Ranger Archive
Thread: An Idea for forage
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Cohen001
Fri Jun 11, 2004 5:11 am
#1
We all know that the forage skill is a complete joke. The items that can be foraged are a complete joke and not worth the hassle.
So how about this for an idea.
Alowing forage to work on creature corpses. This way we could get some new items to bring a bit more life to this skill.
Possible items from creatures should include poisions and possibly disease componets that we can either use to upgrade our traps and weapons or sell to combat medics. And scent glands for pheromones. The last would be more interesting as thers many ways that a Ranger could play with these.
We could use the pheromones (planet and creature persific) to either scare of smaller creatures, cause other creatures to help us by makeing them think one of there own was under attack or increase the spawn from a lair.
This needs a bit more thought but im short of time as some of us have to work for a liveing
.
Vorpaks
Fri Jun 11, 2004 6:24 am
#2
This is a great idea.
I like it because it enhances the other professions too. What we need to figure out is what we want to get. Should we get the same things as we currently get as loot? Making forage a kind of re-roll of our loot chance? Or do we want them to add items that are specific to foraging corpses? I think the Outdoorsman modular camp idea had pheremones in it. If we foraged these pheremones off corpses and gave them to the BE, s/he could use it to craft the pheremone module. Or if this applied to scout forage as well then the BE could forage it her/himself.
I think the loot re-roll would be best though. Less coding required for new items (I think?) and also very useful. Can you imagine having two chances to loot a Karyt pearl? We would be in high demand!
Uh oh. I think I see Rangers running in the opposite direction already!
I think the loot re-roll would be best though. Less coding required for new items (I think?) and also very useful. Can you imagine having two chances to loot a Karyt pearl? We would be in high demand!
Oculus
Fri Jun 11, 2004 6:34 am
#3
/forage could be a really cool skill.
Poison/disease cures, components to add poison and disease to traps. Scaled down versions of the scout/ranger chef foods. Tweaked buffs ( enough with the 100 filling allready! ), the rare loot table... we've had hundreds of suggestions, and this idea. It adds another layer to it if we have to bring down a creature in order to /forage some of the things. I guess that's a good argument to have when we're talking balance :]
Poison/disease cures, components to add poison and disease to traps. Scaled down versions of the scout/ranger chef foods. Tweaked buffs ( enough with the 100 filling allready! ), the rare loot table... we've had hundreds of suggestions, and this idea. It adds another layer to it if we have to bring down a creature in order to /forage some of the things. I guess that's a good argument to have when we're talking balance :]
GadonThek
Fri Jun 11, 2004 7:34 am
#4
Hmm, I love the pheromone ideas, perhaps they could be used as upgrades for Camo Kits? I would make far more Camo Kits if I knew that they would actually scare off aggro creatures, very handy for getting the adults around a spawn to shift out of the way when Im trying to tame a baby 
Message Edited by GadonThek on 06-11-2004 03:35 PM
jabon
Fri Jun 11, 2004 1:43 pm
#5
perfect, things like rancor bile should only be received by a ranger using /forage...great idea!
(not sarcastic)
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