Ranger Archive

Thread: Discussion about Explorer Terminals

AgonThalia
Fri Apr 02, 2004 11:41 am
#1

I for one, rarely use explorer terminals. Why? Because they dont really help the game in any real sense, I wonder if there are any ways that the devs could see how often explorer terminals are actually used.

This is my idea.

The explorer terminal lists animals native to that planet on the terminal viewer. This is not subject to your weap skill at all, if you choose fambaa as a novice marksman..well...good luck mate. The trick is, like the bounty hunter terminals, or the entertainer terminals, this should be a Ranger terminal that only we really have the ability to use.

Naboo:
flesh eating chuba
rawl
kaadu
bolle bol
fambaa

etc.. you get the point.

From the selection of the animal, a waypoint is given

I choose a fambaa mission and 9k meters is an active spawn point.
I travel to that spawn point and /areatrack. When I find the animals, I go and kill them.


When the spawn is over, I get a system message, or a payout and return to generate another spawn point.

thats just my idea, and im sure that all of you would be able to see the benefit in this.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Rancorrider4
Fri Apr 02, 2004 12:00 pm
#2

Mesa likes thatun idea Rangeroo.


Good stuff as always Drak. I have only used that terminal once to my recollection. To add somewhat to that point (and I know it's been mentioned) but if Politician's can place Mission Terminals, why couldn't they be put in the High Tech Field Bases?


Respectfully,





nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Chalrhynn
Fri Apr 02, 2004 2:53 pm
#3

dunno bout that one kinda sounds extremely close to any regular destroy mission. maybe make current explorer missions pay out more i also like haveing diversity on creatures not dependant on weap skill. but the waypoint idea kinda defeats the purpose of rangers let the devs fix area track or impliment /track this would be more "Rangerish" also maybe the price paid could be determined by amount of hide, bone, or meat harvested and turned in. this would make it so master rangers who can harvest more make more i dunno just adding input



Assistant Force Leader Chalrhynn
Reconnaissance Officer
Ranger/Rifleman
EbeLightcloud
Fri Apr 02, 2004 4:03 pm
#4

There are Explorer terminals???


Ebe



Master Ranger...er...Spy
Master Riflewoman...er...Spy
JBMat
Fri Apr 02, 2004 6:34 pm
#5

And let's not even go into the borked recon missions, which should be easy as he11 with speeders, that never work or payout.


I quit doing explorer term missions bout the time I made Novice.


JB


Enbow
Fri Apr 02, 2004 6:49 pm
#6

I took my first, and last, explorer mission 5 minutes after logging in for the first time.



never gonna touch one again. They ought to convert them over to full missions for someone





Marksman 4/0/0/3
Scout *MASTERED!*
Ranger 0/0/3/0
Rifleman 2/1/1/1
CH 1/1/1/1
brandedglacier
Fri Apr 02, 2004 7:52 pm
#7

I like this idea, hell, I'd be happy if the terminal just gave me a direction and approximate distance, so long as it told me when I got them all. I love using /areatrack, it reminds me that I do have one working skill as a ranger. I always feel the need to charge ahead of my group and find their missions before they can lead the rest of us there. It makes me feel wildernessy...



-----------------------
Cerstian Rowen - Ranger/TKA - Kettemoor

Rangers offering directions?

"Take a left out of the spaceport, then go up. *looks at compass, tilts head, squints eyes* Yup. Up. Then go north a bit. Hang a right at the mission terminal and....you'll be as lost as I am"
-Ehope
GoldMemberBria
Sat Apr 03, 2004 1:21 am
#8

Well, I'll say this. I think the "hunting" terminal is a really good concept as implemented. I remember being really excited the first time I saw them, and thought "oh cool! someone is paying me to use my hunting skills and explore out in the wildneress which is what I do anyway". So I took a mission to hunt, selected some animals that were not too uncommon, and about 3-4 hours later after having walked and explored all the way from coronet to tyrena on foot, killing everything in sight, I had my mission like half done. Then after I got ranger I thought "oh cool, this will befun now to do these with tracking skills" and had pretty much the same experience.


Compare that to the survey missions where you can easily make 20k/hour or so (and this was before vehicles and mounts), and it's just a bad joke.


I don't really like the "generate a waypoint for me" thing since it's so un-ranger-like, but in terms of game balance I almost think it is appropriate. What I guess I'd rather see though is for them to just tweak it a bit. Make the hunting missions pay say double what they do now, and scale the number of kills needed to be 1 wild lair's worth of the critters that you are hunting(recognizing that it can take quite some time to find that one lair with thespawns being how they are right now). This way it would be a very viable alternative to the mission terminals.




Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


Calculus_Entropy
Sat Apr 03, 2004 1:27 am
#9

Ranger Calc here: I like it even with the waypoint. You still have to track to find them, the WP takes you to an area where they will spawn, not to the actual herd. Nice idea, and I certainly agree that those missions terms rarely, of ever, get used.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Zip_Moonblast
Sat Apr 03, 2004 1:52 am
#10

The problem with the explorer terminals is not the terminals themselves but the unreliability of /areatrack. Its range needs to be doubled or tripled, and it needs to actually be made accurate. If this could be done, we'd have little trouble locating 15, 30, or 45 of a certain creature because we could accurately scan an area 4-6 km in diameter and move on to another area to scan if the creature we need did not show up. I have long suspected though, that /areatrack's problems stem from the way that creature spawns are related to the proximity of players, and if this is the case I'm not sure that it will ever be able to be fixed.
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