Ranger Archive

Thread: A CH proposal affecting Ranger.

Pluto9Moon
Wed Apr 07, 2004 8:23 pm
#1

I have placed the full text here on the Ranger boards to read. We CH have kicked around an idea for the past week on increasing our market in some fashion or another. The idea is in good faith give the CH some market. Please read. I would love feedback. For my sake and the sake of all involved could you please post it in the original link.




Pluto9Moon wrote:



This has been by far one of the more positive posts of late. They say that initiative comes to those who wait. With that in mind what we are proposing is something that throws Creature Handlers back into the loop. This also is somewhat of a defeatist proposal in two ways. First, I believe it acknowledges we are combat support. Second, we really cannot come up with a plan if the Devs will not implement it. So it is with the largest fear that we will not have any voice that we put ourselves on the line. We place too much thought into something that will possibly be overlooked or shot down. All that being said, here goes "Corral Plan: A Rough Draft 1".


When I was thinking about this over the past few days, I came to the realization that some of this seemed just too easy. We are asking for automated harvesting of hides and the ability for BE to DNA sample animals inside the structures. In order to incorporate structures we need a well thought out plan. I have decided that it is in our best interest (and in order to make Creature Handler worth something) that harvesting structures should be tiered. Merchants gain the ability to place Merchant Tents at Efficiency 4. I wish to combine this line of thinking with the BER style of harvesters into the CH tree. What follows are 4 types of structures; each coming in a different tree of CH and different harvesting rates (not really different but you will see).


Manger


Gained in Creature Taming I: Basic Domestication


Monetary Maintenance: 30cr/hour (720cr/day)


Power Maintenance: 15u/hour (@2cpu 720cr/day)


Food Required: 1/pet/hour


Animals Held: 5


Lots Required: 1


Shearing Rate: 100% of Animal Base Harvest Rate. The CH has to be conscious of what they place.


DNA Sampling: No


Stable


Gained in Creature Management II: Advanced Organization


Monetary Maintenance: 60cr/hour (1440cr/day)


Power Maintenance: 30u/hour (@2cpu 1440cr/day)


Food Required: 1/pet/hour


Animals Held: 10


Lots Required: 2


Shearing Rate: 100% of Animal Base Harvest Rate.


DNA Sampling: No


Barn


Gained in Creature Training III: Martial Obedience Education


Monetary Maintenance: 90cr/hour (2880cr/day)


Power Maintenance: 60u/hour (@2cpu 2880cr/day)


Food Required: 1/pet/hour


Animals Held: 20


Lots Required: 3


Shearing Rate: 100% of Animal Base Harvest Rate.


DNA Sampling: No


Corral


Gained in Creature Empathy IV: Consonance of Will


Monetary Maintenance: 120cr/hour (5760cr/day)


Power Maintenance: 60u/hour (@2cpu 5760cr/day)


Food Required: 1/pet/hour


Animals Held: 40


Lots Required: 4


Shearing Rate: 100% of Animal Base Harvest Rate.


DNA Sampling: YES


Maintenance is self explanatory. You have to pay to run any of these structures. The power requirement is for the automated shearing module (to be explained later). Some may suggest the rate is too high. Since we are only harvesting hides it is my feeling that this rate should closely reflect current market values. If one puts in a creature that has 100 units of hides as a Base Harvest Rate that is 2400 units per day. Grind Quality anything is about 3cpu. The first creature (or more in the case of larger installations) you place in the structure will cover your costs if it is around 100. Remember this is a rough draft and I do not have numbers available to me on harvest rates per animal. In the scheme of things this seems rather fair.


Food is necessary to keep any animal healthy. It is required to keep animals. If the food is not available, animals will have a base 5% cumulative chance per hour of catching a disease. This disease is only curable by a doctor. Any disease animal increases the chance of any other animal’s disease check by 10%. For example you have 4 food items left in a Manger that holds 5 animals. The fifth one dramatically fails its check of 5%. The next hour each of the 4 animals that will be missing food would have a normal base 5% plus an additional 10% because disease already exists in the Manger. This brings the check up to 15%.


Animals Held was doubled as the costs double. These are numbers that could be played around with to a certain extent. But keep in mind a Merchant can basically harvest all day long at near null costs. This is not unprecedented in game that higher miners will have better output per cpu of cost.


Lots Required is self explanatory but let us append this to read that only one such holding/harvesting structure can be placed at any given time per CH. If you have a Manger you cannot have any of the other 3 structures.


DNA Sampling. See Interdependencies-Bio Engineer.


Interdependencies


Architect: The structures have to be made. These could be made with the same template for resources as harvesters. Maybe there could be a wood requirement instead of ore.


Droid Engineer: The Architect will need an Automated Shearing Module produced by the DE’s.


Ranger: Since the Ranger is the one we are most afraid of alienating, we must with all our might keep them active in this proposal. We are only asking to shear hides. Bone and meat would still be a viable source of income for Rangers. In addition, we are asking that a Tranquilizer Dart be made for Rangers. This Dart would place an adult creature in suspended animation. Adult creatures could only be placed in holding structures. They would not be given a Tame tab but an Awaken tab. This would allow Rangers to participate within our new market. One other restriction would have to be placed that any (baby) could not be sheared. This would provide incentive to buy Ranger goods.


Doctor: These will be needed to heal diseased animals. It is my preference that we form some automated email system to allow us to know if an animal becomes diseased. It would be further beneficial if we have a Doctors List. This would allow us to place a Doctors name on the list to be emailed. Of course, it behooves the CH to get permissions from the Doctor first, so they do not receive unwanted email spam.


Bio Engineer: This to me seems the trickiest of all to implement. I have placed DNA Sampling in the Corral only. It seems that if everyone could do it there is less motivation to get nearer Master CH. What we need here is feedback. If it is automated then is 1 sample per hour enough with 40 creatures in a Corral? That is some 960 attempts per day. What success/failure rate is applied? Do we place an insta-death stipulation such as BE have already? If it is automated then where do we get the DNA sampling module? BE or DE?



In discussing this proposal in the thread, we CH have tried to keep everyone in the loop. Not pushing anyone totally away and trying to incorporate more into the picture than necessary at times. It is a rough draft. It is fair to mostly everyone. Ok there it is, pick it apart. One star it. But offer input.


Message Edited by Pluto9Moon on 04-07-2004 04:54 PM








Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
Jalen-COMIA
Wed Apr 07, 2004 9:14 pm
#2

Ok explain the "shear hides" to me. It is confusing the heck out of me. You have to have novice scout to be a CH anyway, so you can already harvest hides, I am lost on thst one I guess

As for the request for a trap for Rangers, well I dont think you will get much support for that one either. I never use traps to begin with because the whole tree is broken.

I wont be able to support this proposal until the Ranger Harvesting Mod is substantially increased and the traps tree is fixed.


Also forgive the tone and confusion, it is late here.



With Respect,
_________________
Jalen Mereele
Teräs Käsi Master
Sergeant - Imperial Security Bureau
Owner - Jundland Sea Trading Company 1828 4251, Tatooine, Oasis Paradise

at last we will reveal ourselves to the Jedi, at last we shall have revenge
dhcpSilicon
Wed Apr 07, 2004 9:23 pm
#3






Jalen-COMIA wrote:

I wont be able to support this proposal until the Ranger Harvesting Mod is substantially increased and the traps tree is fixed.





That sums it up for me too. Don't get me wrong, I was a master CH for 5+ months. I just don't see this as something that CH should or could be doing, at least not until Rangers get some harvesting love.
Pluto9Moon
Wed Apr 07, 2004 9:30 pm
#4

I understand. But please post feedback on the link near the top. It is nothing going to happen over night we all know that. Please do not stop progress. I cannot maintain responses to every forum this was posted to.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
DFH
Wed Apr 07, 2004 10:59 pm
#5

Thanks for the tip; I made sure the proposal was properly flamed.



-- Venture, Corbantis
4040 Ranger 4414 Creature Handler 4132 Rifleman
Owen-Lars
Thu Apr 08, 2004 5:28 am
#6

hmmm, its a nice proposal if a saw it in the ranger profession otherwise i cant see why creature handlers would or should get this over rangers.



This isnt a flame, dont get me wrong however rangers are suposed to be the "Ultimate Creature Hunters" (which we are not so atm until we get love) sowe are suposed to be the "Ultimate Harvesters" (which we are not hehe again). As hides fall under harvests and rangers having the highest harvesting mod (added to master scout of course) i cant see why others should be able to harvest hides without even putting in the effort of the hunt.


I love the idea of having a shearing hut and harvesting hides etc without actually hunting and CH's been directly involved with the use of creatures it would be a natural choice however,CH's are basic hunters and have limited skill in harvesting so i wouldnt expect them to be able to create an automated harvesting system simply on the idea that they know how to train and handle animals. I would expect this to be in the ranger arena.


I can remember when we were gathering ideas for the Outdoorsman proposal and we developed and idea on which rangers were able to 'trap' a baby creature. This creature would become a tradable or data entry and would allow the ranger to transport it to a CH who needs it and release it back into the wild (gameworld) for the CH to attempt the train away from agro.


This was a great idea but looking at your idea i think this feature would be the perfect advancement on this system. The ranger could trap babies andthen have the option to trade it to a CH to be released into the wild, release into the wild themselves OR add it to a Shearing Hut or Slaughter House (for hides and meats respectively).



What you think to this idea?


I believe it better suits the ranger ideal rather than the CH.


I would expect a player planeted building ofr CH to be like a Zoo heh or a training paddock, giving like 10% increase to all pet resists and stats etc.





THORTAC BALCOR
The Lost Ranger
RANGER
Finns
Thu Apr 08, 2004 8:08 am
#7

I'm sorry but you are looking in the wrong place. Creature Harvester's have been debated here extensively, and the majority of ranger's say NO. Ranger's on a whole don't want to be replaced by automation.


Big-Mac, Kettemoor Hunt Master
JBMat
Thu Apr 08, 2004 3:00 pm
#8

I flamed this on the Scout forum, I will flame it here.


Just give everyone everything for chrissakes why doncha?


BEs want to harvest - 15 sp in scout - pure plain and freaking simple. Then take their sorry lazy no combat skills azzes out to hunt.


Or, they can pay us.


JB



Enbow
Thu Apr 08, 2004 3:30 pm
#9

^


What JB said.



If we start trying to split up harvests so anyone and their momma can do it, That leaves us more obsolete than a bowcaster. Sure it works... but why use it?



Marksman 4/0/0/3
Scout *MASTERED!*
Ranger 0/0/3/0
Rifleman 2/1/1/1
CH 1/1/1/1
Pluto9Moon
Thu Apr 08, 2004 3:42 pm
#10

Owen Wrote

"CH's are basic hunters and have limited skill in harvesting so i wouldnt expect them to be able to create an automated harvesting system simply on the idea that they know how to train and handle animals. I would expect this to be in the ranger arena."


Sorry, I guess I have to point out if we are not "harvesters" then there is no way you are handlers. One per barn period. If it was not specifiacally stated: the Darted Creature would somehow go to the Rangers Datapad for resale to CH. That was the offsetting interdependency.


JB Wrote

"BEs want to harvest - 15 sp in scout"


CH's are scouts we have paid the points. We are as in a state of suspended animation as you all are. The rates are all arbitrary some are excess but there are potential excessive penalties. A whole farm could be wiped out. And we have talked of Vitality loss, requiring restocks. Might I add that the current argument for increasing Ranger Harvesting is we do not have the weapons skills that scouts can afford. By the logic in your argument. If you want to loot what scouts loot drop MRng Title and pick up a weapons skill. Logic flows both ways JB. That is aside from the flame. You want it spend points for it.


Jalen and dhcp.


I have no problem with what you stated. It makes sense. I thought the trapping and capturing of pets inferred that the Trap boxes would work and the Darts as well. I am sorry I do not know your current state of profession. I thought in asking for something and trying to give something back we could rationally discuss it, work through compromises. Someplan player led, player developed, and developer coded. And dhcpI do appreciate the maturity. I got one starred on the DE forums. It is an idea. Like it or hate it. That is all I need to know.


In conclusion, I can see the Rangers have no desire for this. We will probably keep discussing it more. Milking/DNA Sampling/Breeding being the pivotal points of the conversation now. For the time being, I am asking to rework the plan without Rangers. It seems most Rangers believe that the idea of trapping is ludicrous so we will trudge on. Thanks for the input, the hospitality. I still extend a welcome to anyone wanting to follow this to check the link at the top. I will not maintain any upkeep here and for those who feel I(we) have overstepped our boundaries, I humbly apologize. And many thanks for helping narrow down Rough Draft 2 in the near future.





Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
dhcpSilicon
Thu Apr 08, 2004 4:09 pm
#11






Pluto9Moon wrote:

Owen Wrote

"CH's are basic hunters and have limited skill in harvesting so i wouldnt expect them to be able to create an automated harvesting system simply on the idea that they know how to train and handle animals. I would expect this to be in the ranger arena."


Sorry, I guess I have to point out if we are not "harvesters" then there is no way you are handlers. One per barn period. If it was not specifiacally stated: the Darted Creature would somehow go to the Rangers Datapad for resale to CH. That was the offsetting interdependency.





We don't want to "handle" them until their carcasses are lying before us awaiting our skills with a hunting knife =P
SeanBlader
Thu Apr 08, 2004 8:33 pm
#12

On the one handI like the idea of taking some of the harvesting load off the rangers hands. But on the other hand I know that's not the way to do it.

To the other Rangers on this forum I have one point to make, never have I seen a Ranger defined under any capacity as that of anything close to a farmer. If that capability were to ever come up I see no class better suited to it than CreatureHandlers.


To the Creature Handlers, I think you're nuts. For the longest time your class was the end-all be-all of overpowered. I've known CH's that would solo on Dathomir, butas a Master Ranger I can't expect to go to the back woods of Naboo and take down a BolleBol lair by myself. You may think that you're stagnant but you're deluding yourselves. If Rangers were the same thing to Graul Maulers as Commando's are to AT-ST's you'd not think yourselves bored, we'd both be entertaining ourselves in the GCW, and we'd both be helping each other go find more mauler babies afterward. As it stands perhaps your biggest problem is that you don't have anything to do. Giving you this ability now, would basically just make Rangers acompletely useless waste of 140 skill points, at least now we can harvest a little better than scouts.


To the developers I say this is a perfect example of why something needs to be done about Rangers. If the ranger class is designed to be a supplier of organics to BioEngineers, Doctors, Armorers, Architects, Medics, Combat Medics, Chef's, and Tailors, then the population of said rangers needs to be more than any ONE of those classes.According to thepoll in another threadyou can count on2 hands the number of non-hologrinding permanent Rangers you have on any one server. To me this says there's a supply/demand problem, that needs to be fixed by having more Rangers in the game. Personally I enjoyed being only of of 3 Rangers I knew on the server, but I didn't enjoy being the one that got meat and hide requests at least twice a day just because I was proud enough to wear Master Ranger. The solution is to make the Ranger profession more appealing, increasing the numbers and making harvesting more worthwhile.




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


dhcpSilicon
Thu Apr 08, 2004 8:51 pm
#13






SeanBlader wrote:


To the Creature Handlers, I think you're nuts. For the longest time your class was the end-all be-all of overpowered. I've known CH's that would solo on Dathomir, butas a Master Ranger I can't expect to go to the back woods of Naboo and take down a BolleBol lair by myself.




Gotta call you on that one - CH hasn't been overpowered since the CL70 patch - sure they could TANK better than anything, but let a pet sit there chewing on a Rancor and see how long it lasts without you firing at the target or healing the pet constantly. And then guess what - those are medic and marksman skills, not CH skills!


As a TKA I can beat the living hell out of anything weaker than an Albatross, so don't tell me CH was ever overpowered =)
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