be cool - and even harder to play :)

Of course, at this point I think Dru needs to go to work as a developer for one of the upcoming MMORPG's (DDO?)]]></description>
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				<pubDate><![CDATA[Wed, 10 Aug 2005 16:09:53]]> GMT</pubDate>
				<author><![CDATA[ Spike]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ The most obvious skill I could think of was damage transfer. Multi level skill, increases percentage of the damage tranferred and gives it to the pet. I find myself shooting my pet to death a lot, so some kind of skill to prevent friendly fire to your pet would be great. Monster Masters should have a bit of control over enemy monsters; adding a skill that stuns a monster for a few seconds at the cost of health and adrenaline would be interesting (cost decreases and chance of working goes up per level). A skill that increases the pet's health should probably be there as well, otherwise nali summons are pretty much a waste. If it's not too hard to code, a skill where you charge up the monster with the link gun alt fire to give it increased attack speed and damage would be kinda fun too. Having Awareness as a requirement is a great suggestion since its hard to heal your pet to full health and save ammo without knowing how alive or dead it is.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#7103</guid>
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				<pubDate><![CDATA[Thu, 11 Aug 2005 19:08:27]]> GMT</pubDate>
				<author><![CDATA[ Dr.Stimpack]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Something that would kill and respawn after x time would be useful to get them unstuck or out of a doorway you want to get through.  hehe]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#7104</guid>
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				<pubDate><![CDATA[Thu, 11 Aug 2005 19:21:50]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ it would be cool if you could take controll of your monster after you died could be a skill or something]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#7108</guid>
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				<pubDate><![CDATA[Thu, 11 Aug 2005 22:51:51]]> GMT</pubDate>
				<author><![CDATA[ Nonya-Biz]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ i think the idea of a monk type class w/ the whole sheild gun quickfoot thing sounds like fun. but i really liked the idea that was mentioned of having player names different colors to show what path they've chosen. it seems like something that wouldn't be to hard to make, and would be very informative and helpful.]]></description>
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				<pubDate><![CDATA[Fri, 12 Aug 2005 10:12:16]]> GMT</pubDate>
				<author><![CDATA[ Mr.Clean(TM)]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Maybe the monk could have a special charm that lets him make a negitive demmer explotion on the teamates around him. The deemer would heal 50 health to the people that are in range. Just a thought. It would cost like 80 adrenalin. I think the monk should have a shild gun that is healing and vorpal combined. As far as attinking enemys i don't think we need more pets in the game. The monk should be able to get loaded wepons 1 and only 1. this skill would be reachable around level 45. 

just my thoughts on the issue.  :) ]]></description>
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				<pubDate><![CDATA[Sat, 20 Aug 2005 20:26:45]]> GMT</pubDate>
				<author><![CDATA[ SkyBurner]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ im with acy and  cha_chi on this one, bad pets bad!! with 20 peeps and there pets.  :-o ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#7442</guid>
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				<pubDate><![CDATA[Sun, 21 Aug 2005 08:35:19]]> GMT</pubDate>
				<author><![CDATA[ dirty_deeds]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Dirty Deeds<blockquote> bad pets bad!! with 20 peeps and there pets.  &nbsp;
		</blockquote>
Agreed]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#7443</guid>
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				<pubDate><![CDATA[Sun, 21 Aug 2005 08:53:38]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ how about the ability to create a weapon with a positive number greater than 10]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#7444</guid>
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				<pubDate><![CDATA[Sun, 21 Aug 2005 11:03:52]]> GMT</pubDate>
				<author><![CDATA[ Nonya-Biz]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Instead of Monster Master, how about a "Nali Master"? Think about it:

Loaded Nali (Ok, you come up with a better name): 
Level 1: 1 Nali follows you around
Level 2: 2 Nali follows you around
Level 3: 3 Nali follows you around
Level 4: 4 Nali follows you around
Level 5: 5 Nali follows you around

Nali Health:
Level 1: Each Nali has 10% more health
etc..

Nali Combat:
Level 1: Each Nali deals 5% more damage and takes 5% less damage
etc..

I'm imagining something like the Necromancer on Diablo II. Specifically, if the Nali get too far away from you, they automatically teleport somewhere near you. It would also be cool if each Nali had the same weapon as you at any given time (so if you have shield gun out, they have shield gun as well :twisted:)]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2005 18:18:49]]> GMT</pubDate>
				<author><![CDATA[ Risc]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ <p></p>

		<cite>Risc wrote:</cite><br>
		<blockquote>Instead of Monster Master, how about a "Nali Master"? Think about it:

Loaded Nali (Ok, you come up with a better name): 
Level 1: 1 Nali follows you around
Level 2: 2 Nali follows you around
Level 3: 3 Nali follows you around
Level 4: 4 Nali follows you around
Level 5: 5 Nali follows you around

Nali Health:
Level 1: Each Nali has 10% more health
etc..

Nali Combat:
Level 1: Each Nali deals 5% more damage and takes 5% less damage
etc..

I'm imagining something like the Necromancer on Diablo II. Specifically, if the Nali get too far away from you, they automatically teleport somewhere near you. It would also be cool if each Nali had the same weapon as you at any given time (so if you have shield gun out, they have shield gun as well :twisted:)&nbsp;
		</blockquote>

Nice, how much would that cost though, and would you not be able to have monster tongue if you have this? And when you said the thing about the weapons, would the nali's weapon change when you change your weapon, and what about the redeemer and ion painter?

You just need to put some more thought into this idea if we want it implemented into the server.]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2005 19:11:32]]> GMT</pubDate>
				<author><![CDATA[ macadamia]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ ok, how about instead of adding more nali's to create more lag you could always just make one nali, but for each level you buy it'd be like 15% more dammage or something, I'd agree that you couldn't have both monster tongue and monster master, but I'm not a big fan of monsters... if it's going to happen I'd rather the monsters be stronger than just adding multiple monsters... too many monsters won't be good on low end computers like mine so I'm a little defensive on the monster subject]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2005 19:15:39]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ UGH...
Pet talk   :-? 
almost as bad as pets themselves. I have seen the light]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#7545</guid>
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				<pubDate><![CDATA[Tue, 23 Aug 2005 20:12:41]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ One of the main objections to the Monster Master class is the number of extra pets it would add, and the performance problems this would cause.

How about a different tack. Forget about summoning pets. Have a percentage chance that an attacking monster will be tamed. The tamed monster will then fight on your side for say 20 seconds, then die. Thus the total number of monsters never increases, so performance should be ok.

If it is too difficult to code monsters as friendly without making them pets, then you could change the monster weapon to become a player-healing weapon for 20 seconds before they die. 

Or just kill them straight off with a mini-ultima blast (suicide because they can't bear to attack you). The explosion to hurt other monsters not players. This instant death has the benefit of not reducing the number of monsters left for everyone else to kill.

If necessary, you could leave pets in but for Monster Masters only.

]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2005 03:26:43]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ monster masters should be the only class that can summon monsters, i think.  just remove the summon charm and give it to monster masters and allow the monster tongue for only monster masters too.  that should lower the amount of pets on a map.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2005 14:51:31]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Agreed with edomingox.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2005 15:05:47]]> GMT</pubDate>
				<author><![CDATA[ Spike]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Here Here edomingox.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2005 17:33:30]]> GMT</pubDate>
				<author><![CDATA[ macadamia]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I like the just remove the summoning charm part, the rest sounded dangerousely similar to allowing pets. I remember a brief respite of playing time without the summoning charm and it was good. If we are gonna be stuck with pets though, I do like the idea of having a monster master class similar to the loaded classes and allowing them alone to have pets. This would be both a good incentive and good pest control.]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2005 18:25:57]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ 

NM, I read the other posts wrong]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2005 18:28:57]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ So, you get a pet if you have that skill... and no weapons or just the shieldgun and the assault rifle. No more charms (because summoning is for the MM class only) and the only thing left is a way to enhance your pet (to compensate for the weapons) and maybe heal it.

Sounds good to me - too bad Dru is not posting about it ;)]]></description>
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				<pubDate><![CDATA[Wed, 24 Aug 2005 21:27:24]]> GMT</pubDate>
				<author><![CDATA[ Spike]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I was wondering last night at around 3am pacific, there were two bots playing b/c there were only two human players. Anyways, the bots seem a lot smarter than pets: they're aggressive, accurate, and stick close to you. So I was wondering, instead of having Monster Tongue, how about a "Mercenary" skill?

Offensive Mercenary:
Level 1, 15 points: You get an offensive mercenary that goes out and kills things.
Level 2, 15 points: Your offensive mercenary gets more health, damage bonus/reduction.
etc...

Defensive Mercenary:
Level 1, 15 points: You get a defensive mercenary that stays close to you.
 Level 2, 15 points: Your defensive mercenary gets more health, damage bonus/reduction.
etc...

So you'd have a max of two mercenaries you could beef up. Of course, these mercenaries would not be allowed with Loaded Artifacts or Loaded Weapons. (As an alternative to having two different skills, I guess you could have a command system so you could tell your merc's what to do, like "defend me" or "search and destroy")

The supplementary skill for this class could be team oriented skills, like a skill that increases the damage bonus/reduction of players/mercenaries near you. The only real team "skill" right now is healing other players with a healing gun.]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2005 11:29:00]]> GMT</pubDate>
				<author><![CDATA[ Risc]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[  pet be a pet be a pet :? looks like a pet, walks like a pet , it b a pet. lag city to me ]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2005 13:14:22]]> GMT</pubDate>
				<author><![CDATA[ dirty_deeds]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ <p></p>

		<cite>dirty_deeds wrote:</cite><br>
		<blockquote> pet be a pet be a pet :? looks like a pet, walks like a pet , it b a pet. lag city to me &nbsp;
		</blockquote>

Its already lag city, whenever I'm on half the players (usually higher levels) have warlords, not b/c they're useful but b/c they have nothing better to spend adrenaline on; the other day, someone had *4* warlords. If we completely restricted pets to a class that doesn't allow loaded weapons/artifacts, not many players would go for it. And bots would be less lag than Warlords (I'd think..). So if anything, if would *reduce* the amount of total lag. Not to mention bots wouldn't show up on the radar as enemies.]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2005 13:30:30]]> GMT</pubDate>
				<author><![CDATA[ Risc]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Good points there Risc, also bots are less likely to stand in an elevator and block you out, or fly off the map and just hang out. I think you are onto something here, but I suspect this is a massive coding job, and I'm not sure that Dru has anyone helping him code all this stuff. The bots showing up as players on the radar is a major plus. If this is how you think at 3am you should just sleep during the day and operate at night.]]></description>
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				<pubDate><![CDATA[Thu, 25 Aug 2005 15:34:37]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ OK, so Monster Masters should be the only people who have pets. Either only one each, or on a levelling system.

Risc had some good ideas about a "Pet Health" skill and a "Pet Combat" skill to make the pets more powerful. There are also suggestions about "Pet Vampire", so the player can get health back.

And you could have a levelling system, where the pet increases it's level, sharing points between damage reduction and attack bonus.

And there are lots of other useful ideas, which would be nice to have.

However, none of these would get me to choose pets over loaded weapons or artifacts.  It still needs a big punch - something that will dramatically increase the players chance of surviving. That might tempt a few people?

Most people at the moment with pets tend to just ignore the pets - it would be useful if we could add something that made the player want to keep the pet alive.

How about a damage transfer system? If a player with a pet takes damage, then that damage is transfered to the pet. Could level it 25%, 50%, 75% then 100%. So a player ends up invulnerable while his pet is alive. Then just need to tweak the time between pet respawns to balance the ability.

]]></description>
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				<pubDate><![CDATA[Mon, 5 Sep 2005 00:36:09]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I guess this is the right forum to post this..
we'll see...

because of the over-abundance of pets on the games and all...
what if one could buy something like "LoadedPet".  Then the person would have to spend pts to boost the pet's stats (just like they boost their characters).

maybe this would help make it a higher ability or something.

or perhaps just make monster tongue have a pre-requisit of being level 75 or 100 or something.

]]></description>
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				<pubDate><![CDATA[Mon, 5 Sep 2005 14:12:05]]> GMT</pubDate>
				<author><![CDATA[ acydreign]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ WOW, alot of pretty good suggestions!  My suggestion is keeping somewhat with RPG tradition.  A MM would start in training with a low level monster that they could build up to higher level monsters such as a titan or queen if they so wanted.  Adenaline would be the factor in what the MM could create, adenaline is available to other players and they have to build it up the MM should start with the minimal that they could use on their first pet.  After a certain level of play the MM would be able to upgrade so that the next level pet would be at their disposal.  I would create a system of points where they could add to their stats and/or the monsters stats.  In this system it would be like the loaded system but more levels for x amount of monsters that they build up to.  For example you'd have to be max say level 10 in MM skill to get a titan or queen.  A good suggestion (spike) that I'm twisting a little was for using shade for the player while the pet is alive, my little twist is to use ghost in which you can add to (since it's part of the code anyway) and while you are in ghost mode you can still pick up items for your pet...such as health.

Of course a different way of looking at this is that you take the same scenerio and while you are fighting your pet can pick up items for you, providing you don't use the ghost method.  I'd stay with adding to your stats and the pets stats, kind of like a magic user adding to his magic mana sort of speak.

In regard to how many monsters to have an earlier suggestion was good, and that was to leave it configurable by the admin and of course if that's the case point configurable also.  A low level/new player shouldn't be able to start our with four monsters, hey they have to train to control the monster(s) which again can be configured by a point system.  Who should know more about what the server can handle than the admin, why not leave it up to them to consider.  After time and player complaints they should be able to figure out how many monsters to configure.

Since I'm using the energy master path and using team damage I usually only use the monster summon on lower waves.  Being that the energy master does not have vamp or regen the monster dies fairly quick any way because there is no way of regenerating health, you might be able to get a vamp weapon but it does no good for the monster.  With that also being said the energy master can only have one monster while I've witnessed weapon masters having at least two, so I would say that the energy master should be left with creating a monster but the MM being able to create as many as the admin sees fit.  Along with the MM being able to create the monsters the monster(s) for them should also be able to regenerate health through pickups bare minimal.

Adding to the thread that started regarding druid skills, if this is a consideration, all weapons available to such a class should be only healing or poison...to heal or not to heal that's the question?!?!  Oh well lol.  Ok come on now along with RPG there is alignment right?!?!  And of course there is another mod out there called nali litter, maybe there could be a little partnered coding whereas the nali could be the druid's disciples eh?  Just food for thought.

KZXten

Come on in the waters fine <a href='ut2004://69.175.88.59:7777/' target='_new' rel="nofollow">ut2004://69.175.88.59:7777/</a><b> KZXten's Frag Fest</b>]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8134</guid>
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				<pubDate><![CDATA[Fri, 9 Sep 2005 01:09:24]]> GMT</pubDate>
				<author><![CDATA[ KZXten]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I know that there are many here that don't care for pets. Some believe that the added strain on the server contributes to poorer performance from lag, while others think that they get in the way.

Though I agree with everyone and every response documented thus far with regard to getting rid of pets, I don't think pets should be thrown out.

Instead, I think that it would be useful to help Dru get this class started for several reasons.

1) This is going to be a tough class to play.
2) Not everyone will be willing to give up what they have to play it.
3) Because of this, there will be fewer people who have pets.
4) This will ultimately reduce the number of pets, lag, etc, etc.
5) These mods were well thought out and a lot of hard work was put in by coders and I wouldn't want to toss all that hard work into the garbage.
6) This class gives us the oportunity to create a tool to manage the problem.
7)  Also, some people like to play pets and if we toss them altogether, we could lose some nice people. 

Some of you may have touched base on some of these ideas, or I may have outright stolen them from you. If so, I apologize as I havn't read all the threads in this topic. Anyway, here are some ideas for the class.

Only the Monster Master is allowed to have access to pets. (duh)

The initial attrubutes Dru mentioned (in the very first post) apply.

Loaded Weapons up to the point that this class doesn't get ONS or Super weapons. Though the supers would be good because we have the increased chance that the master would slay his own pets.  :twisted: Somehow this one seems a bit much, but it could help equalize the class if the healing idea is not used. (see below)

An unbreakable summoning charm (advanced version) that is limited to one pet. 

Monster Tounge is limited to one pet (its already this way but was worth mentioning).

The Monster Master can have more than two pets only if they can find a lesser charm that breaks after one use. This would put severe limitations on the charm and there really were not many of these available when you think about it. Also, If we could recode the percent base radom multiplier for this charms appearance, there would be fewer of them still. I realize this idea should go straight to the toilet because it would mean reintroducing the "lame" pets. But it could prove useful if it could be fixed in a manner that only summons Nali and up. Also, though everyone can pick up this charm, only the MM can use it. (this is a class interactive bonus, see healing idea below)

Monster Master is equiped with a really good healing weapon that only works on others (ie. minigun or link that has higher bonus multiplier FOR THIS CLASS ONLY). Don't allow them to heal themselves but give them a tool to coax the lesser charm from the claws of someone else, a way to keep their monsters alive (no XP for this), and a method to get some good experience from healing others. 

These ideas may be really stupid, or totally impossible in some cases. But, they are ideas none-the-less.  Some of those in the anti-monster corner may not agree but, I am trying to come from an angle that helps develop the class, helps integrate the class into the others, and help reduce the number of pets in the game.

This would give us an in your face fighter (Loaded Weapons), a mage type weapons smith (Loaded Artifacts) and a necromancing cleric (Monster Master). Though a necromancing cleric may be an oxymoron, there are times when even those with Vampirism need to be touched by something like a +7 Healing Minigun.

Whadaya think? Oh, and sorry, I didn't mean to write a book.  :D ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8153</guid>
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				<pubDate><![CDATA[Fri, 9 Sep 2005 10:11:31]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ <p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>Whadaya think?  &nbsp;
		</blockquote>
Well said. I think you have made a lot of good points. I would prefer we helped Dru improve pets rather than ditch them. I don't think they work too well now, so how can they be improved?

If the Monster Master has LW2, then he also has to have Vampire/Regen, so it is still quite close to the Weapons Master, but with 2 pets instead of LW5.

I think I would prefer to make the class a bit more distinct, and so probably not allow Vampire or LW. However, the class then needs something a lot beefier than just 2 pets - as pets are now. 

If someone can come up with the killer skill, then I think it could work. Something good enough to tempt DD and CPL.
]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8161</guid>
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				<pubDate><![CDATA[Fri, 9 Sep 2005 13:53:35]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I'd like it if pets would have different colors on radar then regular monsters. Obscenery did it for his Monster Manager mod, could it be done for DruidsRPG as well?]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8227</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8227</link>
				<pubDate><![CDATA[Sun, 11 Sep 2005 02:06:42]]> GMT</pubDate>
				<author><![CDATA[ Maximus]]></author>
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			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ I don't know if this is possible, but it may help if pets could be 'targeted'. So the Monster Master has an additional weapon with which he can 'tag' a monster. The pet then attacks that monster.
This means the pet and MM are working as a team. The skill of the MM determines how effective the pet is. If the MM doesn't work with the pet, it won't be any use.
Probably give the pet lots of hit points and a strong attack - such that it makes it worth the MM using the pet rather than a flak+5.

If necessary, could perhaps just check whenever a MM attacks a monster, and target that monster with the pets.

I might quite enjoy having two warlords firing at whatever I aim at. 

Can it be done?]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8235</guid>
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				<pubDate><![CDATA[Sun, 11 Sep 2005 12:29:33]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ <p></p>

		<cite>Maximus wrote:</cite><br>
		<blockquote>I'd like it if pets would have different colors on radar then regular monsters. Obscenery did it for his Monster Manager mod, could it be done for DruidsRPG as well?&nbsp;
		</blockquote>

Obscenery was able to do it because he recoded alot of things in the invasion code and made his own gametype. I'm fairly certain a mutator of any kind cannot accomplish the same task.

We can only hope that when Invasion makes its appearance in UT2007, whether its packaged with the game or made by a community mod maker, that it has vast improvements.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8239</guid>
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				<pubDate><![CDATA[Sun, 11 Sep 2005 15:32:22]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ here here vortex]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8241</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8241</link>
				<pubDate><![CDATA[Sun, 11 Sep 2005 16:36:59]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[  - Give the Monster Master ONE monster

 - The level of the monster would go up with the skill level achieved and at very high skill levels would exceed wave 16 monsters (perhaps be a level that is a fraction of the summoner or something like that).  At very high levels, the monster should be powerful enough to account for a third of the experience/kill total.

 - The monster is more aggresive than the current monsters

 - All players, whether MMs or not, can have only one summoned monster at any time (if they get a charm).


]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8576</guid>
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				<pubDate><![CDATA[Fri, 16 Sep 2005 23:50:49]]> GMT</pubDate>
				<author><![CDATA[ disastrous]]></author>
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			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ you can already only have one monster at the time,
the problem, about how a player can gain a two or more monsters,
that is mostly a bug, and un-intended.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/841.page#8580</guid>
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				<pubDate><![CDATA[Sat, 17 Sep 2005 04:35:31]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
			</item>
			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ <p></p>

		<cite>v0rTeX wrote:</cite><br>
		<blockquote><p></p>

		<cite>Maximus wrote:</cite><br>
		<blockquote>I'd like it if pets would have different colors on radar then regular monsters. Obscenery did it for his Monster Manager mod, could it be done for DruidsRPG as well?&nbsp;
		</blockquote>

Obscenery was able to do it because he recoded alot of things in the invasion code and made his own gametype. I'm fairly certain a mutator of any kind cannot accomplish the same task.&nbsp;
		</blockquote>

I was afraid of that.  :( 
Still, didnt hurt to ask, since biggest gripe that people have against pets is that they cant tell them apart from regular monsters on radar (at least judging from forum posts here).

<blockquote> We can only hope that when Invasion makes its appearance in UT2007, whether its packaged with the game or made by a community mod maker, that it has vast improvements.&nbsp;
		</blockquote>

I second that. Maybe it really will since Atari has stated that they were surprised to how well comunity responded to invasion game type. They really didn't expect it to be this popular.]]></description>
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				<pubDate><![CDATA[Sat, 17 Sep 2005 09:19:16]]> GMT</pubDate>
				<author><![CDATA[ Maximus]]></author>
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			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ it is proberly so popular, because ut is one of the not so many games having it ?
also it is something unusual,
myself, i love invasion, and like i said a long time ago [not on this forum]
if ut2007 wil not include invasion, and it wil not be made by anybody in the comunity,
i am going to re-consider buying it.
if it wil contain invasion, no doubt, it'll be part of my colection of games.]]></description>
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				<pubDate><![CDATA[Sat, 17 Sep 2005 15:07:10]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
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			<item>
				<title>Re:Monster Master, similar to Loaded Artifacts or Loaded Weapons</title>
				<description><![CDATA[ Unfortunately I have 'heard'/read the same thing, that invasion will not be included with the UT2007.  Now as far as it not being coded by someone in the community that I'm not sure of.  This has been alot of peoples favorite game type and to not have it would be a great disappointment.

As far as the pets go, I totally disagree with most or at least in part.  Granted some people hate the pets, then again some people love them, and then there are some people taking middle ground.  This is why I said earlier that IF this is done it should be configurable by the server admin, that is what makes different servers unique.  It would be kind of boring if all servers were alike or very close, well maybe not boring but you get my drift.  In fact I believe that any mod should be made so that it is the admins decision on how to configure their server, if you don't like the server then just go find another don't try to cut something out just because <b><u>you</u></b> don't like it (unless of course if you are the one coding it 8)).]]></description>
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				<pubDate><![CDATA[Sat, 17 Sep 2005 17:50:49]]> GMT</pubDate>
				<author><![CDATA[ KZXten]]></author>
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