Ranger Archive
Thread: Materials for The New Camo Kits
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...
Kamajii
Master Ranger
Master Creature Handler
Radiant
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
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.
dashida wrote:
Ammounts range from 15 to 30 units. I didn't write that down but can for later reference.
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>
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.
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.
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.
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.
And for the rest of us? I had to give up medical to have the abilities to hunt.
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.
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?