Chef Archive

Thread: Stable/Barn request

S1ave1
Sun Mar 07, 2004 1:20 am
#1

Ok- I know this is the future, so where are all the stables and dairy farms?? Does anyone else think it odd that we have to run around and milk a bunch of unruly critters? I'd like to buy a stable/dairy barn and have some creature handler put a pile of Pikets in there and then I can milk all day long. If Ifeed and recylce them, then viola- some meat or hide.


I know right after a huge revamp is not the best time to snivel, but what the heck, might as well get this going early Anyoneelse that would liketo have a farm?





---- Tizz Regnar ---- Master Combat Medic h Shop West of Moenia (4113, -4646)


MasterPilot11
Mon Mar 08, 2004 3:18 pm
#2

I had never thought of that, but thats a great idea. It would make things SOOOO much easier than recruiting 5 people to go help milk random creatures. Sticky this post!



Kazz Alow- changing professions atm
Kazzalow- Master Swordsman / Master Teras Kasi / Master Brawler

Behold the power of the wookish
S1ave1
Mon Mar 08, 2004 6:12 pm
#3

Hey thanks for replying, I thought that perhaps I was the only one that felt milking critters in the wild might be OK on everquest, but we are in Star Wars for crying out loud. We should be able to make synthetic milk even !!!! Bio engineers should be able to whip out a chemistry kit and make just about anything that can be harvested








---- Tizz Regnar ---- Master Combat Medic h Shop West of Moenia (4113, -4646)


LohacAce
Mon Mar 08, 2004 7:35 pm
#4

good idea, i dont even bother to go get milk any more just wastes my time, sticky this



Lohac Ace
Chilastra
2/4 done with holocrons. Got to Master MERCHANT!
mrthx
Mon Mar 08, 2004 7:40 pm
#5

wow...I am very surprised this hasnt been brought up before. Great idea.





Reginald VelJohnson [LGN]
Semmi [CAKES]

SpottyGekko
Tue Mar 09, 2004 3:40 am
#6

Cool idea... Maybe we could have a "Rancher" profession ! One tree for meat farming, one for dairy farming, one for fish farming and one for harvesting efficiency. Each tree will then allow the placement of an appropriate farm structure, like a feeder-trough for the meat animals, barn for dairy and a pond for fish. Each structure should take up 2 lots at least, otherwise the market will be flooded.


Perhaps allow Processing Plants for the above items, where u can enhance the attributes of the harvested items by adding some Chemical or Mineral elements


Skills could be like:


Breeding skills - allows wider choice of potential farm animals


Breeding Effidiency - increases animal respawn rate


Harvesting Speed


Equipment Operation - better results from processing plants


A Rancher will have to buy animals to start off, perhaps from a BE or CH (the animals will have to be tamed first). After that they will increase during a set period, like every 7 days or so. The rate of increase can be determined by the ranchers' skill lvl. Only 1 type of animal can be kept in a particular farm structure at any given time.


It may also be an idea to restrict the types of animal resources that can be farmed to a few categories like Domesticated and Herbivore, for instance.


Hehe, got carried away there !


Dream on...



Djaz






Rankh Xholo (Master Chef)

**If I can have more than one account for SWG, can I also get a second account for LIFE ?
exstac
Tue Mar 09, 2004 4:00 am
#7

lets hope for


Publish 8 - Farm invasion



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Zhor
Tue Mar 09, 2004 4:50 am
#8

" wow...I am very surprised this hasnt been brought up before. Great idea."


Because it has been brought up a few times before. The search engine has been broken (for a while) and you can't search properly for terms *I think anyway, it was broken a few days ago when I last checked* But anyway, this has been brought up a few times (semi) recently




All gone. Nothing to see now. Bye Bye Ahazi most of you guys were cool
Prawned
Tue Mar 09, 2004 6:19 am
#9





hehe ifound this on thearchitect forum


http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=48729




Gracchus
Tue Mar 09, 2004 6:27 am
#10

I posted this a few weeks ago. No one responded to it or read it probably. Here it is again in all its glory:


After a couple of weeks of hard work and creating a 1000+ crate stock (varied) inventory on my vendor I was thinking of ways to incoroporate some of the foods that require creature components for mass production.

I have been stearing clear of these as I will not run less than 20 crates per factory. However Im still able to offer 5 or 6varietites of higher end products and have found 3 serious Bio engineers that are keeping pace with me. After speaking with these guys and sharing concerns about creature harvesting I proposed to one of them the idea of creating a Rancher class at some point.

I believe this would add a fun new dimension to the game, make it more realistic, go along way towards solving the creature component problem, and allow us to start providing the great items that require meat, bone, hide and milk. The rancher could have skill trees in animal husbandry, butchering, tanning, dairy, etc.... . Architects could provide ranches, meat packing plants, tanneries, enclosures, etc. The produce created by the ranchers could provide the domestic or generic requirements for some of the recipes while keeping the Rangers busy with the wild varieties of these things. As it stands now the Rangers and scouts cannot keep up with the job of supplying all creature substances. Having them concentrate on wild varieties may be more reasonable.

Once more planets and planet surface area is created perhaps the same thing can be done in the creation of the Farmer for domestic types of grain. He could perhaps survey and combine samples of wild grain to create domestic strains he could beginsowing, (perhaps BE could aslo enjoy genetic manipulation with the farmer) manage silo's, acreage, farm equipment etc. Artisans could perhaps craft the tools needed and droid engineers provide farming droids.

As the game expands I believe this would be a next logical step in game evolution, development and player role immersion.
Ophistes
Tue Mar 09, 2004 6:42 am
#11

Call me stupid but I would love to be a Farmer/Rancher on some remote planet )






Ophistes Ceimined= Chef and Musician =
= The singing frog =
"I suppose you're entitled to your own delusions." --Threepio



Buugli
Tue Mar 09, 2004 12:58 pm
#12

Twas my understanding that both rancher and miner were part of the original concept but were scrapped in beta because "no one wanted to play them."


Ah well, the ship is sinking, no need to list all the reasons why...


Ezran
Wed Mar 10, 2004 1:10 am
#13

From what I've heard, there were "Creature Farms" in the beta. They did the same thing as harvestors, but for creature resources. They were scrapped because they took away the only source of income from the scout profession.



Ezran
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