Business And Economy Archive
Thread: Farmer Profession please!
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Rojo8401
Tue Mar 22, 2005 11:56 am
#1
Before release, the farmer and miner profs were rumored to exist. While I cannot verify this, that rumor has always excited me. Here follows my ideas for the farmer profession:
First off, where do you put the profession? Is it in the artisan tree? Scout perhaps? Also, do you want to raise livestock, crops or both? A Rancher would need creature skills (scout). Both probably could use the business line.
Regardless of this, here are some of my ideas for abilities.
/corral This is the one I get excited about late at night while I'm fondling my workboots. Run up to a herd of Ikopi, peacefully grazing outside of Kaadara. Type /corral, run to 4 points around them, creating 4 coordinates for an electric fence. Critters inside fence are basically "tamed". You can then milk, harvest, breed and cavort with them every time the server resets.
/setcrop The same as /corral but only for crops like beans, wheat, etc. You set the crop, make sure it gets watered, and harvest after a week. Of course, you get only domesticated but with some help from bio engineers you could increase the quality with pesticides and steroids, with Droid Engineers you could increase the yield with droid tractors, etc.
/aquaculture Grab a pice of water, throw in feed pellets and watch the fish multiply!
/barn Create barns for the showing off and storage of all tameable creatures. In stall #1 you can pet a Rancor!
/silo Store all that delicious wheat you harvested yesterday in a phallic and visually-exciting storage silo!
/hiredhands Employ scruffy, drifter-type NPCs to tend to your fields and guard them while you and the little missus do some cavorting in town!
Of course, life on the farm would not be without it's dangers. Make crops and livestock occasionally vulnerable to wandering, voracious critters. Maybe even have infestations that need curing or droughts. Farming should not be on autopilot since real farmers work damned hard.
Any comments, criticisms or go-to-hells are most appreciated...
First off, where do you put the profession? Is it in the artisan tree? Scout perhaps? Also, do you want to raise livestock, crops or both? A Rancher would need creature skills (scout). Both probably could use the business line.
Regardless of this, here are some of my ideas for abilities.
/corral This is the one I get excited about late at night while I'm fondling my workboots. Run up to a herd of Ikopi, peacefully grazing outside of Kaadara. Type /corral, run to 4 points around them, creating 4 coordinates for an electric fence. Critters inside fence are basically "tamed". You can then milk, harvest, breed and cavort with them every time the server resets.
/setcrop The same as /corral but only for crops like beans, wheat, etc. You set the crop, make sure it gets watered, and harvest after a week. Of course, you get only domesticated but with some help from bio engineers you could increase the quality with pesticides and steroids, with Droid Engineers you could increase the yield with droid tractors, etc.
/aquaculture Grab a pice of water, throw in feed pellets and watch the fish multiply!
/barn Create barns for the showing off and storage of all tameable creatures. In stall #1 you can pet a Rancor!
/silo Store all that delicious wheat you harvested yesterday in a phallic and visually-exciting storage silo!
/hiredhands Employ scruffy, drifter-type NPCs to tend to your fields and guard them while you and the little missus do some cavorting in town!
Of course, life on the farm would not be without it's dangers. Make crops and livestock occasionally vulnerable to wandering, voracious critters. Maybe even have infestations that need curing or droughts. Farming should not be on autopilot since real farmers work damned hard.
Any comments, criticisms or go-to-hells are most appreciated...
Message Edited by Rojo8401 on 03-22-2005 10:57 AM
Message Edited by Rojo8401 on 03-22-2005 11:05 AM
Smart_Darwin
Tue Mar 22, 2005 12:37 pm
#2
I wish I was creative enough to come up with these pretend professions. They are really amusing (this post WAS for entertainment right?).
Kalano
Tue Mar 22, 2005 12:55 pm
#3
i wanted this in the game with miner again also with the increase of players and new required resources and newcrafting pros.
Just a warning, never put it in the ranger or scout forum unless you like to be heavily flamed. they are touchy about it.
Valuthorax
Wed Mar 23, 2005 9:42 am
#5
Farmer was part of Beta, I to wanted one (and still do) -- but they introduced flora harvesters ---
I would liek them to re-do crafting /harvesting liek they are doing combat -- add a few new things -- Like I want a stationary farm i need to go around the galaxie and take samples of other flora to grow in mine... like a BE for plants.
MBLAST
Wed Mar 23, 2005 12:22 pm
#6
Yes, it would be nice to have some new professions, but... I doubt that they're going to put any more in with the current state of it. 
Anmoch
Wed Mar 23, 2005 8:02 pm
#7
Some interesting ideas, although I'm not sure what to think about cavorting with ikopi.....
ALeoNN
Wed Mar 23, 2005 8:16 pm
#8
Farmers can be a hybridprofession between the Artisan survey tree and Scout/Ranger trapping (and/or harvesting)!
bluejanus
Thu Mar 24, 2005 5:53 am
#9
Ugh, a whole profession dedicated to the aurilla plants in a big field.
IcepickIIIDragonrider
Thu Mar 24, 2005 8:08 am
#10
Ive written for this before, quite a few times in favor. If they do a farmer prof, then they better change how organic resources are gained. Harvestors are not the ideal thing to use, maybe reclassify them as Growers(greenhouse). Then, make it so you have to find a sample, by surveying. Next take the sample and place it in the grower to have it cultivated; grown. I had some noteson this, but this is the general idea I was going for. Honestly forwood on Tatooine, you should only be able to survey from an area where trees are at. Plants should also be limited due to the harshness of the enviroment. Maybe if there was like some freak rain once a year that would make plants sprout up everywhere. Then maybe there could be more for a week or 2. Imagine rain on Tatooine...then the after affect of plants growing wildly cuz of it.
MolCaldon
Sat Mar 26, 2005 1:59 am
#11
they should also make it so that different resources cant be brought all over the galaxy. at least not free. that would help smugglers as well. so then there would actually be a demand for moisture farmers on tattooine. as it should be. there is alot that could be dont with this game...
Frost1977
Sun Mar 27, 2005 12:38 pm
#12
as some one who followed the development of the game off and on for 2 years i think proir to release. (old timer)
miner and farmer were talke about alot in the development phase, miner basicly became the survey chain of artisain because they said they could not come up with the enough skills to fill out a full skill tree with it.
and farmer became Bio engineer some where in the deep dark labs of the sony complex.
IcepickIIIDragonrider
Sun Mar 27, 2005 3:06 pm
#13
Yeah I had some notes I wrote about how smuggler could be included. We could make some resources illegal by Imperal standards. Then because of it, smugglers would be the only way to move some resources around.
I have thought about how they would do something like this. Honestly it seems rather complex to implement the whole system. With organic systems I think we all wanted something more visual, more hands on. Raising fields or animals, idk, possible yet the current setup works good enough.
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