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120 Summoning Familiar Ideas

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Deltaslug

Deltaslug

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My appologies for introducing a competing design theory.
I had this on Reddit.

But see what you think:
Personally, I'm not entirely for this. To exclude a "I don't want to grind yet another skill that high" reason. Part of the problem in my Point of View is that Jagex would need to create at least 20 distinct new Summoining Familiars.

Also, I'm not sure where balancing would come in. Players won't get behind a massive jump in requirements only to get skilling familiars that only increase efficiency by 1%, combat familiars that only up dps by 2%, and beasts of burden that are only +4 inventory spaces over the Pack Mammoth.

In addition, we are currently lacking in alternative training methods for directly gaining Summoning XP. Pretty much: make pouches, weekly capping if in a clan citadel, xp rewards (ie: quests, TH), and scant/trace amounts for using movement scrolls.

Flaws aside, Jagex mentioned doing something like "Ancient Summoning" or splicing together familiars. If you think about it, they are kinda taking a page from what they did in Invention.

So what are some of the changes?

Familiars

Rather than creating 30 (or more) unique designs, developers could focus on 3 or 4 core designs with minor differences between then.

Combat - melee, range, magic, and hybrid variants

Skilling - Passive and active boosts/support variants

Support - Beast of Burden, Healer, etc variants

Misc - for those familiars that kinda fall in the oddball category (ie: forager)

The number of models would be cut down, but would still be distinctive enough to know what each one does.

07-Nov-2018 23:44:23

Deltaslug

Deltaslug

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Leveling

Rather than just using Pack Yak pouches all the time, or a specific combat familiar, the Level of the more generic familiar would scale up to your Summoning Level.

So if your Summoning Level was 115, you could create familiars that would scale up to Level 115 ... but ... you would have a probability of creating familiars that were levels below that (ie: 112, 111, etc). This would fall in line with the player's chances of getting say a tier 5 perk in Invention vs a Tier 4 or 3.

Attuning your familiar

In Invention, we toss random components into the gizmo shells to try to get certain perks. Higher/rarer tier components are more likely to get a certain perk or combination that lower tier components.

A similiar thing happens here. You can toss in multiple Iron Titan pouches to improve your odds of getting a higher tier melee familiar. Or throw in multiple Pack Yaks or Pack Mammoths to get a higher tier Beast of Burden.

The level/tier of the familiar would then determine it's stats.

So a Level 115 Beast of Burden carries more items than a Level 110. A Level 115 Melee can dish out more damage than a Level 110.

Mixing and Matching

Just like Invention, nothing is stopping you from trying to get random perks from the materials you toss in.

Want a melee familiar that also boosts your own DPS? You could toss in 5 Blood Nihil pouches for a chance at a Melee Familiar that gives you more than a 5% boost at the expense of dealing less melee dmg than a 5 x Iron Titan fed familiar. Conversely, you could try to mix several Iron Titans and Blood Nihils to balance out the strength of the familiar and the increase in dmg you do.

Note: These are only examples.

What about the lower level familiars?

Developers may need to disregard the chances of the familiars below Level 50 influencing the leveling attributes of what you create.

07-Nov-2018 23:44:40

Deltaslug

Deltaslug

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What about the lower level familiars?

Developers may need to disregard the chances of the familiars below Level 50 influencing the leveling attributes of what you create.

You may be able to get the creature's effect (ie: Spirit Wolve's Howl ability or Dreadfowl's ability to boost Farming) but it shouldn't be used to determine the difference between a Level 110 and Level 119 familiar.

Movement Scrolls

One minor drawback to the current Summoning skill is that all of the movement scrolls are dependent on the unique familiar. There isn't a generic scroll for all combat moves or all skilling moves.

Here, we would need to create 3 or 4 distinct types of movement scrolls to go with each type of familiar. So all combat familiars would utilize the same pool of combat movement scrolls, regardless of their combat style. Skilling familiars too would use their own pool of skilling movement scrolls regardless if they helped you passively or actively. New Charms

Right now, we have 5 charms used in the creation of pouches: Gold, Green, Crimson, Blue, and Elder. (There are Obsidian, Talon Beast, and Abyssal, but those are used as Summoning Ingredients.)

It's possible that a new tier of charm(s) would need to be added.

If so, players would need to have the ability to gather them either from combat, hunter, other skilling methods, and/or being able to transmute Blue Charms.

It is possible that we could try to do this without the creation of a new charm (afterall, this theory is suggesting that we consume Summoning Pouches, which is pretty cost intensive to start with.)

07-Nov-2018 23:44:56

Deltaslug

Deltaslug

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Summoning XP

In line with Invention, players would get Summoning XP in 2 methods.

1) The creation of the new familiar. With the tier of the pouches you toss in, much like the XP rating for the different components in Invention, players would gain a base amount of XP for creating their new familiar (or monstrosity).

Note: players should be able to do something with the familiar pouch afterwards. Disassemble it, being able to swap it for a large number of shards, or getting a chunk of added Summoning XP to trade it in to a certain NPC.

2) Summoning Familiar "XP". Much like how your tool, weapon, or armor gains item xp when you use it, the Summoning Familiar would also gain "xp". When you're done with your familiar, you can dismiss it (or some mechanic) to gain an added chunk of Summoning XP for all the familiar's hard work.

Note: this would probably mean having a mechanic in place similar to the Charge Pack and Divine Charges used in Invention.

I do apologize if this might not seem too original of an idea since it borrows heavily from existing mechanics in game.

Oddball/random example:

07-Nov-2018 23:45:08

Deltaslug

Deltaslug

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Player is Level 119 in Summoning.

They opt to combine several Macaw Pouches, Bunyip Pouches, and an Abyssal Lurker Pouch.

These familiars have the following abilities:

increase chance of better herb drop

forage for herbs/seeds

special move to get an herb

heal over time

transmute fish into water runes

special move to eat a raw fish to heal (if you have the cooking level)

carry rune ess

special move to boost thieving

The familiar's abilities would pull from the list, and the familiar's special move would pull from 1 of the 3.

You could combine them and end up with:

Level 111 pure ess BoB that transmute's fish into water runes and special move to get an herb

Level 117 thieving boosting familiar that can heal over time

07-Nov-2018 23:45:21

Deltaslug

Deltaslug

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@UrekMazino
I think you misunderstood part of my suggestion.
In a way, the suggestion I was making for 100-120 Summoning was to use the Invention Mechanics.

When you toss multiple components into a Gizmo shell, the components bring up a mix of possible perks.
Different components have different perks they create, especially in certain quantities. And some components can make higher tier perks (or in some cases, the only way to get certain perks).
Sort of like using multiple Armadyl Components to guarantee a high Precision perk, or how you need to use Illuyjanka components to get Aftershock.

But!!!! you only end up with 2 perks. Even if the list of possible perks was 10 long, you'd still only get 2. Even then, you might see xxx 3-5, and still only get a 2.

A bunch of Summoning familiars have their own unique abilities. Geyser Titan can charge your Glory Amulets. Several have passive skill boosts. Etc.

Much like Invention components, when you add in multiple pouches, you'd only get the familiars active or passive abilities in the new familiar's pool of possible abilities.
And then, you may only get 2-3 of the pool.

For abilities like a Nihil passive boost to combat or a Lava Titan's passive boost to Firemaking, you can combine say 5 x of a Nihil to end up with a higher passive combat boosting familiar, or using 5 x Lava Titans to create a +15 or something Firemaking boost.

15-Nov-2018 13:36:08

Deltaslug

Deltaslug

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No one said the new familiars had to be disposable.
Granted, I'm not sure what mechanic devs would want to put in place, but something could be done. For all I know, they could make it like a deployable device. You deploy your familiar from your inventory. IT still draining summoning points, etc. You recall it to your inventory when done.
Plus you can now also let it gain "item xp" similiar to Invention devices and destroy/consume it for a large chunk of Summoning XP

The other side if of it is I'm just trying to think of a way that doesn't require devs to spend a snot ton of dev time creating dozens of new creature models, animations, balancing, and whatever and players only end up using 3-4 of them.

The suggestion I was giving would allow for a mix of:
- they only need to create 3-4 new models (maybe a few more if there is a need to add more distunguishing)
- we don't need to go to the effort of trying to shoehorn 30-50 more items as summoning secondaries.
- it allows for additional uses for existing summoning pouches that players spam create between 1-99

15-Nov-2018 19:46:54

Deltaslug

Deltaslug

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Other possible familiars:

- Termite Mound - highest passive boost for Woodcutting. Tertiary ingredient is sawdust.
Special Move can turn a higher tier log into a Mahog or Protean Plank. Chance of conversion depends on the level of the log. Only works on logs Yew and above.
Physical appearance is similar to your pet Strykewyrm when submerged (termites are small afterall)
Does not engage in combat.

- Divine Koi - Hybrid/All around passive boost for all gathering skills done in The Arc (Hunter, fishing, mining, woodcutting, divination, etc). Passive Boost would be around +4 to +6 in all skills. Tertiary Ingredients are Ancestral Energy and one of the fish found in The Arc.
Physical appearance would be a cross between a Divine Energy Wisp and a Giant Koi.
Does not engage in combat.

- White Knight and Black Knight Champions - Melee Combat Familiars. Passive boost to Prayer (ie: an additional +2 to +4, similar to Prayer bonus on armor or weapons). Count as Saradomin and Zamorak aligned items in GWD1.
Tertiary ingredient is a White or Black Platebody.

19-Dec-2018 05:22:23 - Last edited on 19-Dec-2018 05:28:25 by Deltaslug

Deltaslug

Deltaslug

Posts: 28,780Sapphire Posts by user Forum Profile RuneMetrics Profile
Additional comments:

- Try to avoid hybridizing familiars.
If you're a healer, all you do is heal.
If you buff a gathering skill, that's all you do. No combat.
If you fight, no bizarre secondary abilities for skilling. Your special moves only do something in combat.

- Augmented familiars
I've got no issue with Invention modifying a few familiars. But there would need to be limits.
Between Level 100-110, and 111-120, you'd only have 1 augmented familiar of a certain type.
So you could see a:
100ish Augmented Range Familiar and a 110ish Augmented Range Familiar. Same with Melee and magic.
100ish Augmented BoB and 110ish Augmented BoB
Same for healers and skillers (likely a hybrid boosting skiller)
This would minimize the number to do it for, rather than trying to have 50-100 familiars to boost.
For added giggles, have it be familiars that are already below level 30 or 50. This way, those pouches would have use again (ie: Augmented Dreadfowl that gives a better boost to Farming or for Magic Combat)

10-Feb-2019 22:16:23

Deltaslug

Deltaslug

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Summoning Familiar that acts as a luck enhancer.
You won't get HSR or LOTD, but should be able to get T3 (Ring of Wealth) tier familiar.

You'd use it in situations where the mob doesn't really warrant a combat familiar, but you'd also still prefer to use your ring slot which has the higher DPS.

13-Feb-2019 13:00:20 - Last edited on 13-Feb-2019 13:01:37 by Deltaslug

Deltaslug

Deltaslug

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Luminite Golem
Non combat familiar
Tertiaries = Obsidian Charm + 1 Luminite Ore/Spirit + Blue Charm
Outside of Artisan's Workshop, provides a +2 or +3 to progress while smithing on Anvils. Has chance to prevent cooldown of smithing progress by 1%.
While smithing, if object reaches 0% heat, familiar has chance to reheat object by 10%. (Boost stacks with Dungeoneering reheaters)

special move: super heat. reheats object you are working on anvil by a certain percentage.

30-Jun-2019 02:10:25

Deltaslug

Deltaslug

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Could go simpler for Dungeoneering familiars.

Bloodrager pouch - primal melee weapon or armor
Deathslinger - primal ammo or sagitarrian weapoon or armor
Stormbringer - celestial armor or weapon
Hoardstalker - primal hatchet or pickaxe
(1 time 50k summoning xp award for each)
These familiars would be "bound" in a sense so you can summon them once per floor, but they are permanently unlocked. (Use a function like the summoning obelisk challenge room).
But, you can't just switch to 1 then another, and back.

Skinweaver - infusable pouch using highest tier fish potato
Worldbearer - high tier potion

Alternative for Worldbearer would be to also use primal hatchet or pickaxe. Again making it a 1 time unlock.

Skinweaver could be done but requiring 20 of the highest tier fish potato.

Name of the would be a native American term for "chief of chiefs" or "legendary" or "mythical"

16-Aug-2019 16:54:24

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