Ranger Archive

Thread: Curing, Tanning, Preparing Hides/ Meat/ Bones for selling.

Renesco
Tue Apr 06, 2004 4:08 pm
#14

this is awesome. if we presented JUST this to the devs. say something like "a LOT of the rangers REALLY like this idea, how about a little lovin" maybe it could be a friday feature patch or something. because, admitadly, our state of the profession request is MASSIVE. there is SO MUCH that we want, its a little daunting. our profession is technically not broken, its just not useful.

this seems to be the easiest-to-accomplish suggestion i've read. (well, maybe not... but its new exciting and fresh at least)



-__------_____-----_--_----____--__------__--_-----__--_--________--_-------
wanderer, sharpshooter, monk (not teras kasi)

famous last words "ill just go over here and attack these spiders. you wait for the respawn"
DarthDominus
Tue Apr 06, 2004 4:29 pm
#15

Complete and absolute genius.


I wish I could contribute more right now, but I'm in a rush. Definitely keep this idea and run with it.






Xayn Geist - Dark Jedi Padawan & Imperial Navy Ace
Aezyn Khell - Master Shipwright & Co-Owner of Dark Side Technologies
(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Squidwalker
Tue Apr 06, 2004 5:07 pm
#16

I don't think I have seen this idea yet. AND IT ROCKS.


What a fantastic idea, not sure why we haven't thought of it before. I'm not to sure about it being something that uses experimentation. But that's partly because I don't know anything about and never do it. Not even on my camo kits. I tend to make those out in the field.


It for sure needs to be a based off a skill, that also for sure needs to get higher as you progress in ranger. As JBMat said, this would solve the "why can't rangers get higher quality resources" problem. It would give rangers something unique that is actually useful and makes it so they can make more money then a scout. It also makes for a reward of working higher up into ranger and getting master, because then you maxed out in the skill.


Hides is easy, tanning, and meat is easy, curring. But not sure what we would be doing to bones to improve them, but they should be improvable also with this skill/tool. This would mean rangers, and especially master rangers, could sell the same resource for more money. The better part IMHO is that when there are no good spawns for a resource in need, a ranger can improve them, and mabye enough to make them pretty good after the fact.


And additionally? what if doing this gave a small amount of survival or scout xp. I say survival because that would help with that grind, and since we already get it for crafting camps and traps. /shrug.


What do you say Calculus?





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
AgonThalia
Tue Apr 06, 2004 5:14 pm
#17

In real life, I work very closely in a scientific situation with bones.

and there are chemical treatments that you can do on them to harden, preserve or even soften to make them a bit more malleable.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

TeddyRuxpin
Tue Apr 06, 2004 5:20 pm
#18

It should use the food and chem station, then that gives camps a use. Making it exclusive to camp is also a good idea, maybe use the campfire in part of the process?
Squidwalker
Tue Apr 06, 2004 5:25 pm
#19

Holly Hyperdrive I have not been this excited about something in Ranger, well the game, in a long time.


I just got done reading through ALL of the replies. I do agree with the item naming and DB problem. That could be a hang up for that part of this idea. Here is my suggestions/ideas for that.


If we take out the experimentation part of it, it will be based purely on the skill level of the ranger. Takes a little away from the individual rangers themselves, but.....it can work like this. For example, at skill mod 20 it takes the stats of the resources and raises 5%. At skill mod 50 it raises them 10% at skill mod 70 it raises them 15%, and at skill mod 100(master ranger)it raises them 20%. Then there will only(possibley) be one extra resource type for each type of organic resource out there. The game/program could call them something. Off of someone esles idea, just add something to the orginal name. If it called Widget, call it widget/good for the 5%. widget/better for the 10%, widget/great for the 15% and widget/best for the 20%. You get the idea.


On another idea that someone had about just making a craftable item that can replace individual resources being used. The idea was instead of making armor with 10 hides, you can use 2 tanned hides instead. So my idea off of that is this. At the lower skill mod for the rangers, it will take you more of the resource to get the tanned/curred etc. So for example at skill mod 20 you put in 100 hides you get 20 tanned hides. At skill mod 50 you put in 100 you get 40 tanned. At skill mod 70 you 60 tanned and at skill mod 100 you get 80 tanned. No experimetation, totally based on skill mod. Now to make this even worth it for us and for the crafters, our tanned hides, even at the lowest level, need to produce more then the crafter would need.


What I mean about that, is this. If the crafter needs 10 hides, or 2 tanned hides. The ranger with lowest skill needs to be able to make those 2 tanned hides with less then 10 orginal hides. Otherwise you are not winning anything. Not completely sure this really makes any benefit or not for the crafter. If our tanned hides don't produce any better results for the crafter, they might not care about it. If it costs us to much to tann them and sell, compared to just selling them normal, it wont be worth it for us.


So maybe someone can come up with some great tweaks on these ideas? Keep it rolling gang.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
ThGilsRooc
Tue Apr 06, 2004 5:25 pm
#20

It sounds like a great idea. Unfortunately, I could just see a ranger throw 20k of wooly hide into said station to get a critical failure. So, instead of improving mediocre hide, the yield would be either very crappy or, worse yet, it would poof.

The final straw for me in the Bio-Engineer profession was when I had 3 critical failures in about 2 hours. Each failure was in a final combine after spending 3 days collecting DNA for a few lvl70 pets. They had a crit and I lost all three DNA templates. I looked at my screen with shock and disappointment on how three days of my life had been wasted. The guy bargained down the cost of the pets in exchange of supplying me with loads of meat. I also withstood shock and disappointment from my client who was waiting for his order just to find out that I was dropping BE for my true love: Ranger. After all, we may crit on our crafting, but it is easy to reacquire hide, bone, metal, and polymer.

Knowing what the concept of 'fun' is to the devs, this idea would be implemented into the game in much the way crafting is implemented. With that in mind, I'd rather wait for the server to shift the resources and hunt for it. At least we can rely on the fact that there's no critical failures in harvesting.



Colonel Th'Gils Rooc
Webel Ace Pilot x2
I would ace more squadrons if they'd just fix the remaster bug.
Pulp Phantom
777erc
Tue Apr 06, 2004 5:38 pm
#21






Squidwalker wrote:

What I mean about that, is this. If the crafter needs 10 hides, or 2 tanned hides. The ranger with lowest skill needs to be able to make those 2 tanned hides with less then 10 orginal hides. Otherwise you are not winning anything. Not completely sure this really makes any benefit or not for the crafter. If our tanned hides don't produce any better results for the crafter, they might not care about it. If it costs us to much to tann them and sell, compared to just selling them normal, it wont be worth it for us.






I disagree, there needs to be some cost in quantity for quality. Even more so because u can make more money for better quality stuff. And maybe down the line, high quality craftables that require tanned hides etc..




Narrec Plac
Chilastra
Pistoleer, Fencer, CH
PithrenDarkstar
Tue Apr 06, 2004 7:06 pm
#22






ThGilsRooc wrote:
It sounds like a great idea. Unfortunately, I could just see a ranger throw 20k of wooly hide into said station to get a critical failure. So, instead of improving mediocre hide, the yield would be either very crappy or, worse yet, it would poof.

The final straw for me in the Bio-Engineer profession was when I had 3 critical failures in about 2 hours. Each failure was in a final combine after spending 3 days collecting DNA for a few lvl70 pets. They had a crit and I lost all three DNA templates. I looked at my screen with shock and disappointment on how three days of my life had been wasted. The guy bargained down the cost of the pets in exchange of supplying me with loads of meat. I also withstood shock and disappointment from my client who was waiting for his order just to find out that I was dropping BE for my true love: Ranger. After all, we may crit on our crafting, but it is easy to reacquire hide, bone, metal, and polymer.

Knowing what the concept of 'fun' is to the devs, this idea would be implemented into the game in much the way crafting is implemented. With that in mind, I'd rather wait for the server to shift the resources and hunt for it. At least we can rely on the fact that there's no critical failures in harvesting.




If it doesn't need components (as these effectively would be components themselves), it would remove a large amount of critical failure chances becuase there would only be one step where it could fail. It would be a greatly reduced crit fail rate compared to elite crafters.



- Pithren Ðarkstar
¤ Master Ranger ¤
  • in memory of NRaas, Ranger Correspondent

AgonThalia
Tue Apr 06, 2004 7:12 pm
#23

Right,

Crit failures are a part of the game, its inevitable, Ive had crit failures as a master ranger on a basic camp kit...

I dont worry about it, and I cant change it. I just hope for better luck next time. Weve all heard the horror stories of crafting critical errors, but thats not going to stop me from doing it.

Also, think about this, if you are working on high quality resources, the crit failure chance is lower anyway. The only time crit failure would really affect you is if you are trying to make crappy hide into decent hide.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

IceNine777
Tue Apr 06, 2004 7:43 pm
#24

Wow thats a great idea, i bet no one ever thought of that either lol



COMMANDER LEGEAD
ORDER OF BLACK SUN

1st CORELLIAN DIVISION
181ST IMPERIAL TIE SQUADRON
Squidwalker
Tue Apr 06, 2004 8:21 pm
#25

I'm on the thought of the crit fails, as just part of the game. I don't know if you play any type of Pen and Paper with dice roll playing games. If so, they most all have a crit fail as part of your chances. The dice brings in the element of chance. I have seen people have multiple crit fails in one night of gaming, or the opposite of multiple crit success in the same night. Just chance.


But I had more thoughts on this on the drive home. What if our ranger "enhanced" resources (how ever they end up being created) just add straight experimentation points to crafting when using them. For example of my 20 skill mod ranger, using his "enhanced" resources add 2 experimentation points per resource type. A ranger of skill mod 50 adds 4 points of experimentation etc and so on. No again, I don't do anything with experimenation so I don't know if my number are to high or to low. The crunching details can get worked out by the devs. We just need to supply the ideas.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Ariven
Tue Apr 06, 2004 8:44 pm
#26

this i definately support!
Page 2 of 5