Ranger Archive
Thread: Poll: For or against automated organics harvesting?
Calculus_Entropy wrote:
So, are you guys for or against automated organics harvesting (i.e. placeable, unattended organics harvesters)?
Absotlutely against it. This brings back the topic from a few months ago. When Beri found out about the surveying tool for organics. No way. I can see about using fish nets to trap and collect fish. Maybe even an egg collector but no harvesters But even so, I think it's much more fun to fish with pole and go "egg hunting" nests than to have something else do it for me. I'm a Master Ranger and I AM the harvester. That's my job. If every Tom,Harry and Joe could place a harvester and do my job, then why should I bother? And about the fish nets/egg collector, I believe only a player withsomething more than Novice Scoutshould be able to use them. If it was used by only those with Novice Scout, then everyone would have this ability.
So, no I am againstthe placeable, unattended organic harvesters. They'd make my job useless.
Message Edited by TryalNError on 10-18-2004 01:51 PM
Landorien wrote:
Automated skin harvesters?? Geez, am I the only one visualizing some Asimov droid creature roaming across the wasteland skinning every animal in its wake here?
It's unsporting, and silly, and so completely in collision of my perception of a ranger.
Vorpaks wrote:
I'm for the idea if its well implemented. "Automated Organics Harvester" sounds scary but "Tiger Pit" or "Bear-claw trap" sounds better. It would have to be some sort of stationary trap that we could set up and check back later - the way a RL trapper would check his strings. You would have to have a different kind of trap for each type of animal. For example, you would trap avians differently from large land based creatures.
Then you would need a way to find the good trapping places. We know from the dreaded resource survey tool that organics work by concentration the same way that other resources do. I would be against having a tool that tells you the concentration though. Instead it should be integrated into our tracking line so we could do a type of area track and notice if there was a high density of animals in the area based on their tracks.
I think this kind of permanent trap could be fun and interesting if done right. There are other issues - like maintenance, would the meat decay if you left it a long time, etc. I know I've read ideas like this before. I'll try to search and see if I can find the more fleshed-out threads that have already been discussed.
Now this would be interesting... A Ranger can drop a Trap (a harvestor type) in the middle of the Tatooine. After 24 hours he could return to check his findings. Maybe a heard of Bantha's has been waylaid by the trap? Maybe Squills instead? or maybe... just maybe... a Krayt?
Krayt being a random choice, animal difficulty / level affecting success of the Trap per normal method, Limitedconcurrent placementof trap maybe restricted to open lots +1?
That I might be willing to agree with.
The problem with AFK harvesting of creature resources stretches back to the Miner profession during early BETA. Though many ranger skills might still be beneficial, the idea of the profession being AFK oriented on its main goal (harvesting from creatures) is a bit ... off.
Making it possible to AFK harvest large quantities of Resources would tear apart the profession. It would force a complete Re-Definition of the Ranger's Goals and purpose.
And think about it... how many people do you see out there Manually harvesting Minerals? With Organic Harvestors the amount of Creature combat would drop significantly and fall mainly in the hands of treasure seekers looking for pearls ... yay even fewer Krayt Dragon Spawns!
No, completely against Organic Harvestors that would resemble Deep Crust Chems, Flora Farms etc.
For those of you who make fortunes off 250 cpu hides, say goodbye to that. And it'll render irrelevant a huge part of Scout/Ranger. Those grinding artisans won't buy cheap hide off the bazaar, they'll drop a harvestor in BF Tatooine and sit by it.
The whole thing is ridiculous anyway. A creature resource harvestor? First thought that comes to my mind = huge mosquito zapper. How else could you make it sound realistic? A building that harvests animals?
Why not just making placing and/or craftingit a Master Ranger thing?
Almagill wrote:
Going back to the worries about dabblers and sploiters, what if the schematic to make came in one line but cert to use was in another?
Phenix1050 wrote:
As for traps in animals, I can see that working, but it acutally has to function as a trap. I'm not talking about leaving it and having it collect the hide. I mean you set a trap, you run off to set more traps, you come back there's a creature there (or multiple creatures) , half HAM, and you have to finish it off. Something like that. An auto-kill, collect resource X or Y type of harvester goes against my personal feelings of what Ranger should be.