Ranger Archive
Thread: Campfire Cuisine
BladePride
Thu Aug 05, 2004 8:50 am
#14
Sounds like good reading.
On a side note it seems that i left out a few words "not going to".
How or when dose one get toedit a message.
Owen-Lars
Thu Aug 05, 2004 10:59 am
#15
Although the cooking idea is a good one, i fear it would tread on too many toes so taking that into account here is my view.
I love the idea of certain 'flora' and 'herbs' giving us buffs, it seems very rangerish and doesnt step on people's toes. Having 'Food' that we make just seems too far. Yes the herbs and plants would efectively be food but still, ingesting a few herbs or combination of herbs doesnt seem bad at all compared to cooking up a broth and adding meats etc in there.
Advancing on the idea:
Introduction:
The system of ranger buffs would be part of surviving in the wilderness. The buffs would allow rangers to hunt much better, survive in hostile environments and aid in recovery of hunting injuries (bleeds, poisons, diseases).
The whole idea behind the system would be playing to the Master of the Wilderness ideal, where a ranger is the ultimate outdoorsman, can survive in a range of environments and conditions and hunt much more effectively than any other person. The fact that we can use the environment to produce items that can be used in survival is perfectly justified and fits in with this ideal.
Ranger Buffs:
The way a ranger creates these natural buffs and enhancers is by identifying and foraging certain specific flora and herbs from the environment and combining them to create wonderous effects. Note that the ranger combines these items rather than cook, this makes it seem alot less 'chef invading' if you will, but rather using the environment and our knowledge of it to give us bonuses.
The effects the buffs would have on us would be:
Resistance Buffs:
Disease Resistance
Poison Resistance
Bleed Resistance
Regeneration Buffs:
Disease Recovery
Poison Recovery
Bleed Recovery
Obviously the difference between the two classes would be that one provides a resistance to an effect so will need to be used alot, theregeneration buffsis a semi-cure sort of thing where the duration of the effect is reduced a great amount.
The way in which these 6 items are made varies and can depend on the skill of the ranger. An experienced ranger will know how to create the buffs and where to find the best herbs and floras for effect and duration. The way in which the buffs are made are detailed in the following section:
Buff Crafting System:
The way we would craft the buffs would be very simple: You add the combination of items you want and bang! out pops the buff item. Obviously it will be much more engaging than that but that gives a clear picture that we do not want to complicate things with experimentation and long lasting buffs etc.
Another moredetailedway to look at it would be:
1: You start up your Pestle and Motar
Upon gaining master ranger you are able to use a Pestle and Motar. The crude preperation deviceis simply a small spherical pot and a hardened (also rounded) stick. It is used to grind down and 'combine' herbs and flora (amongst other things) into a paste or powder. The ranger uses this device to combine certain flora and herbs into an edible paste which can be eaten to provide 'Ranger Buffs'.
As the Pestle and Motar is basically a crafting device you simply access the radial menu and click Start Crafting.
2: Selectthe buff you want to make
There will be a list of 6 possible creations highlighted previously and will have various decription on each. To select one you simply pick one from the list and select next.
3: Add the flora
Theflora are the effect items that can be foraged from variousplanets in the galaxy, can bedifficult to locatein some cases,and dictate what effect the buff has on the ranger. Each buff requires two seperatefloral items in the crafting process so you simply select them from your inventory and double click, adding them into the correct slots.
The 12 foragable items i have thought of are:
Gunchawa Root: The extract from this rooteffects the poison resistiveness of the consumer.
Malor Fruit: The seeds of this fruiteffects the poison resistiveness of the consumer.
Balak Spines: The leaf froma rare Balak plant can effect the disease resistiveness of the consumer.
Ralshaw Bark: The Ralshawtree anually sheds its bark and this bark can effect the disease resistiveness of the consumer.
Rorhayniluk Moss: Themoss from therorhaynilukplantcan effect the bleed resistiveness of the consumer.
Igral Sap: The sap from the Igral flower can effect thebleed resistiveness of theconsumer.
Pilar Corn: The corn of this plant can help reduce the effects of poisons
Nubian Rose: The pettels from the Nubian rose help reduce the effect of poisons
YukowBud: The bud from the yukow vine can help reduce the effects of diseases
Loglum Sapling: The Loglum saplings can help reduce the effects of diseases
Corellian Snow Flower: The corellian snow flower can help reduce bleeding
Saldah pod: The seed contained within the pods of the Saldar tree can help reduce bleeding
The first 6 are use in the creation of resistive buffs, the later 6 are used in the creation of regeneration buffs.
4: Add the herbs
The herbs are what allow the flora to work its magic. They control the power and the duration and can be used in any of the buffs, however,unlike the flora that canonly be aquired from specificplanets, the herbs can be aquired from anywhere butsome rare herbs can be found only in specific localised areas (confined to 200 diameter 'patches').
It is up to the ranger to seek out these special areas that produce rare herbs and use them accordly. You can go anywhere in the galaxy and find the basic herbs, but to get the best herbs you will need to find better andmore secludedlocations. These regions are perminant and refresh often so you dont have to stand around and take all the herb right away, you can opt to share with fellow rangers or collegues.
Each buff unit requires a single herb added to it so you can select what type of herb you want to use by selecting it from your inventory.
The power of the herbs are not final because i have no idea how they compare to doc resist buffs and what innate resists ranger would get. However lets assume that:
Max resist someone can have = 95%
Max resist a doc can give (doc buff) = 80%
Max Innate resist a ranger can have = 40%
Max resist a rangerbuff can give = 40%
Here are the herbs ive thought of ranging from low level up to high level (rare) herbs.
Rarity:
1 = All over the planet(s)
2 = Fairly easy to find (only certain areas not holding this herb)
3 = Moderatly difficult (patches all over the planet)
4 = Hard to find (5 areas per planet)
5 = Rare (only in specific areas, only 6 areas galaxy wide)
T-Kor Herb:
Power: 10%
Duration: 600s (10min)
Rarity: 1(galaxy wide)
Zumma Herb:
Power: 15%
Duration: 720s (12min)
Rarity:1(galaxy wide)
Bullshead Weed:
Power: 20%
Duration: 900s (15min)
Rarity:2 (galaxy wide)
Volcano Herb:
Power: 25%
Duration: 1200s (20min)
Rarity:3 (Lok/Tat only)
Nubian Night Herb
Power: 25%
Duration: 1800s (30min)
Rarity:3 (Naboo/Rori Only)
Lumanis Hunsari:
Power: 35%
Duration: 1200s (20min)
Rarity:4 (Galaxt Wide)
GlacialFrost Weed:
Power:30%
Duration: 1800s (30min)
Rarity:3 (Snow covered mountains of Corellia)
Simplar Krelli:
Power: 35%
Duration: 1800s (30min)
Rarity: 5 (galaxy wide)
Jimsil Omau:
Power: 40%
Duration: 1500s (25min)
Rarity 5 (Galaxy Wide)
These 9 herbs vary in effect and rarity and can be used to many different situations. For example the Simplar Krelli give 35% protect but but has a very high (30min) duration, the jimsil omau on the other hand trades 5 minutes of duration for 5% of power giving 40% power. I would be up to you how you would use them.
5: The Final Product:
The final product made would be deposited in your inventory and depending on which herb you used would give the power and duration. The item it creates would be an item such as poison resistive paste or bleed resistive chew etc. Each unit would have 4charges (2 perhaps) and only one charge can be 'applied' at any one time.
Crafting Regeneration Buffs:
These buff items reduce the duration of the poison/disease so it only lasts 1 minute. Bleeds are cured within 30 seconds. They do not use herbs, just the 2 floral pieces.
Closing Comments:
Using this system would enable the ranger to hunt better, have fun hunting down those ellusive rare herb locations and also set up the implementation of other wilderness survival related systems. As far as implementing the new items, i dont see it as a problem. Simply change existing foragable item art to the herb items. Add some generic or very simple flora art and add them all to the forage table and increase the refresh rate. The only hard part would be selecting the places for the rare herbs to 'spawn' or be placed, maybe it would have to be done manually or if this could not be implemented just make some things more rare than others, which seems to be the case with the existing system.
Notes:
The stregnth (power) and duration of the buffs are a work in progress, it would all depend on the power and duration of the doc buffs but you get the picture with the example i gave.
With master ranger and the best ranger buffs, the player would have 80% protection,
Without master ranger and the best doc buff the player would have 80% protection
A master ranger with the bestdoc buff would get 95% protection
Obviously the doc buffs will be longer in duration.
Message Edited by Owen-Lars on 08-05-2004 07:03 PM
BladePride
Thu Aug 05, 2004 11:44 am
#16
The idea is sound and well layed out (like most of what you come up with). But with the new Doc. buffs coming we would have them yelling at us. Then the CM would start yelling that everyone can make something to useagainst them. With that said,I like the way the crafting system is put together and i like the idea as a whole. I think I will rethink what I did and post it.
Do you think that there is anything that we can do with forage that will not evade other peoples skills?
Owen-Lars
Thu Aug 05, 2004 11:55 am
#17
Thats just it, rangers SHOULD have the ability to use items to heal and get resistances, but so far they havnt been implemented. Perhaps if the devs would have got around to finishing the ranger profession before they launched we may have got some nice things and systems.
Ive tried my hardest to no step on toes as much as possible here but the main point is rangers should have a way to resist creature effects more than others (be it healing or otherwise) and no matter how hard we try we will still be asking for some little things others can do.
We wont be able to buff others so we are not taking money away from docs, we wont be able to get the max amount of resistance by using our own so if we want to be at our peak we will still need there buffs.
If you have time take a look at the Druid class in World or Warcraft atm. Those are how i see rangers apart from the obvious magic and stuff. They are at one with the earth and can hunt, heal, resist and buff. The are the ultimate survivalists and have skills that reflect this. They dont have the skill range of most other classes by they are still effective. There specialisation is that they have abit of each and use these to survive on their own.
Iaka
Thu Aug 05, 2004 10:16 pm
#18
I think that's a great idea. When I think of a ranger I think of someone who lives off the wilderness, herbal medicines!
BladePride
Fri Aug 06, 2004 12:19 am
#19
I am with you all the way. If your idea above had been done a long time ago. I thing the game as a whole may have been happy.
Owen-Lars
Fri Aug 06, 2004 12:27 am
#20
Thats soooooo true.
Thats the problem with launching with incomplete professions (i.e. ranger)
The skill set was not defined, people were not aware that we could of had heal abilities, resistances or even weapons. But because we were launched with an incomplete skill set everyone assumes these its are additions, when infact they are more like what we should of had at launch.
I know its hard to do sometimes, not tread on people's toes, but somtimes you just need to take a little away from another to give tonnes to a less complete class. Shame this wasnt still beta, we could of suggested all this.
Gelotri
Fri Aug 06, 2004 12:33 am
#21
And maybe a chef could add what we forage as an additional component to their foods for a super-modifier. Sort of like looting a Rancor Tooth from a rancor
LamirVargas
Fri Aug 06, 2004 2:33 am
#22
I absolutely love this idea, simply because when I was thinking out my template for my Ranger/Rifleman I figured I'd want him to be this guy that can survive out in the wilds without having to go to some city. The other thing was that he was to be this guy who could sort his own wounds out and cook his own food and drinks so that he could survive. The only way presently to do this is basically to drop something in either of the two mentioned professions so that I could go up Domestic Arts in Artisan and do a bit of Medic. But you've come up with something I had totally forgotten about (again like one of the previous people who replied I haven't used forage in aaaages), I agree with what another person said, sure simple scouts shouldn't be able to create something a doc or chef can do, but we should be able to do something, whilst maybe not as potent as they can, is fairly good. Maybe make some sort of special herbal tea that does something similar to Brandy (makes more sense as well, because tea won't make you drunk 
Also perhaps we could have a water flask that can collect water from streams, lakes and such and then we have some other tool that allows us to purify it.
As someone said on another forum somewhere, I always find it funny when you survey for water, when you're standing RIGHT next to some water, it can sometimes come up with no % 
SORT THAT OUT SOE how can you not have any water available to sample when you are stood right next to a river?
Also makes sense for us to have the ability to cook things using foraged goods, considering our best camp has a food/chem station.
Gawzeera
Fri Aug 06, 2004 3:20 am
#23
wheres the petition let me sign!!!
all these ideas are a step in the right direction for making ranger a better class to play.
we should have our rep propose these idea's to the devs at the thing they are going to.
if they are already then forget what i said 
Cohen001
Fri Aug 06, 2004 6:35 am
#24
What about some small lvl HOT's. There are plenty of DOTs but there are no Heal Over Time buffs, These would be good for rangers as we dont spend much time around other people or in citys. Something on the line of 200-300 hitpoints per 5 seconds at master lvl, These should be RANGER ONLY. Self spplication ONLY. Thats the only way to stop them being abused. Proberly with a 10 min max duration.
DND_Cas
Fri Aug 06, 2004 8:59 am
#26
I don't like the idea.
We have a skill system for a reason. If you want to be a ranger/chef get the bits of ranger and chef that make you feel that way. If you want to be a ranger/medic get the bits of ranger and medic that make you feel that way. Nicking stuff from other classes because we are inadequate is not the way to go.