Ranger Archive
Thread: Curing, Tanning, Preparing Hides/ Meat/ Bones for selling.
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AgonThalia
Tue Apr 06, 2004 2:49 pm
#1
Im sure that this idea has been suggested before, however I have never seen it.
My suggestion is that maybe there can be a crafting process unique to ranger so that we can prepare the hide, bone or meat for sale.
For example.
Tatooine Wooly Hide
OQ: 800
SR: 798
DR: 600
I would harvest 20k of this particular hide. In the tradition of some of the greatest outdoorsmen and survivors, we would have a unique knowledege to prepare the hides, meat and bone so that they would be of a higher quality than they are naturally.
I would insert the hide into the Tanning crafting station, and through experimentation on the stats of the hides, meat and bone, I could raise the OQ, the SR or other stats that I would want to raise.
The number of experimentation points increases as we progress the ranger skills. Lastly I would hope for some SEA's to add to this skill so that we could truly create some extraordinary resources.
My justification is that we as rangers would have the naturalistic knowledge of Field Bio-Science (brings back memories doesnt it
to modify the existing resources to make it tougher, filter out the impurities, diseases, parasites for the result of presenting our clients with a very high quality resource.
Takign the example of the Tat wooly hide,
through experimentation, I could increase the stats to
OQ: 900
SR: 840
DR: 600
Think of it as "slicing" organics
My suggestion is that maybe there can be a crafting process unique to ranger so that we can prepare the hide, bone or meat for sale.
For example.
Tatooine Wooly Hide
OQ: 800
SR: 798
DR: 600
I would harvest 20k of this particular hide. In the tradition of some of the greatest outdoorsmen and survivors, we would have a unique knowledege to prepare the hides, meat and bone so that they would be of a higher quality than they are naturally.
I would insert the hide into the Tanning crafting station, and through experimentation on the stats of the hides, meat and bone, I could raise the OQ, the SR or other stats that I would want to raise.
The number of experimentation points increases as we progress the ranger skills. Lastly I would hope for some SEA's to add to this skill so that we could truly create some extraordinary resources.
My justification is that we as rangers would have the naturalistic knowledge of Field Bio-Science (brings back memories doesnt it
to modify the existing resources to make it tougher, filter out the impurities, diseases, parasites for the result of presenting our clients with a very high quality resource.
Takign the example of the Tat wooly hide,
through experimentation, I could increase the stats to
OQ: 900
SR: 840
DR: 600
Think of it as "slicing" organics
JBMat
Tue Apr 06, 2004 2:55 pm
#2
Yanno, this just solved the "why can't we harvest better quality stuff" questions.
The process would take X amount of hides/bone/meat... we plug in the experimentation points, then we get out "X minus" amount of better resource. Machine quality, your city status, other variables could all affect the outcome amount, not a big percentage, but you have to lose something to gain something.
Purely freaking brilliant.
JB
dhcpSilicon
Tue Apr 06, 2004 2:56 pm
#3
You're right, it is an excellent idea, and it has been suggested in a variety of ways before. The problem is in the way the resource data works in SWG.
Each resource that spawns is given a unique name and stats. To be able to increase the stats, you'd have to add a new resource, essentially. Then you've got any number of Nabooian Leathers at a time, for example. I think this would only serve to confuse most crafters, as they'd have to ask for the resource of a particular quality, rather than by name. Also, the database may not be able to support the system at all.
Fred_Skinner
Tue Apr 06, 2004 3:00 pm
#4
Tricky, and we also discussed why before: the engine just isn't built that way. Nice idea tho.
I also wish we could sell our hide/meat/bones from a "cabin" like they did in the days of the Mountain Men.
AgonThalia
Tue Apr 06, 2004 3:06 pm
#5
If I take the resource named "widget" Wooly hide, and then I would put 20k into the tanner, I would get 15k (depending on a lot of variables) of resource then named "widget/Draknev"
This is just off the top of my head, and im sure that there are a lot of better ideas about how this would work with the resource name, but this is something that I would really enjoy trying to do.
This would open a huge avenue of opportunity that we havent really explored in the game.
Keep this idea fresh, pick it apart and lets try to make it a cohesive one
thanks again
This is just off the top of my head, and im sure that there are a lot of better ideas about how this would work with the resource name, but this is something that I would really enjoy trying to do.
This would open a huge avenue of opportunity that we havent really explored in the game.
Keep this idea fresh, pick it apart and lets try to make it a cohesive one
thanks again
dhcpSilicon
Tue Apr 06, 2004 3:06 pm
#6
Thought about it some more and a stroke of brilliance hit me - how about new items that ONLY a Ranger can craft, that are used in things? For instance, armor could use regular old leather OR "cured leather" (a crated item rather than a resource stack)that only a Ranger could produce. It would certainly promote more class interdependency. The idea could extend to BE, Tailor, Chef, Medic classes, and so on.
AgonThalia
Tue Apr 06, 2004 3:09 pm
#7
Silicon...
Thats amazing...that might work, it would still be wooly hide that crafters could use, its just a unique item made by a ranger from the hides that we collect.
good one silicon,
Thats amazing...that might work, it would still be wooly hide that crafters could use, its just a unique item made by a ranger from the hides that we collect.
good one silicon,
dhcpSilicon
Tue Apr 06, 2004 3:22 pm
#9
Yeah, it'd have to allow for slots to accept *either* 200 units of leather *or* 5 tanned leathers from a crate. Not sure *that* can be coded either, but it would sure help us out.
777erc wrote:
Great ideaCrate size would have to be huge though like 5k
Ookla_mok
Tue Apr 06, 2004 3:34 pm
#10
I really love this idea. This would definately add a fun new element to the game on a whole.
-Ooklamok
Master Ranger
Member of Valcyn Antarian Rangers
-Ooklamok
Master Ranger
Member of Valcyn Antarian Rangers
777erc
Tue Apr 06, 2004 3:43 pm
#11
Perhaps we could require this process to use camps instead of factories
Calculus_Entropy
Tue Apr 06, 2004 3:49 pm
#12
Keep talking guys, this may have some potential to be looked at. I know that in the Beta a Refiner profession existed, but they dropped it for a reason which I don't know (probably database clutter from the different resources). I will fish around on the Corr Forums for some info
.
Terinati
Tue Apr 06, 2004 3:57 pm
#13
This is an awesome idea. Unfortunately I have no further input.
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