Bio Engineer Archive
Thread: Critter Resource Availability
holy crap rohm... i think i went blind from your sig!
and yes i agree that a master ranger should greatly differ from a novice scout and make SIGNIFICANT more off a harvest.
Message Edited by Rizzaka on 04-08-2004 01:40 PM
Message Edited by Moxxinal on 04-08-2004 11:15 AM
Truthfully, a quick "alter a couple of lines of code" may not work. Sure, they could simply adjust a number to increase how much Master Scouts and Rangers harvest.But if it turns out to be too much and they need to tone it down you know the players will scream.
That being said, I think metrics speak louder than simple "fix us please" requests. Why not arrange a test? Pit a Master Ranger up against a combat oriented class with only Novice Scout and let's see who has the most organic resources in 2 hours.
Just a thought. Could be fun and I'd place my bet on the combat class..... unless the Master Ranger is also a Master TK. ![]()
So yes, Scouts and Rangers need help with harvesting and trap usages (I came close to mastering scout once). But don't expect any actual help from us. At least not before we realize what our revamp is going to be.
Now, if you guys agree with some of the contraband systems we propose involving harvested resources, this would be a different subject. If we can agree on some sort of a system that would involve harvesting resource on distant planets by scouts/rangers and then smuggling them past customs into main travel and trade hubs (Corellia & Naboo), then we can probably work something out. At least I think we can.
SIr Vimes, good point. But the resource yeild doesn't have to be enormousfrom a Ranger/Scout-fed installation, or even as part of a revamp for the base Ranger harvesting success. In the case of a farm, maybe the maintenance is low and it just provides a steady flow of resources - the resource multiplier idea. Maybe theoutputresources are on a timer, so as to avoid flooding the market.Even at x2 it'd be worthwhile to me. Of course, a resource multiplier brings up the idea that resources input could be re-sold at even less than either Rangers or Scouts...
Maybeinstead of quantity,a"farm" "buffs" resources...+50-100 to each resource stat? or just a couple? But this shoves the issue down the general crafting "black hole" of percentages and success rates.
I feel the point of the suggestion I made about a farm is getting lost - the farm would rely on a variety of resources, only easily attainable by Rangers. People could still buy from Scouts...but could also instead own a farm that a) increases the amount they buy from a Scout or Rangerby a nominal amount and maybe also improves upon it - which is the really important bit to most crafters anyway - not always volume but producing a superior product at similar cost to their competition. PLEASE correct me if I'm worng...![]()
The bottom line is, I don't have many more ideas, but I support Calculus' efforts in setting things straight. Obviously something must be done...
Another option, as well, would be to not make the quality of the hides matter in the equation of making armor. Right now, too much emphasis is placed on the OQ and SR of the hides. This means that only certain critters drop the high quality hide. If OQ and SR didnt matter in the equation, any hide could be used, and the price of hides would drop signifigantly as people could no longer charge outrageous prices for great hides. This as well as the increase in ranger harvesting could finally put organic resources into a more reasonable price line.
Inoch,
Master AS of Wanderhome
LadyGrey wrote:
Maybe scouts and rangers need to have static traps they can set out. If a creature wanders too close, and the trap is sufficiently strong, the creature is killed by the trap. Then the scout/ranger comes back to the traps they have set, and harvests the creature resources. Could work a lot like the mineral harvesters, except based on the chances of a creature wandering within the area covered by the trap. The traps could use maintenance and power, but can only be used by scouts/rangers, with the strength of the trap being dependent on the level of the scout/ranger.
A static trap like this might solve the resource problems. But it would also change the way Scouts and Rangers work. I know that I enjoy hunting. I have never bothered with inorganic harvesters (even though I have all 10 of my lots used). Giving us the ability to use an organic harvester almost forces us to use it. It will kill the hunters and turn us into farmers. Is this a bad thing? For me, yes. While I don't hunt for profit (I just give my resources to my friends) I do feel like I have a purpose when doing it. If there is some sort of autoharvesting then the extra hunting will be almost pointless (a low quality inorganic harvester can easily top my harvesting rates). The idea sounds so nice but it would completely change our profession.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
JamesHighwest wrote:
Truthfully, a quick "alter a couple of lines of code" may not work. Sure, they could simply adjust a number to increase how much Master Scouts and Rangers harvest.But if it turns out to be too much and they need to tone it down you know the players will scream.
That being said, I think metrics speak louder than simple "fix us please" requests. Why not arrange a test? Pit a Master Ranger up against a combat oriented class with only Novice Scout and let's see who has the most organic resources in 2 hours.
Just a thought. Could be fun and I'd place my bet on the combat class..... unless the Master Ranger is also a Master TK.
Master Ranger/Master Rifleman
Eclipse Server