Armorsmith Archive
Thread: tiny idea to help hide/bone/meat harvest post cu
my idea is this, allow architects to craft "creature farms". in order to put a creature into the farm you first need to make/place the farm. after doing so have a bio-engineer (master preferably) sample a creature of your choosing. after the BE recieves the smaple of the creatures DNA they give/sell it to you (the public) upon the sale, the buyer may put the sample into the farm were clones from the dna would be produced. the clones would then wander about eatin and havin babies inside the farm and growing. every 3-4 days you would beable to kill X amount of creatures and have a ranger/scout operate the part were you would recieve the hide/meat/bone. the person would loot more of that recource from the creature depending on the lvl of them, for example, a person who has xx4x scout wouldnt loot as much from the farm as someone thats xx4x ranger.
now the complicated part would be this. if a total of 9 creatures were spawned then only 7 could be killed/harvested. the creature recource would then shift as normal with the wild creatures. to get rid of any excess creatures you have after the spawn shifs, u could have a fellow BE come and sample them for a bit of xp, or you could set them free and have someone kill them.
the better the BE that harvests the DNA, the better the spawns inside would be, someone thats novice BE wouldnt beable to get as good of a dna sample for the cloning in the factory as someone whose xx2x be or master.
gimme ur thoughts as im postin this in the ranger/scout/be boards here as well.
*note* this would help post-cu when the hides/bone/meat are increased in craftin items
Creature farms no matter how they are created are the best start to preparing for removing the ranger profession from the game I'm afraid. We consider ourselves as HUNTERS not as farmers, the few that won't be driven away from ranger with the extreme gimping we will face with the CURB will then be driven away as they are made farmers instead of hunters. Sounds contraproductive to me
Message Edited by darmokVtS on 04-08-2005 10:23 PM
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Okram2k wrote:
for ages rangers have asked for traps they could place that would harvest creature resources over time just like mines and they would be the only ones that could find concentrations using their tracking skills. Definatly would be a nice idea for this situation...
Uhm.. small correction...
There have been discussions about it afaik, but only to TRAP creatures. Not to Harvest them!
Most of the time ideas about the "automated" harvesting (traps, farms) that allways spring to live after some resource requirement changes are being discussed (again, over and over) and most of the time end up being dismissed.
As a MR myself, I do not WANT a trap/farm. It would take away the hunt, the trakcing, the killing and getting the reward (harvest).
The easiest way to get more resources is, as a few of us have been saying a number of times before, even BEFORE or while discussing the new group bonus is to INCREASE the base yield of any harvest and make a bigger difference between scout and ranger.
Grendelwyf wrote:
they had farms in beta if i'm not mistaken, not sure why they got rid of them though