Ranger Archive
Thread: Field base and high tech field base
Page 1 of 2
Cario
Wed Apr 07, 2004 7:14 am
#1
Can some on tell me the resources needed to build a field base and a high tech field base?
Nemo0
Wed Apr 07, 2004 8:49 am
#2
Metal, Hide, and Bone. And lots of them. Can't remember exact numbers for you, though. Try something like SWGcraft.com and see if they have actual numbers up there.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
Cario
Wed Apr 07, 2004 9:17 am
#3
Thanks Nemo, I'm looking at swgcenter now. I was hoping for a number of each, I want to build up enuogh rescorces so I dont have to worry about it for a little while.
Cario
Wed Apr 07, 2004 10:12 am
#4
Is there another site I could look at. I don't see it there. I also don't see the camo kits
Nemo0
Wed Apr 07, 2004 10:14 am
#6
Cario wrote:
Is there another site I could look at. I don't see it there. I also don't see the camo kits
From swgcraft.com:
50 hides, 35 bones, 30 metal for the High Tech Field Base Kit
40 hides, 25 bones, 20 metal for the Field Base Kit
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
Calculus_Entropy
Wed Apr 07, 2004 10:20 am
#7
At one time hadn't someone made a website/spreadsheet that showed our craftables and their resources as well as what resources other professions need (in general)? It would be great if one of y'all would bump it. I promise I won't make fun of you for necro posting
.
Cario
Wed Apr 07, 2004 10:33 am
#8
Thanks for the info
I may be wrong, but resorce quality never seemed to affect my camp crafting. If I am right about this, is it also true for field bases?
Calculus_Entropy
Wed Apr 07, 2004 10:37 am
#9
Stats have no bearing on camps since the have no experimentation. I presume traps and camo also don't depend on stats (although charges on camo is experimentable, so I am not sure).
dhcpSilicon
Wed Apr 07, 2004 10:56 am
#10
PE seemed to play a huge part in camo charges, FYI.
Calculus_Entropy wrote:
Stats have no bearing on camps since the have no experimentation. I presume traps and camo also don't depend on stats (although charges on camo is experimentable, so I am not sure).
Calculus_Entropy
Wed Apr 07, 2004 11:46 am
#11
dhcpSilicon wrote:
PE seemed to play a huge part in camo charges, FYI.
Calculus_Entropy wrote:
Stats have no bearing on camps since the have no experimentation. I presume traps and camo also don't depend on stats (although charges on camo is experimentable, so I am not sure).
Good to know
Fred_Skinner
Wed Apr 07, 2004 11:56 am
#12
Sorry, it's OQ, not PE. Camo kits are the only thing you can experiment on
Nemo0
Wed Apr 07, 2004 11:56 am
#13
Calculus_Entropy wrote:
At one time hadn't someone made a website/spreadsheet that showed our craftables and their resources as well as what resources other professions need (in general)? It would be great if one of y'all would bump it. I promise I won't make fun of you for necro posting.
Check NRaas's Links. I seem to remember it being in there at one point or another.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
Page 1 of 2