Ranger Archive
Thread: Question: Why can not traps and camping kits be experimented on?
Why is there no experimantion bonuses on camps and traps.
Why couldn't a Artisan/Ranger be able to increase the bonuses the are on a camp? (ie increase the heal rate, protection rate etc.
Why couldn't a Ranger/Scout fiddle with his traps to make them work better against a type of creature, or increase the 'charges' on a trap.
You could put +25 into each of the Scouts Camping and Trapping trees (+5 per level, +10 (+5,+5) Master) and in the Ranger Frontier and Trapping put the other +25's.
Von,
These are all good quetions, and we don't have answers for you.
They are all things that we'd like to be able to do.
B
You can experiment on them but it uses artisan experimentation points as far as I can tell.
I have novice artisan (for survey tree, no other boxes) and I get 1 whole experimentation point on traps.
This has been my pet peeve with scout/ranger ever since I first played the class in beta. Hopefully someday it will be fixed.
Along those same lines, at this point I don't think that having a higher quality on camps/traps actually *does* anything, which would make experimentation a waste anyway. I would like to see traps have duration and quantity ratings that could be maximized by using better materials and experimentation. I don't think that our experiment points should be shared with the artisan profession, but should come from our trapping, and possibly survivial/frontiering line(s). I am uneasy about having quality ratings for camps tied to heal rates, but maybe having a connection to auto-disband time would be allright... I dunno.
Deoka,
When you create a camp at a terminal with a driod/weapon/general kit you do enter a 'semi' experimentation field.
I am a human Master Artisan / Ranger-in-training and all I get is 1 point in experimention. (Which I believe comes from the +15 for being a human rather than any bonus from Artisan skill) - I'm guessing your human?
When you craft the item, the resources you use only add towards a bonus of durability rather than into experimentation, so when you come to spend your 1 point it can only go into durability - even then doing so brings up a 40-60% failure warning.
I would love to be able to increase the amount of charges my traps have, similar to I can with things like Droid Batteries, giving better/long term usage out of the item.