Bio Engineer Archive
Thread: Critter Resource Availability
MikaelGueck wrote:
Nah, the current system is fairly realistic. Animal harvesting should be to scouts what sampling is to artisans. Animals don't suddenly double in size when they notice a Ranger skinning them.
What we need is, as Sciguy pointed out, farms similar to harvesters to mass-produce meat and milk.
Now, what would make Master Ranger cool and unique would be an ability to see which animals and NPCs will drop especially good loot, such as good skill tapes.
Please don't make the mistake of trying to base anything in a "realistic" sense. Any attempt to ground the basics of SWG or any MMORPG for that matter in "reality" is a failure to operate within context.
-Nah-
MikaelGueck wrote:
Nah, the current system is fairly realistic. Animal harvesting should be to scouts what sampling is to artisans. Animals don't suddenly double in size when they notice a Ranger skinning them.
What we need is, as Sciguy pointed out, farms similar to harvesters to mass-produce meat and milk.
Now, what would make Master Ranger cool and unique would be an ability to see which animals and NPCs will drop especially good loot, such as good skill tapes.
Well. Although I love the skilltape idea *grin* I can't agree with the system being realistic.
A master hunter who has skinned, gutted, filleted and de-boned thousands of different types of animals perhaps in various stages of life/health would be able to harvest more from a one than say someone who had just read "Hunting 101", or perhaps been out on a few hunts where they had skinned a couple of rabbits.. I think that the progression in harvesting ammounts from Novice Scout to Master Ranger is unrealistic.
Farms would be a good idea if they were only able to be used by rangers, but as has already been pointed out other rangers would not be able to harvest in the wild more effectively than someone running a few farms and checking back on them now and again. It would almost totally remove the need for hunting in the wilds other than to be a break from the normal grind, again. If they were to be used by other professions it would not disinguish us from any class only contribute to diminishing our sense of individuality..
The main factor involved in a major change such as the addition of new structures , methods of harvesting and also cloning or variations in resources stats of the same type would take a developer much longer than to simply raise the values in an existing set of code.. While i don't agree at this time, the suggestions made are good ones for additional content, which is always a good thing.. We are looking at our revamp which is hopefully going to come sooner rather than later, and with all of the posts regarding changes to the existing system of camps, traps, tracking, camo, foraging etc.. The devs have told us we need to present a clear case for our update and, I think, the ranger community would like to use its existing proposal of changes to our skillset than add new content which may delay our love from the devs or impact negatively without alot of time and thought..
The rangers have done alot of the work already, all it needs now is to be picked up.
The outdoorsman
Top 6 ranger polls
hi all, just figured id stop by. I know as a former medic that its a lot cheaper, and easyerto get organics by florafarm, but i would like to appeal to the fact that u might be heading to doc or cm in which case cheaper meat would be a big help. Also with a increase in critter organics and a drop in their cost u would have more of a selection when looking for resources. And finally in the long term this change would most likely bring down the costs armor, foods, buffs, and anything else that requires the use of critter resources.
Thank u for listening and we wouldwelcome your support.
I will support it one hundred percent. I don't subscribe to the theory of 'fix us first'. I would rather subscribe to the theory 'fix us all'. I know the devs are busy and have a ton on their plates, but I don't think this is asking too much. I support you in this endeavor, and I hope that we as a community can look for support from you when the day finally comes for the Smuggler Revamp.
Question:
Would you have a problem with certain harvestable resources being taxed on certain planets and not on others? IE:a galaxy-wide tax system that is designed to imply local preferences for local goods and protectionist practices towards that end? And in the midst of it, smugglers who could get around the taxes?
This would work where, you go to Lok, harvest Lokian Wooly Hide from a critter, then fly to Corellia. But Corellia has a policy against resources from Lok, so they tax you 1 credit per every 3 units of hide you're carrying. Prior to heading back, however, you have the option of hiring a smuggler who can move the stuff through the customs scans for you (for a price). So, you can either pay the smuggler to move the stuff and possibly run the risk that a PORTION of it gets confiscated (depending upon the smuggler's skill), move the stuff yourself and pay full freight (and presumably work the costs into your sales prices), or sell your stuff from Lok directly?
If you'd support us on that, vocally, I think you'd get a LOT of support for your plan here.
Yes, and this is why a master ranger would get about 30% more meat compared to a 0040 scout who has only killed and skinned a few hundred animals to get there.
BountyBlunter wrote:
A master hunter who has skinned, gutted, filleted and de-boned thousands of different types of animals perhaps in various stages of life/health would be able to harvest more from a one than say someone who had just read "Hunting 101", or perhaps been out on a few hunts where they had skinned a couple of rabbits..
Farms would be a good idea if they were only able to be used by rangers, but as has already been pointed out other rangers would not be able to harvest in the wild more effectively than someone running a few farms and checking back on them now and again.Yeah, this is what I'd actually want, being a chef - as large amounts of meat as possible with the least amount of trouble.
Message Edited by MikaelGueck on 04-07-2004 09:02 PM
Solo4114 wrote:Question:
Would you have a problem with certain harvestable resources being taxed on certain planets and not on others? IE: a galaxy-wide tax system that is designed to imply local preferences for local goods and protectionist practices towards that end? And in the midst of it, smugglers who could get around the taxes?
This would work where, you go to Lok, harvest Lokian Wooly Hide from a critter, then fly to Corellia. But Corellia has a policy against resources from Lok, so they tax you 1 credit per every 3 units of hide you're carrying. Prior to heading back, however, you have the option of hiring a smuggler who can move the stuff through the customs scans for you (for a price). So, you can either pay the smuggler to move the stuff and possibly run the risk that a PORTION of it gets confiscated (depending upon the smuggler's skill), move the stuff yourself and pay full freight (and presumably work the costs into your sales prices), or sell your stuff from Lok directly?
If you'd support us on that, vocally, I think you'd get a LOT of support for your plan here.
100% love this idea solo...sounds like smuggling finally
Rangers are very very underpowered, so I support the change on that basis, but it won't help BE's.
BE's need meat primarily, and rangers are always going to price meat based on what doctors will pay for avian meat, which screws over BE's. Last night I had a ranger come to me and suggest that I trade him4 CL 35 60% kinetic lightly armored pets straight up for 5k for meat. The really sad thing about that is that based on the price of my pets, and whatthat ranger will probably end up selling that meat for, that is in fact a fair trade. But when I consider how long it takes me to harvest 5k of meat, versus how much it costs and how long it takes me to make those pets, plus how much extra money I'd be getting for running the missions in getting that 5k of meat, the trade is rediculous and underscores a much bigger problem.
I think Calc has the support of not only all the correspondents on this, but most communities. He has mentioned it before on the c-forum andknows the correspondents support it already. Heck I've even posted in the ranger forum myself to say I approve, and that was a week or so back.
Yet while you have this issue you want adjusted, smugglers have many of their own, so please keep that in mind. This is a common-sense change to me that I support, but I'm not going to go write a bunch of speeches addressing the Gods (Developers) as they already know, theyhave already seen us talk about it on the c-forum, and if they are ever going to change it (I can't imagine why not) then they will do so.
Please remember that every profession has their top issues that they want addressed, and honestly, while I really like you guys, I'm not about to start screaming at the top of my lungs at people who are already aware of the issue. Particularly if you have placed it in the quarterly report due this Friday.
That is your best shot, and I am not particularly thrilled with this approach of posting on every profession forum. Calculus has alot of energy on the c-forum trying to push for you guys, but he can't forget other professions are in the same boat.
There isn't much to debate here, changes should be made to many professions and the game, it's just a matter of when.
As a former Master Ranger I fully support your request forhelp from this forum of low lifes, scum, and villany.....![]()
I just hope that when the time comes you will rally support for us that some day we smugglers might acutally get to smuggle. Perhaps rare items, meats, and artifacts that only Rangers could harvest....hmmmm?
"I will do you this favor and perhaps someday I will ask you for a favor in return.................." da Godfadder
Message Edited by meschuster on 04-07-2004 11:47 AM