Ranger Archive
Thread: A Simple Harvesting Proposal
tying the harvesting mods to the scout tree insuring that master rangers get full harvesting benefits is a great idea. This is something that I could really go along with
Message Edited by BaneShee on 03-22-2004 06:01 AM
Fred_Skinner wrote:
Works for me...
fyi:
Actually, Harvest one or Harvest all is easy to program. Harversting 2 of 3 or first one then the other one is harder. Has to do with adding more flags on the next pass.
Very true on the fyi. As for the above idea, there are a few other considerations. Namely Veghash and Trandoshan natural abilities. The only way not to nerf those is to ensure that the total harvest mod stays the same. In the Novice Scout vs. Master Ranger Havesting thread, I made the recommendation that the following formula be used: (Harvest Mod/13)*base harvest amount. This makes Novice Scouts stay at the same level of harvesting (1.15 * the base harvest). Master Scouts get (3.85* the base harvest), about a 3.34 times increase over Novice Scout. Master Rangers get (7.69 * the base harvest) for a 6.69 times increase over Novice Scout and double what a Master Scout gets. This is a strictly linear increase. The only difference here is that the slope is much higher than what the devs currently have (it appears to be (1.0 + harvest mod/100) * base harvest) and gives someone with 0 harvesting mod 0 resources rather than the 1.0 times base they currently get (you need -100 skill mod under the current system to get a 0 harvest rate). Such a change is even easier than restructuring the skill tree (potentially adding moremod points) because it ONLY should change the harvesting rate and not touch any related skills (if there are any). Also, have a look at The million Monkey Posts post for an idea of how we can actually get the devs to agree to do this (make sure to read through a large part of it as the idea morphs a bit throughout).
Message Edited by Calculus_Entropy on 03-22-2004 11:03 AM
The balance problem with CH in a nutshell: With no supporting combat skills, a CH is only slightly more useful than a non-combat Ranger in a fight. With near-master combat skills creatures are unnecessary. With a good pet and novice combat skills the character's power is closer to a master elite than a pure handler (although much slower at killing). It is this synergy that makes it necessary to remove dabblers from CH.
If weapon damage is greatly reduced with the combat rebalance then this might no longer be the case, but we will have to see how things go with Publish 8+.
(Sorry to hijack the thread; back on topic)
"/harvest all" would be very easy to implement as Fred said. Even if they had to modify the function calls in order to reduce each component harvest it would not be that involved.