Ranger Archive
Thread: An acceptable change to harvesting?
My take is yea, if our traps can't work in PvNPC, then /loot shouldn't work on critters. Make a choice.
I like the idea of a cooldown timer, as it would take more energy and time to go about stripping and gutting the kliknick of it's poison gland that just the time it takes to type /loot. In-fact put a coolodown timer on all loot options, for npcs it's quick but for critters very very long, with reduction in the timer with creature knowledge
At any rate, I once had a proposal for allowing as an additional option for extra harvest having to equip a knife and kneel and use action and mind, etc (got shot down quite nastily) but a cooldown is a nice touch that doesn't have all the extra mechanics I was mentioning.
Dengar5000 wrote:
i think a good way to start this would be for rangers to be able to harvest better quality hides and such. when crafted they could give bonuses like better experimentation or quality
If something like this were possible, it would be great, but unfortunately, I can't see how this could possibly be done.
If a particular spawn of hide would have different stats based on the harvesting skill of the ranger (i.e. OQ 950 at M. Ranger vs. OQ 800 at N. Ranger), I have a sneaking suspicion that there would be some serious database implications. Things such as... 30k resource deeds... Crafting schematics that just call for "ABC" hide (was it suppsed to be the 950 or the 800 stuff?), not to mention swgcraft.com, etc.
I think variable statsare best left to enhancements.... not the basic resources. (just my 2 cents)
Also.... knowing how even simple changes seem to cause a flood of bugs, something like this could have catastrophic results. Great idea, but I dont believe SOE has the programming resources to pull it off properly.
Im sure that this idea has been suggested before, however I have never seen it.
My suggestion is that maybe there can be a crafting process unique to ranger so that we can prepare the hide, bone or meat for sale.
For example.
Tatooine Wooly Hide
OQ: 800
SR: 798
DR: 600
I would harvest 20k of this particular hide. In the tradition of some of the greatest outdoorsmen and survivors, we would have a unique knowledege to prepare the hides, meat and bone so that they would be of a higher quality than they are naturally.
I would insert the hide into the Tanning crafting station, and through experimentation on the stats of the hides, meat and bone, I could raise the OQ, the SR or other stats that I would want to raise.
The number of experimentation points increases as we progress the ranger skills. Lastly I would hope for some SEA's to add to this skill so that we could truly create some extraordinary resources.
My justification is that we as rangers would have the naturalistic knowledge of Field Bio-Science (brings back memories doesnt it
to modify the existing resources to make it tougher, filter out the impurities, diseases, parasites for the result of presenting our clients with a very high quality resource.
Takign the example of the Tat wooly hide,
through experimentation, I could increase the stats to
OQ: 900
SR: 840
DR: 600
Think of it as "slicing" organics
BioEngine:
this is very similar to an idea that i presented a while ago.. its great to know we're on he same page of music.
I think your ideas are very original, and worth attention!
While (as im sure you agree) neither ideas fix the core incompetencies of the profession, it would put, at the very least, usefulness into our profession.
Thanks for all of the input so far, guys.
This is the explanation:
The cooldown timer increases the rarity of the creature loot. This would almost exactly balance if the loot chance were decreased and / or removed.
The problem with the current system is this: You cannot tell me that every Rancor does not have Rancor Hide, Rancor Teeth and Rancor Bile. These are essential to the creature's survival and existence. We have Creature Knowledge, which should mean that we know everything about a creature and it's anatomy.
Message Edited by Goldear on 08-23-2005 11:59 AM
*coo* *coo*