Ranger Archive

Thread: Poll: For or against automated organics harvesting?

Phenix1050
Mon Oct 18, 2004 8:10 pm
#40






Zapper_Weisman wrote:





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.





That is a really cool idea, but as a noncombat ranger, it means I still wont be able to harvest hide/meat/bone without a combat chars help.






Yeah, I know. but you can't hunt now unless you have combat skills...so basically what you're saying is you want to hunt without killing...which makes no sense to me. Something should have to DIE for you to be able to harvest it. which means either you have combat or you have somebody help. Ranger does not equal farmer, which is essentially what non-violent killing is. Sorry, but I don't think that a non-combatant should be able to collect the same amount of meat as me. Just doesn't make sense.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Zapper_Weisman
Mon Oct 18, 2004 8:28 pm
#41






Yeah, I know. but you can't hunt now unless you have combat skills...so basically what you're saying is you want to hunt without killing...which makes no sense to me. Something should have to DIE for you to be able to harvest it. which means either you have combat or you have somebody help. Ranger does not equal farmer, which is essentially what non-violent killing is. Sorry, but I don't think that a non-combatant should be able to collect the same amount of meat as me. Just doesn't make sense.




Ranger is the only class that requires another entire classto be able to use all of its skills. It is understandable that trap/harvestors wouldnt be able to bring in as much as hunting. I liked one person's suggestions of placing traps, going doing something else for a few hours, then coming back, harvesting corpses and leaving (or placing more). But, the quantity needs to be worth the time, though perhaps more on level with what a scout would harvest in a buff session, not a Master Ranger. Doing that wouldnt remove the benefit of being a combat class and ranger, but would also make ranger more useful fora crafter. I have 140 skill points invested in Ranger for camo kits, sorry if I think thats a little ridiculous. Traps are currently useless, camps are only useful for group hunts, which are rare now days, tracking is useful, but if you're not tracking something to kill and harvest (ie- you're a crafter), you pretty much use it for the Hero quests. I like ranger, but its frankly just not worth the skill points. This would be one step in the right direction, with proper limitations.





Jadis Stardust:
Master Bio-Engineer/Master Ranger
"You're psycho, but everyone loves your work"

>--Proud Supporter of the Annual Marina Del Rey Poodle Shoot and Barbeque!--

Vriko
Mon Oct 18, 2004 9:08 pm
#42


Zapper_Weisman wrote:


Yeah, I know. but you can't hunt now unless you have combat skills...so basically what you're saying is you want to hunt without killing...which makes no sense to me. Something should have to DIE for you to be able to harvest it. which means either you have combat or you have somebody help. Ranger does not equal farmer, which is essentially what non-violent killing is. Sorry, but I don't think that a non-combatant should be able to collect the same amount of meat as me. Just doesn't make sense.

Ranger is the only class that requires another entire class to be able to use all of its skills. It is understandable that trap/harvestors wouldnt be able to bring in as much as hunting. I liked one person's suggestions of placing traps, going doing something else for a few hours, then coming back, harvesting corpses and leaving (or placing more). But, the quantity needs to be worth the time, though perhaps more on level with what a scout would harvest in a buff session, not a Master Ranger. Doing that wouldnt remove the benefit of being a combat class and ranger, but would also make ranger more useful for a crafter. I have 140 skill points invested in Ranger for camo kits, sorry if I think thats a little ridiculous. Traps are currently useless, camps are only useful for group hunts, which are rare now days, tracking is useful, but if you're not tracking something to kill and harvest (ie- you're a crafter), you pretty much use it for the Hero quests. I like ranger, but its frankly just not worth the skill points. This would be one step in the right direction, with proper limitations.





Why shouldn't Ranger require all of Scout? Every line of Ranger is a continuation of a Scout line. The entire point of a Ranger is to be an elite Scout. Although there are proposals to make it more unique, there is no way that Ranger should, or will, require anything less than Master Scout.
Wayfaring, as you have already said, is great. Tracking is also a very useful -- not only for the Jedi Quests, but also for general harvesting for cash. Even without huge contracts for crafters you can make a good amt. of money on the bazaars. And traps are pretty effective for soloing stuff if you're a novice in an elite combat prof. Frontiering is useless atm, but the overall Ranger gains at Master Ranger are worth it. That is, if you actually hunt. If you don't want 140 points used for Camo Kits, then drop the line and pay a Ranger to camo you. The skill was made for hunters who need to survive in the wilderness.



Master Smuggler :: Master Pistoleer :: Desperado
frightwig
Mon Oct 18, 2004 10:29 pm
#43

against

The only automated system I would be for, and the only one that makes sense, would be for milk, eggs or fish. Automated harvestors that gather meat/hide/bone is a bad idea. The biggest problem is if these harvestors were to be useable by scouts (or worse, like inorganic harvestors, by anyone). Defense stacked swordsmen with a little bit of novice scout already outharvest Rangers. If it can be automated, what does that mean for the ranger profession?



kimi raikonnen Kauri
° [Carbineer] :: [Bounty Hunter] :: Imperial Storm Trooper
° [Imperial Pilot Ace] :: Storm Squadron
° [Imperial Pilot Ace] :: Black Epsilon
° [Imperial Pilot Ace] :: Imperial Inquisition

Sojourner
Tue Oct 19, 2004 12:10 am
#44






Calculus_Entropy wrote:
I know how the older community feels about them, but I wanted to see what the younger community thinks (older and younger are relative terms, of course).





But what if my relatives (older or younger) don't play SWG?



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Temujin23
Tue Oct 19, 2004 12:13 am
#45

I like the idea of fish nets/lines and shellfish traps. Those two things are extraordinarily time consuming to gather a significant amount of, and nets and traps are all nice and rangery. Nocontinuity problems there. (If a group of savage ewoks can set a trap which captures a wookiee, a smuggler, two droids, and a bloody wannabe-jedi, why can't I run a troutline or two?) The only change I'd like to see in terms of harvesting other organics is a somewhat bigger bonus for rangers, something to noticeably set us apart from scouts. Otherwise, I like hunting/harvesting the way it is.


al-djinn'i

Master Ranger/TKM



Wake up! Time to die.
sanca
Tue Oct 19, 2004 12:39 am
#46

I'm against it if they are structures you can just whack down and they will pull up resources as long as you keep them going. Although perhaps if it was less permanent i'd be for it. I.E. You're just going out to hunt, let's say dant herbivore, so you prepare some creature traps and lay them in the area of your choice, then you go off and do your normal hunting while they 'harvest' the meat for a period of 30 mins right up to 3 hours. You then come back and use the harvest corpses option on the radial menu, at which moment the trap is destroyed and the harvested meat placed in your inventory.

This is an extremely rough idea, i haven't bothered thinking up trap types and i'm sure i've failed to consider important points but hey, be my guest and tear it to pieces.

Certs:

Trapping I: /deployTrap - allows the use of the creature traps

: +1 creature trapping
- allows the player to have 1 creature trap deployed at one time for a max duration of 30
minutes.
: decent trap capable of yielding average amounts of resource

Trapping II: +1 creature trapping

- the player trap duration is now a maximum of 1 hour

Trapping III: +1 creature trapping

- the player can trap duration is now 1hr30mins
: this trap is more advanced than trap1 and has slightly larger yield

Trapping IV: +1 creature trapping

- trap duration is now 2 hours and a 2 traps may be deployed at once

Master Ranger: +1 creature trapping

- the ranger can now make full use of creature traps by deploying 3 traps for a maximum
of 3 hours
: a very effective trap which gives much better results

I'm not totally sure how specifying what you wanted to catch would work..it seems a bit wierd to me if you could just select what you wanted to harvest like on normal harvesters.. just unrealistic in the case of animals. With the traps only harvesting for a max of 3 hours they aren't something you can just whack down like harvesters and harvest round the clock. As said, you have to empty them before they 'poof' and you can place more. They would be unmacroable.

I would be totally for fishnets as it is a pain to get a decent amount of fishmeat.

PS: Formatting is not my forte.







Q Naawo - Wookiee Master Ranger - Teras Kasi Master I
N Narc Ska'sro - Master Carbineer - Combat Doctor h
Tringard
Tue Oct 19, 2004 12:47 am
#47








sanca wrote:


...



I'm not totally sure how specifying what you wanted to catch would work..it seems a bit wierd to me if you could just select what you wanted to harvest like on normal harvesters.. just unrealistic in the case of animals. With the traps only harvesting for a max of 3 hours they aren't something you can just whack down like harvesters and harvest round the clock. As said, you have to empty them before they 'poof' and you can place more. They would be unmacroable.

I would be totally for fishnets as it is a pain to get a decent amount of fishmeat.

PS: Formatting is not my forte.







as someone said before you could require meat to catch carnivores like a rancor, and then berries to catch herbivores etc. I think the more detail in setting up the traps to prepare for specific creatures would make it 'feel' more like a ranger skill and less like the 'plop the harvester down, see you in 3 days' kinda thing that the artisans do



Tringard

Former MCM / Master Carbineer
Then, Ranger in training/TKM, medic
Now, unsure of myself
Zeritul
Tue Oct 19, 2004 1:59 am
#48

I am against it, with the possible exception of a temporary fishing trap. This will move us in the direction of farmers.


I might catch heat for this, but it has to be said. Rangers should be more military than farmers. I know everybody has a different opinion of what we should be, but the general focus of Ranger should be at least somewhat military. Look at how many Antarian Ranger guilds there are, almost every server. Antarian Rangers were not farmers and we should not be be farmers either.
Owen-Lars
Tue Oct 19, 2004 2:00 am
#49

What about, 10 hours of playing time, or after three server resets, which ever comes first? Something like that?







Yeah i like the server reset idea, that would work for me.



THORTAC BALCOR
The Lost Ranger
RANGER
DaveG
Tue Oct 19, 2004 2:12 am
#50






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.






I'm with Vorpaks on this.


In addition I'd say "finding a good spot" should simply be placing the trap/harvestornear by a wild spawn, and therefore you'd need some sort of baiting system.


Also, how about making the harvestor (or trap) expire once it collects a certain amount of resource, rather than paying maintence on it. Such that it won't collect anymore, and once we collect our resource from it is gone, and we have to craft another. Just a suggestion, I'd be happy to pay maintence too.


How about three different types of "harvestor" for each type of resource? Or have it collect corpses instead of resource, so we can choose what we want to harvest when we go to collect.




Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Owen-Lars
Tue Oct 19, 2004 3:50 am
#51

I like the idea of corpse collection dave, i think it makes it feel less of a harvester and more of a trap that enables us to harvest more.


Im happy with any thought out set up that tries to move away from the drop and forget mentality and more towards a hands on thing. I would mind at all if master rangers could plant a ground trap, leave it and come back a few hours later to find 50 or so critter corpses hehe that seems very 'hunterish' to me.



THORTAC BALCOR
The Lost Ranger
RANGER
DaveG
Tue Oct 19, 2004 4:39 am
#52

Yeah and has been said, we can use other things to load as bait. To make it more hands-on ranger-like we there can be a secret system for different species to like different baits, so we can learn and experiment which baits work for different species.


One we've crafted the (so-called) harvestor, we can load it with the bait like we 'load' fishing rods with bait; i.e. drag'n'drop. The chance of success being dependant on our trapping skills (I hate to be bias here, but wookiees would fare best with this because of their +10 trapping bonus).


I'd really like this, yes there are echo's of the dreaded farmer profession, but there's a lot of arguments for it:



  • It would be a ranger only device

  • It would be a welcome addition for those rangers who choose not to take a combat profession but want to hunt sometimes(i.e. they dont' have to fight to harvest from creatures, which would in turn finally settle the "Ranger weapon" debate).

  • It would aid professional hunters. You can go set your 'snares'/'harvestors'/whatever, then go off hunting and harvesting hand, and know that your harvestors and picking up stuff while you work too, or while you have to go back to the real world.

As for the comment about rangers being more military than farmer. Well, I'd like to see ranger have the ability to be paramilitary (i.e. let our regular traps work on players and npc's and pets too), but I'd also like ranger to be diverse, allowing people to finely tune the sort of ranger they want to be, paramility or hunter/farmer.


Furthermore , this could be a way to stop hunt greifing? You know, when you find a wild spawn, you're happily harvesting away, then some ignorant grinder comes in and kills all your targets and all that resource goes to waste. So if we find a wild spawn, could we somehow make our 'harvestor' be like staking a claim on it?




Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
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