Bio Engineer Archive
Thread: Critter Resource Availability
As it stands, I usually don't charge anything for my harvests. This goes for uber avian for doctor friends, uber wooly for an armorsmith friend, and the random hides for a tailor friend. As far as helping tailors, the best thing would be having different levels of Scout/Ranger being forced to harvest multiple resources. If I'm hunting Yavin Domesticated Meat for a friend, this would force me to get a decent sized stack of whatever Yavin Leathery Hide was around. If the hide wasn't very high quality, a tailor could quite easily take the extras. But that would require a lot more coding (we are asking for it for if/when we get a revamp but we don't want this change to take away from what the Devs currently have planned).Many Scouts and Rangers would just want a big increase to harvesting. While it would be best for their bank accounts, it wouldn't help the general economy nearly as much. But that's my personal opinion. And we don't want this to be a Ranger only increase. But the most glaring problem is at the Master Ranger level.
Edit: Just thought I'd mention that the shirt my character currently wears cost me 40k. As did quite a bit of my other clothing. They are BE tissued, though. It's quite server dependent.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
Message Edited by Nemo0 on 04-07-2004 11:40 PM
Calculus_Entropy wrote:
Dear Bio-Engineers:
The current availability of organic resources is very limited. This has led to crafters needing to offer insane amounts of money for resources they need to produce the best goods. As it stands now, a combat oriented character with Novice Scout is able to harvest more than a Master Ranger. This isbecause they can kill creatures much faster and the harvesting bonus gained at Master Ranger only allows a player to harvest about twice as much as a Novice Scout. This means that the person who would like to sell you resources on a more regular basis (and is therefore likely to have invested more skill points into a Scout related profession) is unable to provide you with the resources you need.
Message Edited by vortexala on 04-07-2004 04:42 PM
Message Edited by eman7h on 04-07-2004 04:48 PM
Message Edited by eman7h on 04-07-2004 04:50 PM
Calculus_Entropy wrote:
The lack of resources is largely due to the professional harvesters (mainly high level scouts and rangers) getting very little benefit from their skills.
According to your statement above, you could make the lack of resources go away by reducing novice scouts' abilities to harvest (thus giving more benefit to being ranger) just as well as by increasing the bonus to rangers. Your logic wouldsuggest that more people would want to be scouts and rangers, and would therefore spend more time harvesting and selling to crafters?
Its like saying that science isn't progressing fast enough, and most scientists are men. Therefore, if we increased the ratio of men to women, then there would be more scientests and science would move faster.
we are a combat/ crafting support profession....
However, I have a friend who is a Commando/ Tka/ Novice Scout...we decided to do an experiment on rori.
We hunted tortons for 2 hrs. When we found one we sent the other a tell and said how many we found. She was able to kill them faster and then move on. It took me longer to kill them and move on. In the end, she actually ended up with more hide than I did because she was able to find and kill them faster than I could.
She used TKA knockdown then flamed them. I took considerably longer...for her it was 2 keystrokes, for me, it was a few...I was a master pistoleer at the time.
This is not dissimilar to other experiences that other rangers have had.