Ranger Archive
Thread: An idea to make foraging more useful
ScorpioTiger wrote:
I'd support that idea. Go find some Athelas to get rid of that nasty poison you've just been hit with. Course the medics and docs might get upset about us muscling in on their skill sets.
agent156 wrote:
Rowlyyk wrote:
C'mon people, I was expecting some constructive criticism/useful additions, not some mindless rabble.
Man Calc was charging up the BFG of foragy doom. I bet he is still trying to close some backroom deal with devs to have it Ninja Nerfed in to oblivion. Who would notice?
I for one would, and so would my Razor Cat. ![]()
Have you ever SEENa Razor Cat get drunk on brandy meant for people? It's not a pretty sight...
Well that's okay, unless you can tell me otherwise, I dont' know of any chef's food that helps with poison or disease.
velm wrote:
... While the foraged foodshould NOT compete for chef foods, it should still be useful...
DaveG wrote:Well that's okay, unless you can tell me otherwise, I dont' know of any chef's food that helps with poison or disease.
velm wrote:... While the foraged foodshould NOT compete for chef foods, it should still be useful...
OK, in a complete turnaround of my thinking...why the heck not. I still prefer we get innate poison and disease resistance, but if we can't get, and I am not saying whether or not we can (I just don't know), why not get it from a foragable item?
JBMat wrote:Forage is another one of our skills that isn't worth a bucket of warm spit.In the beginnings of the game finding onions was ok, as they boosted your mind to let you use stim As and heal and maybe beat on a creature that would normally toast your butt. Now, who cares? Buffs have totally supplemented foraging.Finding a cure for a creature disease would be great. I hate getting the "clap" from rancors and being able to forage a cure would be awesome. We can ask and all the Devs can say is no.I also think we should be able to forage at sites of battles and find weapons, armor and other assorted things that would have been dropped or discarded.All I can say is we can see what the Dev's have up their sleeves besides their puny little wrists.JB
Hehe - too true. I've always thought that we should be able to forage stuff in the field to help with disease, poison, and stuff. Yes, it does step on the toes of doctors, but TKMs can meditate away their diseases, poisons, and wounds as well. Also, out camps heal wounds as well - so it is not unprecedented for us to have some healing ability overlap, even if our stuff is a lot worse than the stuff doctors and medics have.
Perhaps one way to appease the doctor/medic lobby would be to make the things that we forage only work in a camp (and have their success rate be tied to the healing ratio of a camp). This would mean that our stuff couldn't be used in combat -- you could only apply it after combat was over and in your camp. Maybe each application would decrease the potency of the poison or disease until it is gone. For example, if your camp has a .5 healing ratio, then it would take at least two applications of the foraged stuff to get rid of the disease / poison completely.
But back to JB's comment - does anyone else remember selling the onions on the bazaar back in the day. I was always excited to find one because I could sell an onion for 100 credits rather than the 25 that the other foraged stuff commanded. I remember that I used to tip doctors and medics with onions and they were actually happy to have them. Ahh, good times....
Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin
Calculus_Entropy wrote:
DaveG wrote:
Well that's okay, unless you can tell me otherwise, I dont' know of any chef's food that helps with poison or disease.
velm wrote:
... While the foraged foodshould NOT compete for chef foods, it should still be useful...
OK, in a complete turnaround of my thinking...why the heck not. I still prefer we get innate poison and disease resistance, but if we can't get, and I am not saying whether or not we can (I just don't know), why not get it from a foragable item?
Well, that part about competing for Chef's food was about some of the 'other' things we can forage for. I mean, I don't have a list of them, they have so many nice names after all, but I cannot see the justification for foraging an item that could be on par with a chef item. I would like to see foraged items, or combination items that could make aschematic for items to help with abilites.Like that terrain negotian, unfortunately, I see chef's already can make foods forcamo and trapping, not sure how up to date that list is (think it has not been updated in a while).Maybe make a foragedschematic that could allowa chance for aggroed creatures tohave a lesser chance of attacking the ranger should they break camo/masc scent.
I would limit the 'enhanced' foraged schematic to Master Ranger and justthat Ranger. The reason is that would encroach on the doc's ground. Otherwise, a Master Ranger could just forage for those items for a few days and make ton of cure disease/poison etc, etc, and sell his 'healing' services to people next to a medic/doc. Now, I could envision, a Ranger weakening the states for someone other than themselves. So, say, if a Ranger would normally be able to lessen poison to 55 dam to themselves, they could weaken it to 75 dam to somelse. That might not seem like a lot, but it can add up to quite a bit after a while. It is only a 35 pt difference in damage, but it is still something. While a Master Ranger would weaken it to 55 dam to somelse.
I really do think more can be done with foraging. It does not need to be overpowering in nature, but just more. Perhaps decrease how much space they take in the stomach so a person could take more of them.
Message Edited by velm on 03-16-2005 10:19 PM
DaveG wrote:
agent156 wrote:
Man Calc was charging up the BFG of foragy doom. I bet he is still trying to close some backroom deal with devs to have it Ninja Nerfed in to oblivion. Who would notice?As foraging is now, probably not many people, that's not a reason to do away with it though. This thread is a case in point, that foraging could be integral to things that make us unique and useful; it's like lasers were about 30 years ago irl, an invention looking for an application !
Nice comparison, lol!
And I like the ideas people have come up with so far. Of course the changes would have to be made in a way that won't step on the doctors' toes, but a foraging really has the potential of becoming a useful skill. But to use it just for finding fishing bait just doesn't cut it...
Here's what I imagine:
- popup-window with a list of available goods to forage for (planet specific)
- planet-specific schematics for cures, using 3 different foraged goods (2 planets each tier and one at Master, just like the camo kits)
- cures only craftable AND usable in camps (with potency equal to the camp's healing modifier, for example)
- non-tradeable
- 100% potency (of camp's modifier) when used on self, 75% when used on others
Now, if we only could get this thread pointed out to any of our beloved Devs, I would be a happy Ranger!
Not only would this improve foraging A LOT, but also make camps a lot more useful. Furthermore, it wouldn't step on the doctors' toes AND make rangers a desireable profession to have in a group, when our medical friends prefer to stay in town for buffing...