Ranger Archive

Thread: Materials for The New Camo Kits

hawkbatleader1
Wed Aug 27, 2003 9:59 pm
#14

Not very happy...I just gave up surveying.


However, not gonna complain about it...I am all for the Interdependancy that SOE is requiring.


Marksmen run missions, get money into the economy, need armor, weapons, and healing.


Scouts need armor, weapons, healing, supply meats and hides to smiths, architectsand docs.


Docs need resources, thus surveyors, scouts etc have a job. Docs keep us alive.


etc...its a circle of life kinda thing.



Here's my suggestion.


Docs need Herbivore Meat, and some flora, Lokian Wheat for instance. So they must have a supplier, or the skills to survey it.


Barter the flora for your meat.



OR-


who needs camo more than anyone else? the maxed out artisan/surveyor, smith, tailor, types. So keep them supplied with camo kits while they go out on survey runs.Provide them with a decent bodyguard for the journey, watch their backs while they are locating resources. Once they locate a good spot, setup camp, they can hand sample, while you kick back and craft traps. Sucking up camping exp the whole way.



Win Win Win.



No major problem here...





The dev team would never allow any kind of imbalance so that one group of people would "cut swaths" through crowds of people.

Thunderheart - 6/17/04
roidoc
Wed Aug 27, 2003 10:15 pm
#15

has anyone tried to /forage lately? you end up with items like the ones you're all saying we'd need to have an artisan for. i just did it the other day. it wont be the fastest way to get the resource, but it still allows us to make our own kits without depending on the rare artisan who went to said planet and just happened to get said resource and just happened to not use it.

Kamajii
Master Ranger
Master Creature Handler
Radiant
Rassylon
Wed Aug 27, 2003 10:22 pm
#16

Those are all very good ways of turning a problem of not being self-reliant to a marketable idea but can you use traps or camo kits without the proper skills.I am actually asking because ive never tried selling any of my traps to a non scout/ranger type and will those other than our profession be able to use camo kits like scouts or non scouts.



Hermit Ranger of Corellia

Jaled-bare
Wed Aug 27, 2003 10:38 pm
#17






dashida wrote:

Ammounts range from 15 to 30 units. I didn't write that down but can for later reference.




another thing going through my mind... do the kits have charges? ie you make one and get a stack of 5 like traps? or are the one hit wonders? seems like an awful lot of resources if it only makes a single use kit, so was thinking they'd come in stacks, but just wanted to check.
Nikolai_Xavierov
Wed Aug 27, 2003 11:04 pm
#18

Is this guy right? We can forage for stuff thatsn eeded for our high end camps and whatnot? Even if its slow if its possible we can do it I'd be very happy. Listen guys we have a very nice and healthy community this is no way turning into a whining. Or anything, we're all calm and composed on this right? I simply feel that as a Ranger its like being an adult in real life? What is a REAL adult? Someone who is able to self-sustain. A Ranger is suppose to be able to be completely self-sufficient in the wild. This is completely unlike every other class, at least combat related ones. In that our whole *focus* as a class is to be able to use the environment surrounding us to garner whatever we need. If that means High Tech Field Bases have to be composed like a mud hut for that, so be it. It's like Anne Heche said to Harrison Ford in that movie I think 6 days seven nights. "If I send you out there with some string and a Q-tip you can build me a mall" (paraphrasing) but you get the idea. This is in no way a class-breaking issue, but it is a great hindrance. Especially for those who want to make a business as a Ranger-for-hire. You're going to have to invest a lot of credits into resources im guessing. I actually plan on taking groups of people out into the wilderness and providing them full Ranger support and tips and tracking for them, building camps, getting them the optimum xp and experience in the wild they could want.It would be a little odd if I had to say "Hey guys we have to cancel our trip mid-way I have to return to x planet to pay maintenance on my harvesters." Or "I've run out of ore, polymer, and were low on stims so theres no way we can craft any more medical stims" Sorry this post is unorganized and sloppy but I don't feel good and I felt like posting.



--------------------
Over and Out,
Xavierov
JebusRanger
Thu Aug 28, 2003 3:55 am
#19

Hey just so you guys know if you have novice medic you get /medicalforage, this will allow you to forage for flora of all kinds, the only problem is that it is like the regular forage and you cant determine what you get when. You can forage everything from wood to grain, to fruits. It might take for ever but it is work having if you value medical skills over artisan skills.



Jebus <Lowca>

ja1864
Thu Aug 28, 2003 4:16 am
#20

:smileyhappyr do what I am going to do take out my harvester that I had retired and start getting the materials you need.
Gronchar
Thu Aug 28, 2003 4:50 am
#21


JebusRanger wrote:

Hey just so you guys know if you have novice medic you get /medicalforage, this will allow you to forage for flora of all kinds, the only problem is that it is like the regular forage and you cant determine what you get when. You can forage everything from wood to grain, to fruits. It might take for ever but it is work having if you value medical skills over artisan skills.

Jebus Lowca






Yup I jost posted this in the Test Center thread. You rangers with medical skills better start medicalforaging on your planets so you can make those camo kits when they become available.



-- Soh Darklyter (Tempest)
Tal-N
Thu Aug 28, 2003 5:30 am
#22

I really dont like the idea of needing a flora resource really since most artisans don't have the requirements to get around the tougher planets like endor and dathomir without getting their liver's torn out and mailed back home. If anything the 'floral' components needs to be something we can forage as it's tough enough just trying to get meat, hide and bone unless you're in large groups. Indeed the ranger is supposed to be a survivalist which implies self dependance. It's not a MAJOR problem to arrange a resoruce gathering excursion into these planets to make the kits but on the whole it does break with the 'theme' of the Ranger as being able to make everything from what is at hand without additional skills. I mean we can heal ourselves with camps, you can forage for our own food buffs, produce weapons from things we can gather and yet now we're forced to rely on someone else for a specific resource.


This isn't a simple case of needing metal or polymer for traps, if anything I welcome the fact we need some basic resources however why isn't the fact we're supplying 3 of the 4 specific resoruces enough? The 4th component should just be a generic flora or something.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Makkaio
Thu Aug 28, 2003 6:55 am
#23

I think the flora component makes perfect sense. Think of all those movies (or even real life) wheremilitary men and womenput on full camo and paint, then pick the local flora and stick it in their camos and helmets. Makes a lot of sense to me.


As a ranger, I've been looking for a few excuses to get back to civilization once in a while. This is another one of threemain excuses. The other two be polymer and steel.


Also, we're basically getting a skill that allows us to disappear and we can share our camo kits with other players. It's the closest thing to hiding that this game will probably see and so we have to work a little bit for it. No biggie.




Makkaio

"Remember, it's not the game that sucks...it's you."
Wayness
Thu Aug 28, 2003 8:04 am
#24

The problem with planet specific flora as I see it is this..


We can plan ahead for steel and poly for camps and traps. We but them or we put out harvesters and accumulate a good stack.


It's really not a problem and doesnt affect the fun and spontanaeity of gameplay.


But what about this...


Your friends say hey lets go to Endor tonite!


You say, Sorry we cant there is no Endorian berries on the market atm, and our Artisan friend is not on. We will have to go early. Hope we find and arti, place a harvester and wait for a sufficient quantity before we can go hunting.


The flora requirement is ok so long as it isnt planet specific. I can live with that.

Fred_Skinner
Thu Aug 28, 2003 8:21 am
#25






Gronchar wrote:




JebusRanger wrote:

Hey just so you guys know if you have novice medic you get /medicalforage, this will allow you to forage for flora of all kinds, the only problem is that it is like the regular forage and you cant determine what you get when. You can forage everything from wood to grain, to fruits. It might take for ever but it is work having if you value medical skills over artisan skills.



Jebus Lowca








Yup I jost posted this in the Test Center thread. You rangers with medical skills better start medicalforaging on your planets so you can make those camo kits when they become available.



And for the rest of us? I had to give up medical to have the abilities to hunt.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Cidem_Relaeh
Thu Aug 28, 2003 8:32 am
#26






Wayness wrote:

The problem with planet specific flora as I see it is this..


We can plan ahead for steel and poly for camps and traps. We but them or we put out harvesters and accumulate a good stack.


It's really not a problem and doesnt affect the fun and spontanaeity of gameplay.


But what about this...


Your friends say hey lets go to Endor tonite!


You say, Sorry we cant there is no Endorian berries on the market atm, and our Artisan friend is not on. We will have to go early. Hope we find and arti, place a harvester and wait for a sufficient quantity before we can go hunting.


The flora requirement is ok so long as it isnt planet specific. I can live with that.







Except that you don't NEED camo for doing an Endor trip. I haven't anyway. It's a bonus, not a sudden new requirement.


I'm fine with planet specific flora (generic) but think it should be able to be foraged AND bought from artisans. Fair compromise so the more anti-social of us (me) can avoid cities like we want and the people who still hit town a lot can find the component in stock (and larger numbers).


So, to recap:



  • Flora component should be generic

  • Flora component should be planet specific

  • Flora component should be foragable AND surveyable

Did I miss anything?




Cidem Relaeh <ODD>
First comes smiles, then lies. Last is gunfire.

Imperial Colonel
Pistols Expert - DGM Curator

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