Bio Engineer Archive
Thread: Critter Resource Availability
This is a coherent posting on what we want rangers to actually be.
Harvesting Justification
This post is in response to TH's request that we provide a consise reason as to why we need a harvesting boost.
Some of the ideas you will read about are ideas only and subject to peer review, however Im sure that you will find some usefull information here.
Rancorrider is an amazing source of ranger knowledge, dont hesitate to ask him any questions, his answers will be clear and helpful.
I agree and I would add to what Sir Vimes said in that you should be able to harvest the whole dang creature - milk, hide, bones, meat, arete, everything at onec - and in larger volume.
As for the farm installation idea, instead of being poweredby fuel, maybe a mix of flora and creature resources extend the longevity of the farm.That would ensure some base level hunting is still required. And if the Master classes get bonuses to the variety ofcreature resources they can harvest, simply make it that the deeded "farm" installation requires variety, not just quantity. If I have to use bones in Cho-Nor-Hoola, you can bet a caged Rancor or Graul would jump at the opportunity to chow down on similar fare.
/0.02 cr
Moppith wrote:that doesnt disable you from being able to get bone or hide, it makes you more efficient in harvesting these particular resources.please read properly before you comment.
This is a new idea and one that I havent seen before.
My fear is that the scout community would be alienated and would view this suggestion as a nerf.
I feel that the solution is not to take away skills from those who already have it, but to make the skills that we currently have more effective.
Thanks Moppith (you made me think about this) keep up the good posts
I've been a doc for a few days now (that makes me a noob, I know.. no need to mention it) and I'm happy to craft low level buffs to begin with, using mid-quality resources... That helps me and my friends for hunting, and thus gaining more experience. with this I'll craft better stuff I'll sell and so on... I'm having fun this way, and I don't expect "uber" quality things in my inventory for the nexts few months...
Just don't try to do the things faster than the way they're meant to be done. Work hard to gain enough money, take a lot of time to find the places of best resources, hunt a lot to find enough good avian meat... Just don't expect do go in front of a starport and buy everything you need for cheap.
Fleabrains wrote: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 would suggest that more people would want to be scouts and rangers, and would therefore spend more time harvesting and selling to crafters?
Our intention is not to diminish or reduce skills players already have but enhance the skills that Rangers have in accordance with the sill points invested.
The chefs would laugh me out of the galaxy.
/sign (x10)
I have been offering loads of money for meat.. and Scouts/Rangers need this to make them more usefull (Impliment blood samples forJabbas sake!!! but this would do too, for now..)
Ok, just want to say I support this, but I have to play devils advocate.
Ok, the purpoise of bio-engineered additives was to make food uber, especially the heavy additives. They were suppose to be a bonus, and getting them was not suppose to be that easy. This is why Cabocaloric Eliminator is 45 herbivore meat, and Edible Nano Constructors is30 wild meat. They didn't pick those resources at random, they picked ones that would regulate how much of the items were made. This is one of the reasons the chef revamp took a couple of months.
Increasing the amount of resources will increase the amount of these items that can be made. If the market is flooded with additives (which they already are, but that is besides the point) will they be as uber as the developers intended? And while I am talking additives here, I am sure there are some other items in other professions. Whatever increase is done with rangers, it will have o be balanced.
Again, just playing devils advocate here...because I am sure this is what the developers are talking about.
The point is that with the socket bombshell and where things seem to go to with the Tailor profession, tailors will have to gather high quality resources as well. They will be demanding the same resources as an Armorsmith who makes 450k on a good advanced composite suit. I cant see Tailors compete with Armorsmiths in being able to pay for high quality resources. They have no way to ask profitable prices for clothing at those costs.
So your suggestion in offering "bad" hides at low prices to tailors prolly will only work in the short run. Multiple harvesting for Rangers sounds much fairer to me if you ask me in general but the tailor community isnt helped really by helping Rangers.
Message Edited by meschuster on 04-07-2004 11:49 AM
It's a messed-up way to arrange it, but my idea is to keep the scouts/rangers in the loop, as far as animal resources are concerned.