Ranger Archive
Thread: A CH proposal affecting Ranger.
Pluto9Moon wrote:
This has been by far one of the more positive posts of late. They say that initiative comes to those who wait. With that in mind what we are proposing is something that throws Creature Handlers back into the loop. This also is somewhat of a defeatist proposal in two ways. First, I believe it acknowledges we are combat support. Second, we really cannot come up with a plan if the Devs will not implement it. So it is with the largest fear that we will not have any voice that we put ourselves on the line. We place too much thought into something that will possibly be overlooked or shot down. All that being said, here goes "Corral Plan: A Rough Draft 1".
When I was thinking about this over the past few days, I came to the realization that some of this seemed just too easy. We are asking for automated harvesting of hides and the ability for BE to DNA sample animals inside the structures. In order to incorporate structures we need a well thought out plan. I have decided that it is in our best interest (and in order to make Creature Handler worth something) that harvesting structures should be tiered. Merchants gain the ability to place Merchant Tents at Efficiency 4. I wish to combine this line of thinking with the BER style of harvesters into the CH tree. What follows are 4 types of structures; each coming in a different tree of CH and different harvesting rates (not really different but you will see).
Manger
Gained in Creature Taming I: Basic Domestication
Monetary Maintenance: 30cr/hour (720cr/day)
Power Maintenance: 15u/hour (@2cpu 720cr/day)
Food Required: 1/pet/hour
Animals Held: 5
Lots Required: 1
Shearing Rate: 100% of Animal Base Harvest Rate. The CH has to be conscious of what they place.
DNA Sampling: No
Stable
Gained in Creature Management II: Advanced Organization
Monetary Maintenance: 60cr/hour (1440cr/day)
Power Maintenance: 30u/hour (@2cpu 1440cr/day)
Food Required: 1/pet/hour
Animals Held: 10
Lots Required: 2
Shearing Rate: 100% of Animal Base Harvest Rate.
DNA Sampling: No
Barn
Gained in Creature Training III: Martial Obedience Education
Monetary Maintenance: 90cr/hour (2880cr/day)
Power Maintenance: 60u/hour (@2cpu 2880cr/day)
Food Required: 1/pet/hour
Animals Held: 20
Lots Required: 3
Shearing Rate: 100% of Animal Base Harvest Rate.
DNA Sampling: No
Corral
Gained in Creature Empathy IV: Consonance of Will
Monetary Maintenance: 120cr/hour (5760cr/day)
Power Maintenance: 60u/hour (@2cpu 5760cr/day)
Food Required: 1/pet/hour
Animals Held: 40
Lots Required: 4
Shearing Rate: 100% of Animal Base Harvest Rate.
DNA Sampling: YES
Maintenance is self explanatory. You have to pay to run any of these structures. The power requirement is for the automated shearing module (to be explained later). Some may suggest the rate is too high. Since we are only harvesting hides it is my feeling that this rate should closely reflect current market values. If one puts in a creature that has 100 units of hides as a Base Harvest Rate that is 2400 units per day. Grind Quality anything is about 3cpu. The first creature (or more in the case of larger installations) you place in the structure will cover your costs if it is around 100. Remember this is a rough draft and I do not have numbers available to me on harvest rates per animal. In the scheme of things this seems rather fair.
Food is necessary to keep any animal healthy. It is required to keep animals. If the food is not available, animals will have a base 5% cumulative chance per hour of catching a disease. This disease is only curable by a doctor. Any disease animal increases the chance of any other animal’s disease check by 10%. For example you have 4 food items left in a Manger that holds 5 animals. The fifth one dramatically fails its check of 5%. The next hour each of the 4 animals that will be missing food would have a normal base 5% plus an additional 10% because disease already exists in the Manger. This brings the check up to 15%.
Animals Held was doubled as the costs double. These are numbers that could be played around with to a certain extent. But keep in mind a Merchant can basically harvest all day long at near null costs. This is not unprecedented in game that higher miners will have better output per cpu of cost.
Lots Required is self explanatory but let us append this to read that only one such holding/harvesting structure can be placed at any given time per CH. If you have a Manger you cannot have any of the other 3 structures.
DNA Sampling. See Interdependencies-Bio Engineer.
Interdependencies
Architect: The structures have to be made. These could be made with the same template for resources as harvesters. Maybe there could be a wood requirement instead of ore.
Droid Engineer: The Architect will need an Automated Shearing Module produced by the DE’s.
Ranger: Since the Ranger is the one we are most afraid of alienating, we must with all our might keep them active in this proposal. We are only asking to shear hides. Bone and meat would still be a viable source of income for Rangers. In addition, we are asking that a Tranquilizer Dart be made for Rangers. This Dart would place an adult creature in suspended animation. Adult creatures could only be placed in holding structures. They would not be given a Tame tab but an Awaken tab. This would allow Rangers to participate within our new market. One other restriction would have to be placed that any (baby) could not be sheared. This would provide incentive to buy Ranger goods.
Doctor: These will be needed to heal diseased animals. It is my preference that we form some automated email system to allow us to know if an animal becomes diseased. It would be further beneficial if we have a Doctors List. This would allow us to place a Doctors name on the list to be emailed. Of course, it behooves the CH to get permissions from the Doctor first, so they do not receive unwanted email spam.
Bio Engineer: This to me seems the trickiest of all to implement. I have placed DNA Sampling in the Corral only. It seems that if everyone could do it there is less motivation to get nearer Master CH. What we need here is feedback. If it is automated then is 1 sample per hour enough with 40 creatures in a Corral? That is some 960 attempts per day. What success/failure rate is applied? Do we place an insta-death stipulation such as BE have already? If it is automated then where do we get the DNA sampling module? BE or DE?
In discussing this proposal in the thread, we CH have tried to keep everyone in the loop. Not pushing anyone totally away and trying to incorporate more into the picture than necessary at times. It is a rough draft. It is fair to mostly everyone. Ok there it is, pick it apart. One star it. But offer input.
Message Edited by Pluto9Moon on 04-07-2004 04:54 PM
As for the request for a trap for Rangers, well I dont think you will get much support for that one either. I never use traps to begin with because the whole tree is broken.
I wont be able to support this proposal until the Ranger Harvesting Mod is substantially increased and the traps tree is fixed.
Also forgive the tone and confusion, it is late here.
Jalen-COMIA wrote:
I wont be able to support this proposal until the Ranger Harvesting Mod is substantially increased and the traps tree is fixed.
hmmm, its a nice proposal if a saw it in the ranger profession otherwise i cant see why creature handlers would or should get this over rangers.
This isnt a flame, dont get me wrong however rangers are suposed to be the "Ultimate Creature Hunters" (which we are not so atm until we get love) sowe are suposed to be the "Ultimate Harvesters" (which we are not hehe again). As hides fall under harvests and rangers having the highest harvesting mod (added to master scout of course) i cant see why others should be able to harvest hides without even putting in the effort of the hunt.
I love the idea of having a shearing hut and harvesting hides etc without actually hunting and CH's been directly involved with the use of creatures it would be a natural choice however,CH's are basic hunters and have limited skill in harvesting so i wouldnt expect them to be able to create an automated harvesting system simply on the idea that they know how to train and handle animals. I would expect this to be in the ranger arena.
I can remember when we were gathering ideas for the Outdoorsman proposal and we developed and idea on which rangers were able to 'trap' a baby creature. This creature would become a tradable or data entry and would allow the ranger to transport it to a CH who needs it and release it back into the wild (gameworld) for the CH to attempt the train away from agro.
This was a great idea but looking at your idea i think this feature would be the perfect advancement on this system. The ranger could trap babies andthen have the option to trade it to a CH to be released into the wild, release into the wild themselves OR add it to a Shearing Hut or Slaughter House (for hides and meats respectively).
What you think to this idea?
I believe it better suits the ranger ideal rather than the CH.
I would expect a player planeted building ofr CH to be like a Zoo heh or a training paddock, giving like 10% increase to all pet resists and stats etc.
Big-Mac, Kettemoor Hunt Master
I flamed this on the Scout forum, I will flame it here.
Just give everyone everything for chrissakes why doncha?
BEs want to harvest - 15 sp in scout - pure plain and freaking simple. Then take their sorry lazy no combat skills azzes out to hunt.
Or, they can pay us.
JB
Pluto9Moon wrote:
Owen Wrote
"CH's are basic hunters and have limited skill in harvesting so i wouldnt expect them to be able to create an automated harvesting system simply on the idea that they know how to train and handle animals. I would expect this to be in the ranger arena."
Sorry, I guess I have to point out if we are not "harvesters" then there is no way you are handlers. One per barn period. If it was not specifiacally stated: the Darted Creature would somehow go to the Rangers Datapad for resale to CH. That was the offsetting interdependency.
SeanBlader wrote:
To the Creature Handlers, I think you're nuts. For the longest time your class was the end-all be-all of overpowered. I've known CH's that would solo on Dathomir, butas a Master Ranger I can't expect to go to the back woods of Naboo and take down a BolleBol lair by myself.