Ranger Archive

Thread: Ranger Harvested Items better than Scout Harvested Items Idea

AlbinoWookiee
Fri Aug 15, 2003 3:29 pm
#1


We all know that there are a ton of scouts in the game because of Elite/Hybrid profession requirements. The market is flooded with cheap hides, bone, and meat because of this. Making training in Field Bioscience just one of those things you have to do in order to get Master.


Why not make it so that Field Bioscience raises the quality of hides, meat, and bone when you harvest them. A Ranger should be more skilled at harvesting these items and therefor be able to dress them in a way more skillfully than a Scout ever could. Thus ending up with a higher quality final product.


This could work in the same way Terrain Negotiation works with crawling while prone. After a certain point additional points into Creature Harvesting will start increasing the attributes of harvested items.




------------------------AlbinoWookie
I can RP for free.

I can PvP for free.

For $15 a month I want content and adventure!
(uber loot is not content.)
Ypiana
Fri Aug 15, 2003 6:04 pm
#2

This is a great idea.


Anyone who skins an animal or preserves the meat or bone has to be skilled to do it.


Otherwise the item turns out to be crap.


Maybe there could be a base overall quality that is modified when a person takes the hide.


Stuff from masters will keep the quality 100%, but stuff from novice scouts will be of far less quality.


Makes sense but then again you could pretend this happens when rangers harvest more of the quality item than scouts, now that I think of it.


-- YP




I killed my parents... You're next!
/godmode 1
Rushakra
Fri Aug 15, 2003 11:22 pm
#3

I don't code for the game, but I don't see how that's viable. Increasing the attributes on an existing resource because of skill levels would make stacking quite difficult, I would assume. So, instead of allowing Rangers (or Trandoshan Master Scouts, as the case may be) to 'increase' the quality of harvested items on pull, why not create an entirely different resource class?



As I moved up in Harvesting skills, I noticed that when I'd harvest hide from a rock beetle, it would frequently split into two or even three different groups, all of them having a different resource name and attributes. Sometimes better in one field, sometimes worse in all aspects to what I could gather at Novice Scout. 'Elite' resources that can ONLY be harvested at certain skill levels, and could vastly improve on products by not only having higher attributes, but giving special bonuses.



As a Wookiee, I'd really like to get my hands on some kind of clothing that would protect me from damage. Those vests look pretty thick and sturdy.. do I have to hunt down a Bio-Engineer and tear his arms from his body and beat him senseless with them until he starts cooperating with the local Tailors?




Krukashawrrl
Novice Ranger
Mos Eisley // Starsider

"Sonic Pulse.. pull string, th- *BAAAANG!*
WHAT? SORRY, I CAN'T HEAR YOU. SHAZBOT!, IS THAT A KRAYT?"
AlbinoWookiee
Mon Aug 18, 2003 10:50 am
#4

Ypiana wrote:


"Makes sense but then again you could pretend this happens when rangers harvest more of the quality item than scouts, now that I think of it."


Harvesting more of an item isn’t the same as harvesting higher quality of the item. Harvesting higher quality would be much more beneficial to the Ranger profession.


Rushakra wrote:


"I don't code for the game, but I don't see how that's viable. Increasing the attributes on an existing resource because of skill levels would make stacking quite difficult, I would assume. So, instead of allowing Rangers (or Trandoshan Master Scouts, as the case may be) to 'increase' the quality of harvested items on pull, why not create an entirely different resource class?"


Actually it’s easy and straight forward coding. And it wouldn’t make stacking any more difficult. Instead of harvesting item X with low attributes you’d be harvesting item X with improved attributes that would all stack together. The percentage the resource attributes would be raised would be static, not random. The only times you’d have multiple stacks of the same resource are when there was a resource change or when you raised/lowered your skill.


As for stacking the same resource with different attributes. If you haven’t noticed, when there’s a resource change, sometimes, you already run into this situation. Resource attributes are not static. It’s possible to already have one resource with two different sets of attributes in your inventory. Two resources with the same name and different attributes don’t stack.




------------------------AlbinoWookie
I can RP for free.

I can PvP for free.

For $15 a month I want content and adventure!
(uber loot is not content.)
AgarAwohis
Mon Aug 18, 2003 11:48 am
#5

rush is right...anyone who has ever coded in C++ knows that that task would take so many levels of code its not even financially,time, and basically not important. that is why ALL resources are simply shifted every once in a while and given a new name. that makes it 1000000000 times easier to program (not that its EASY) and still gives enough emersion to have a gamer say "well these animals give good hide lets hunt them."


Your idea rules....i would totally love to see that....but its like waiting for someone to crack the government super code.




Agar Awohis
--------------------------------------
Pvt. FoE Army

TKM
Bounty Hunter
Fred_Skinner
Tue Aug 19, 2003 12:24 am
#6

I think we covered this before. You missed the "specials" harvest where each animal above a certain "level" has a unique resource that makes, say, fantastic buffs or heal ability (pharmisuticals) or a venom or some such thing. Also, I feel at the higher levels of harvesting a single ranger should be able to get more resources (hide and meat, not more hides).


But I can wait, there are far more critical fixes that are needed elsewhere.




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


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