Ranger Archive

Thread: Rangers recieve surveying and harvesters

Mahena
Fri Aug 19, 2005 10:25 pm
#1



Not having checked this forum for quite a while now (being a former ranger), i just thought of (what i think)two great ideas to make the ranger more attractive to the community.


Number one. Artisan has surveying, yes? Why not have the artisan surveying reduced somewhat and bring a part of it in the Ranger tree? In my eyes, a ranger is an outdoorsman and thus knows the land very well. He would be able to sample and retrieve resources as a Artisan xxx4 would be able now. This way, rangers could gather resources in order to sell for money and thus have a extra income, besides selling food, hides and bones. They would act like some kind of super surveyor.


The second one might be harder to implement but why not make harvester placing not depended on lots but on surveying skill. I know that this would piss off just about every crafter out there but at least hear me out. Artisan xxx4 may place up to 5 harvesters (one with novice and 4 for every surveying skill box) (something like vendors from Merchant). Rangers however could place 2 harvesters for every Frontiering and/or Wayfaring skill box (meaning 16 harvesters to place) and 4 in the Master Ranger box (bringing up the total to 20 harvesters).


This way, rangers would be invaluable to crafters. Off course, i've just put the numbers here in order to make a point. One could hardly expect not upsetting the balance of resource gathering by implementing these features, but it would make the ranger profession somewhat more interesting.


If the balance is not correct, maybe one could put the same harvesting idea in the Merchant's tree of Management.



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Phenix1050
Fri Aug 19, 2005 11:40 pm
#2

Rangers are combatants, not artisans. Harvesting resources can only come from KILLING animals. Rangers have no right, nor no need to have the skills you outline. We're not a crafter support class. We're a combat class. Our skills should revolve around being more efficient at that aspect than surveying for minerals.

There needs to be seperation between classes. Why pick up artisan if you can also have surveying in Ranger? I simply don't understand the leap in logic here. Rangers hunt and kill things outdoors...artisans dig up minerals. One involves combat, one avoids it. The two really have nothing in common.



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.
Jeffno24
Sat Aug 20, 2005 2:04 am
#3

Rangers are not a crafter support class?Whens the last time a TKM (Without a crafting alt)came up to you and asked ...Hey Mr.Ranger I need some Dantooine Wooly Hide? Never happened to me and I am going on my 14th month as aRanger..Maybe just onyour server then.Ranger may be a "combatant class" profession but the main goal is to locate and provide organics for the Chef's and BE's etc etcof your server... the 2nd is tracking for people.If you have it for any other reason you should really consider dropping the profession and move on to something less "combatant" like maybe Commando.Ranger in itself is not a combat class but theprofession you choose to go with it is.
BioEngine
Sat Aug 20, 2005 2:10 am
#4






Jeffno24 wrote:

Rangers are not a crafter support class?Whens the last time a TKM (Without a crafting alt)came up to you and asked ...Hey Mr.Ranger I need some Dantooine Wooly Hide? Never happened to me and I am going on my 14th month as aRanger..Maybe just onyour server then.Ranger may be a "combatant class" profession but the main goal is to locate and provide organics for the Chef's and BE's etc etcof your server... the 2nd is tracking for people.If you have it for any other reason you should really consider dropping the profession and move on to something less "combatant" like maybe Commando.Ranger in itself is not a combat class but theprofession you choose to go with it is.





"Main" being one branch?


Traps = crowd control in a fight versus creatures.


Tracking = finding a fight sooner than others.


Concealment = being able to choose your fights in PvE.


Harvesting = the most creature-centric branch of all.



We, at the very least, get +10 to melee and ranged defense. That should be enough for you, as they removed those bonuses from Master Musician and all of the other non-worthy classes with the CU, to designate us as a combat profession.


Why again would a Teras Kasi need Dantooine Wooly? They don't wear armor, and I bet it wouldn't be an Assault cert if they did. Providing organics is not our main goal, it is in fact what we would like to see the profession moved away from. This is one of our problems, that crafting professions see us as nothing more than mobile organics harvesters. And, btw, you have a pathetic definition of a combat class.



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Stamina
Carason
Sat Aug 20, 2005 4:00 am
#5

I really would like to see at least a "basic" surveying/sampling skill somewhere in scout. We do use metal in traps, and when you find yourself out in themiddle of nowhere on Dathomir or Yavinand you just used up your last trap, it would be nice to not have to drive all the way back to find a bazaar terminal to buy a stack.


I'd say... put the same skillthat Artisan xxx1 gets at the first Trap Skill box that requires metal to make the trap. That should be all we need.







Carason - *FORMER 12pt Master AS (RIS Certified) / *FORMER 12pt Master WS
Jai' - Master Ranger/Elder Jedi, Kyan' - Master BH/Master Rifleman
Sher Kar ==Hall of Shame== List
JBMat
Sat Aug 20, 2005 4:41 am
#6

What Phen said - but --


If I freaking wanted to be a freaking artisan I would go craft my silly butt off like the rest of the freakings artisans and never leave the safe confines of my house.


In a word - No.


And by the way, I have harvestors, and no surveying. Ever think surveying is not a pre-req to having harvs?


JB


Almagill
Sat Aug 20, 2005 6:24 am
#7



Carason wrote:

I really would like to see at least a "basic" surveying/sampling skill somewhere in scout. We do use metal in traps, and when you find yourself out in the middle of nowhere on Dathomir or Yavin and you just used up your last trap, it would be nice to not have to drive all the way back to find a bazaar terminal to buy a stack.

I'd say... put the same skill that Artisan xxx1 gets at the first Trap Skill box that requires metal to make the trap. That should be all we need.






You might be onto something there...

maybe we should also get some entertainer skills, for singing round the campfire, and a little medic wouldn't hurt, I mean, that shrub over ther elooks like it could help eas a little pain. Now, let's look at combat. Heck, I cn skin a rancor in a few seconds, I must have muscles like steeel, reckon with my knowledge of physiology and anatomy I should make a fine melee fighter, so gimme some brawler. Ranged combat? Well, that goes wthout saying, my eyeseight s way superior to anybody elses as I can spot a rasp at 500m, so I get a HUGE increase to accuracy...

Might as well chuck in a bit of artisan, and I work with droids, so a bit of DE too....




OR we could accept that there are consequences to making decisions in the game. you chose x profession, so you get the skill that belong to that profession, not a bit of everything...





And, like JB said above, just drop a harvester and root up any old metal. Heck, I don't leave home without my 35k stack of copper. I've been working through it for nearly a year now...



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Seiryuu
Sat Aug 20, 2005 6:54 am
#8

Were we starting the game from scratch I think it might be a reasonable idea. Now that things are the way they are I don't like it.

Just like Ranger and Scouts get upset about giving our stuff away to other professions, Artisans would feel the same. And this one wouldn't be something useless like camping, but a core function the profession needs to survive. Plus crafters were hit pretty hard in the CU. Let's not kick them while they're down.



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TomedNor
Sat Aug 20, 2005 7:07 am
#9

My two cents:

I don't like it.

Ranger is a combat prof, not a crafing prof. We do enough crafting stuff already, I don't really want to do more.

Also, the artisan comunity might hang you for this.



---------------------------------------
See you around, and happy trails,
- Tomed Nor
*walks off into the forest*
Corbantis ~ Master Ranger, Master Rifleman, CorSec Ace Pilot
Phenix1050
Sat Aug 20, 2005 7:51 am
#10






Jeffno24 wrote:

Rangers are not a crafter support class?Whens the last time a TKM (Without a crafting alt)came up to you and asked ...Hey Mr.Ranger I need some Dantooine Wooly Hide? Never happened to me and I am going on my 14th month as aRanger..Maybe just onyour server then.Ranger may be a "combatant class" profession but the main goal is to locate and provide organics for the Chef's and BE's etc etcof your server... the 2nd is tracking for people.If you have it for any other reason you should really consider dropping the profession and move on to something less "combatant" like maybe Commando.Ranger in itself is not a combat class but theprofession you choose to go with it is.





That's how YOU play Ranger. I hunt big bad nasties and kill them. I go out and solo ancient krayts (or do them with a good buddy of mine). The point is the HUNT, not the loot. I use my Ranger skills, such as defense debuffs, accuracy debuffs, snares, etc. (all of which are COMBAT specials, not crafter-support specials, mind you) to bring down big creatures. The Gorax is a chump to me. Any Krayt other than ancients are easy. Why do I kill them? For pleasure. You can CHOOSE to sell the hides, yes, but that should not be our main function in the game. Espceially since a combat stacker in a group can harvest at rates we can't match by ourselves. If you really think Ranger is all about supplying organics, than you must be in a pretty bad shape right now. We went from 250+ cpu to <50 cpu because orgaincs are easy for everyone to collect now.


and please...don't even begin to suggest I take another profession. Been a Ranger since September 2003...if I really wanted to leave, I would've done it already. And what I've learned from my (almost) 2 years of being a Ranger is that we're a COMBAT class. If you can solo an ancient krayt as a Master Ranger without ever using Ranger skills, then more power to you. But when I hunt Krayts, I have at least 5 or 6 toolbar slots with traps in them. I could not kill these beasts without Ranger. Ranger is a combat class. I don't see artisans getting a health boost or armor, do you?





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.
Ragao
Sat Aug 20, 2005 9:01 am
#11

we dont need surveying to get the resources we need for our stuff. the quality of the resource doesnt matter, so just buy a mineral and a chemical harvester, put them by your house, and pick any resource on there. or you can buy them off the bazaar for like 10 cpu


also, i highly suggest getting an equipment factory, takes 99% of the crafting out if thats what you dont like, and you have supplies in bulk
LastEE
Sat Aug 20, 2005 3:03 pm
#12



Carason wrote:
How about a BER 4 (personal harvester) as part of our "Modular Camps", if we ever get them? It would seem to be a good fit into a HTFB.





I was hoping more for a mini-factory to run stacks of traps and more camps while we camp *continues dreaming*

Not something that I could see for a ranger skill, however... since survey skill is in the FS Senses tree and scoutXP currently goes for senses xp, it would be helpful if the use of a survey tool were mod based rather than certified, so just like anyone who has FS Survival can use a basic scout camp, anyone with FS Survey could use a survey tool but the radius they would get would be basically just a list of resources without concentration at first level and concentration at second level, 10m radius at 3rd, 20m radius at 4th or some such thing.



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Bye
Carason
Sat Aug 20, 2005 3:28 pm
#13






LastEE wrote:





Carason wrote:
How about a BER 4 (personal harvester) as part of our "Modular Camps", if we ever get them? It would seem to be a good fit into a HTFB.







I was hoping more for a mini-factory to run stacks of traps and more camps while we camp *continues dreaming*

Not something that I could see for a ranger skill, however... since survey skill is in the FS Senses tree and scoutXP currently goes for senses xp, it would be helpful if the use of a survey tool were mod based rather than certified, so just like anyone who has FS Survival can use a basic scout camp, anyone with FS Survey could use a survey tool but the radius they would get would be basically just a list of resources without concentration at first level and concentration at second level, 10m radius at 3rd, 20m radius at 4th or some such thing.



A mini-factory would be handy, although... part of me just doesn't consider making stacks of factory crates...well... rangery. Guess it's more of the "live off the land" mentalityand make things as you go. But yes, I do make factory runs of traps now, because only having 5 traps at most in a stack takes up WAY too much space in inventory. If we could experiment on trap stack size.... say... up to 25 or more, I'd be happy with that.






Carason - *FORMER 12pt Master AS (RIS Certified) / *FORMER 12pt Master WS
Jai' - Master Ranger/Elder Jedi, Kyan' - Master BH/Master Rifleman
Sher Kar ==Hall of Shame== List
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