Goalid wrote: » And I also agree with others who've mentioned that these animals should eventually die, otherwise the animal market is quickly going to get oversaturated. And others have suggested adding neutering to the game.
Halae wrote: » I think a level of complexity roughly equivalent to pokemon isn't a bad idea. Those games have an extensive way of handling breeding, family groups, egg production, skills taught to descendants, and so on. The major thing I'd change is that I'd make it so that there's no way for players to see the internal state values of a given creature you're breeding so that there's no way to rigidly define what a "best" version of an animal is, leaving that up to a breeder to determine rather than an online guide or wiki list. Leaving stats and potential and genetics as unknowns is wise because it keeps people from developing a metagame around it. People will still demand specific things out of mounts, such as "Oh, I love having high HP mounts to deal with bandit attacks" or "I only care about getting from place to place so I like speedy mounts" or "I like pretty skins". But if we know maximum potentials and stat caps, people are going to demand mounts that are at those stat caps, and completely shun everything else. That's not great for the ingame economy.
JustVine wrote: » Do you consider pokemon breeding to be particularly complicated by the way?
Halae wrote: » JustVine wrote: » Do you consider pokemon breeding to be particularly complicated by the way? I don't. I consider it to be thoroughly middle of the road; complex enough that people can dig deep into it and get the perfect stuff out of it if they want, but also simple enough that it can be accessed and understood on a casual basis by people who aren't deeply invested in the breeding aspect of pokemon. This makes it an ideal mixture of accessible and complex for appealing to a wide audience and being customizable for the player in question. The biggest problem the Pokemon breeding system has is being able to access your 'mon's statlines and knowing what the caps are, which makes it so that the only pokemon ever used are the ones at those caps, because everything else is unnecessarily crippling your capabilities.
Halae wrote: » if we know maximum potentials and stat caps, people are going to demand mounts that are at those stat caps, and completely shun everything else.
Goalid wrote: » The most I'd give users would be a family history of bred animals and their stats, not even the range their stats could have fallen between. As to the actual complexity, I'd have several genes affecting a single trait, something like 15-20 per trait. Then those alleles differ within species, and between species at different gene locations, meaning that cross-breeding would give the best chance of getting a BiS mount / battle pet / mule.
AidanKD wrote: » You can also have some elements for the visual elements i.e. visual FX (think Shiny pokemon maybe for achieving a minimum overall level of quality??) but most of what I think of is more easily attributed to the functional side.
daveywavey wrote: » I'd like it to be doable and understandable, but complex enough that it doesn't require any RNG whatsoever.