Ranger Archive

Thread: Poll: For or against automated organics harvesting?

Calculus_Entropy
Mon Oct 18, 2004 8:26 am
#1

So, are you guys for or against automated organics harvesting (i.e. placeable, unattended organics harvesters)?



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
OOM
Mon Oct 18, 2004 8:37 am
#2

Yes. If it supports the Ranger lifestyle. For example I am all for setting up trapping lines & fish nets and having to tend to my trapping routes. The payout in terms of quanity to sellshould bemoderate but the enjoyment factorshould be high. This might prevent people from taking Ranger just to auto-harvest massive quantities of organics without risk.


If anyone can place a "Hide-Harvester" next to their "Mineral-Harvester"then I am not really for it. Maybe I'm selfish but I say Yes for Ranger-only goods.


Cheers,

Aitwexoeth
DitahCotton
Mon Oct 18, 2004 8:37 am
#3

I'm intrigued by the idea of these lil "farms". As such it would take away from some of our hunting. However, I would use one for harvesting low yield organics, like fish meat or avian. I can just see all the docs, chefs, and BE's begging us to drop such a harvestor (granted at master ranger?).



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ArillOnahe
Mon Oct 18, 2004 8:48 am
#4

Gut instinct, goes against what i believe we do, we're the non afk guys, working hard out in the wild, foregoing comforts others take for granted, like the time to learn multiple offensive techniques.


The idea of fishing nets though does seem okay, maybe some kinda lil 'hen house' type affair for eggs too. How can putting a trap out in the wild keep catching creatures? A bear lure type catches one bear and then thats it. Hopefully someone can justify that kinda thing, but i hope not.......



Captain Arill Onahe, Bria Master Ranger
Corporal Camray Onahe, Wanderhome Ranger
Karisa Onahe, uber leet Ranger Saxonaphist of TC Prime!
JascoSmlee
Mon Oct 18, 2004 9:00 am
#5


Against. Even if only for use by Rangers. I dont want to be a farmer.


edit: Just to follow up - I'm all for a single use placeable trap/fishing net. This is not the same thing as an automated organics harvestor imo.

Message Edited by JascoSmlee on 10-18-2004 05:21 PM



Jasco Smlee Antarian Ranger
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Piroa
Mon Oct 18, 2004 9:04 am
#6

I agree with Ait. As long as it stays within the world of the Ranger, I would like it. Fish nets that catch a number of fish per hour, not just bring in meat, would be good.

I don't think they should be anything like the mineral/flora/etc. harvesters. Perhaps if they have a low storage capacity that would force us to empty them at least once each day.

Maybe, we could be able to "trap" different types of resources depending on our Frontiering skill (Animal bones/Leathery hide/Herbivore meat in Frontiering 1, Avian bones and meat and Bristley hide in Frontiering 4?) This should absolutely not be a Tracking skill, there are enough 0/0/4/0 "rangers" running around. Frontiering is the hardest and longest branch to climb, this would be an added benefit to get to the top.




Piroa Iseefi

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ScoerFusou
Mon Oct 18, 2004 9:06 am
#7

Against it.



Shubacca
Master Ranger

Scoer Fusou
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Vorpaks
Mon Oct 18, 2004 9:07 am
#8

I'm for the idea if its well implemented. "Automated Organics Harvester" sounds scary but "Tiger Pit" or "Bear-claw trap" sounds better. It would have to be some sort of stationary trap that we could set up and check back later - the way a RL trapper would check his strings. You would have to have a different kind of trap for each type of animal. For example, you would trap avians differently from large land based creatures.

Then you would need a way to find the good trapping places. We know from the dreaded resource survey tool that organics work by concentration the same way that other resources do. I would be against having a tool that tells you the concentration though. Instead it should be integrated into our tracking line so we could do a type of area track and notice if there was a high density of animals in the area based on their tracks.

I think this kind of permanent trap could be fun and interesting if done right. There are other issues - like maintenance, would the meat decay if you left it a long time, etc. I know I've read ideas like this before. I'll try to search and see if I can find the more fleshed-out threads that have already been discussed.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Chickenlad
Mon Oct 18, 2004 9:12 am
#9

For it.


The decision on whether or not to do it should be left to the individual ranger. But increasing the versatility of the class by including new features to me sounds like a great thing.


I think it should not be master ranger only, it should scale up a different tree (so the benefits of taking ranger 0040 aren't even greater). I would suggest "trapping" - kind of makes sense.


It could bring a lot to ranger:


Who could build the traps/harvesters?

Who could place them?

How many lots would they use, if any?

Could Bio-Engineers be included to make them more efficient? Or any other class?

Would they be reuseable?


Again, no one would be forcing any ranger to use these items, but an increase in functionality seems to be a good thing.


P.S. Does anyone else notice when you take Veghash, then filet your fish, you seem to get LESS per half hour's catch?
ZeroK0ol
Mon Oct 18, 2004 9:44 am
#10


For it at master ranger only, dont want dabblers.



Fish Farms or Mollusk Harvesters would be ideal for place and harvest like a normal harvester, thats how they would work IRL, place the net and let the fish stroll in.


However the other animals. Birds, Paralopes, Rancors should take specific traps with specific resources that is a 24 hour use item.


Make it similar to how the lighting works, x amount of Radio with PE xxx gives XX days till it burns out


Do it the same but with hours on the trap. and you have to come back before the trap is run out of 'bait' so to speak otherwise you lose your catch.


Make the timeing 1-2 days, no more than 3 days. I think rangers should check on their traps every day personally. make it a 30 hour cycle or something. Once you collect what you trapped the trap is destroyed and you have to craft and place another.


Dont make the meat/hide/whatever traps craftable by artisans, these should be craftable only by rangers. HOWEVER the fish/mollusk traps should be craftable by Architects., coz they are more 'harvesters' than traps and would require energy/maintenance to run.


I dont think that milk should ever be 'harvestable' in a trap form.


However, A master ranger should get the ability to place a 'farm' yes i know how it sounds, but if implemented right it could be good. In a city of xx size a master ranger can place 1 farm. this could be his house, call it a RANCH if you want. Make it similar to a dr's med facilitiy. Make it not only have maintenance, but the OPTION of placing 'energy' into it also, and when there is energy in it, you can turn on the 'milking' or 'egg' collecting option. this would collect the current milk from the planet you are on, or eggs for that matter.


This would make it so you couldnt 'lay a trap' anywhere and collect milk, and it would make sense that a Ranger would like to keep a Ranch somewhere to go home to from his/her travels.



just some thoughts let me know what you think



*EDIT*

Also, each trap should take 1 lot. this would limit the amount of traps that could be placed, and the ranch should be 3 lots with 225 storage like the med center.


the BER on a trap should NEVER be above 4, and the items used to craft it should be specific and experiamentation SHOULD be relevent.


Such as, if you are placing a trap for a paralope, you SHOULDNT use Rancor meat, paralopes are herbavores right? use some kind of berries. The smell of a rancor would scare a paralope away anyways. So maybe the bait could ALSO be based on creature level.


Maybe a rancor loves the taste of other rancors and dath carn meat would be REQUIRED for a rancor trap? qualities and experiamentation would matter greatly for the BER of a trap which would MAX out at 3 or 4

Message Edited by ZeroK0ol on 10-18-2004 09:48 AM



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Sojourner
Mon Oct 18, 2004 9:46 am
#11






Calculus_Entropy wrote:
So, are you guys for or against automated organics harvesting (i.e. placeable, unattended organics harvesters)?






If we are talking about large structures or farms, I am against it (even if it is limited to Rangers and/or Scouts). If you mean smallscaleimplementations that only Rangers (and perhapsMasterScouts) could use, then with certain restrictions I would be in favor of them.What I am thinking about would be traps aimed mostly at fishing or shellfish gathering.


These traps would be createdonly by Rangers (and perhaps Master Scouts). They wouldonly be used for a limited amout of time (i.e. 5 to 10 in a stack),and would onlyopperateuntil a setmaxiumquanity was reached. They would however, be placeableand run unattended. I would like them not to use lots and have less placement restrictions than buildings,since they are inheirently temporary features of the game world.There would still have to be some limitof deployed traps (I am familiar enough with both programing and human nature to know this...).Hopefully theDevs will finda way to allow a reasonable number (say between 10 and 20) without resorting to taking up lots.


I am mainly concerned withfish and shellfish, since they are by far the most time consuming resources to gather (at least from my perspective). However hides, bones, and meat would be a possibility, but I think we already have effective and (to me at least) enjoyable methods of gather them.




Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Fodder650
Mon Oct 18, 2004 9:50 am
#12

I was very much for it. But the more thought I put into it the more I'm against it on several accounts. First is harvester farms. All harvesters right now are not certified anyone can drop them anyone can come from any other server and drop 10 more. My artisan side sees this to much. To me this would allow such an abundence of organics that it would make us reduntant.

Call me paranoid but outside of fish I like it the way it is. We don't want chefs with two million Corellian Domestic meat right? I already have a problem where that stupid jedi tool showed us how the health status works in game. I dont think we want to be searching out locations where Talus Herbivore is at 80% and trying to find a spot for our harvesters. Especially since we are trying to brand ranger as a pseudo-combat class arent we?



Canon Fodder - The former Ranger/CH now unplayed Smuggler
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Phenix1050
Mon Oct 18, 2004 9:55 am
#13

I am against any form of harvesting which does not involve serious user interaction. I think fishing nets can be used...but they should be filled within HOURS on a full concentrated fishing spot. That, or they should act like fishing rods, but they pull in more at once. Either way, it shouldn't be something you drop and then go do other stuff...if you're fishing, you're fishing. You shouldn't be doing the Deatwatch Bunker and be collecting fish as well.


As for traps in animals, I can see that working, but it acutally has to function as a trap. I'm not talking about leaving it and having it collect the hide. I mean you set a trap, you run off to set more traps, you come back there's a creature there (or multiple creatures) , half HAM, and you have to finish it off. Something like that. An auto-kill, collect resource X or Y type of harvester goes against my personal feelings of what Ranger should be.


There are two types of resources-- ground-based and animal-based. Ground based are cheap because you can grab tons of it AFK. Creature resources are expensive because they are expensive and time-consuming to collect. Remove the difference between the two and you can seriously hurt the productivity of Rangers who actually wish to hunt. If someone can drop a harvester on a planet, go AFK for three days, come back and have more resources than me, who's been buying buffs and food for three days...that's just not right.



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