Ranger Archive
Thread: NEW IDEA CREATURE TRAP harvister. *EDITED*
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Narut0
Mon Oct 25, 2004 5:33 pm
#1
Idea for a breeding pen. you have hunt for two types of animal of the type of hide/bone/meat/milk you want to harvist and you basicly capture a one male and a few females (could be one male and loads of females) now heres the catch each female has a fertility persentage IE the chance of it produceing offspring. the higher the raiting the more offspring the female produces.
now heres the next part of the bonus Male are given a Alpha stats persentage the higher this persentage the bigger the creatures will become & the more resorces come off of them. so say you have a female with fert 10% and a male with alpha 99% your offsping will be low but your resorce quantaty from each calf will be higher. the persentage values will be 50% normal offspring value of spawned creatures.
now also as a bonus these creatures become tameable but to make good pets (100% good) you need 100% alpha male and 100% fertile females.
the offspring produces can be then sold as pets or used in a new rance as an male or female part of the breeding pen.
to capture a wild animal you need to craft a Cage trap that needs to be set in or around the area of the creature you would like to capture. each trap has a capture ratting that can be experemented on and a stringh ratting same applys for this
the higher the capture ratting the more chance of capturing a wild animal becomes. when you capture an animal it becomes contained in the trap untill you collect it (say you resive an email telling you your trap has court something.)
you must then collect your trap with the animal inside it and take it to the breeding pen. and release it in to the pen.
then you must collect outher animals
now to get the right animals in the trap you need to forrage for food of a perticuler type so it can be baited However some creatures go for made food more then there own type.
you would need to bait the traps for creatures how ever you could capture a diffrent type then you actualy wanted so you would.
Each trap is single use only and you need to add the food at time of crafting the trap. it will take time to know what food is best for what creature over time.
back to the Pen
each pen takes 1 lot like any harvister or factory and must be placed like any factory you need to also give it matinenc money and power as all. but also you will be required to add flora or meat depending on the type of creature. this will become a groth bonus to each offspirng in the pen. once your offspirng are of age they can be pulled out of the pen as adluts but are not tammeble as pets.
Each pet will be produced as a single pet item (serial numbered as such too.)
they will have the current spawn stats no matter what the perents stats are. the perents will have a life expectance and will only live for as long as this dose.
when the creature dies you must replace it with a new creature. (note you can not use offspring of the same famaily)
i got a few more ideas i want to think about too. but i will not post them just yet.
now heres the next part of the bonus Male are given a Alpha stats persentage the higher this persentage the bigger the creatures will become & the more resorces come off of them. so say you have a female with fert 10% and a male with alpha 99% your offsping will be low but your resorce quantaty from each calf will be higher. the persentage values will be 50% normal offspring value of spawned creatures.
now also as a bonus these creatures become tameable but to make good pets (100% good) you need 100% alpha male and 100% fertile females.
the offspring produces can be then sold as pets or used in a new rance as an male or female part of the breeding pen.
to capture a wild animal you need to craft a Cage trap that needs to be set in or around the area of the creature you would like to capture. each trap has a capture ratting that can be experemented on and a stringh ratting same applys for this
the higher the capture ratting the more chance of capturing a wild animal becomes. when you capture an animal it becomes contained in the trap untill you collect it (say you resive an email telling you your trap has court something.)
you must then collect your trap with the animal inside it and take it to the breeding pen. and release it in to the pen.
then you must collect outher animals
now to get the right animals in the trap you need to forrage for food of a perticuler type so it can be baited However some creatures go for made food more then there own type.
you would need to bait the traps for creatures how ever you could capture a diffrent type then you actualy wanted so you would.
Each trap is single use only and you need to add the food at time of crafting the trap. it will take time to know what food is best for what creature over time.
back to the Pen
each pen takes 1 lot like any harvister or factory and must be placed like any factory you need to also give it matinenc money and power as all. but also you will be required to add flora or meat depending on the type of creature. this will become a groth bonus to each offspirng in the pen. once your offspirng are of age they can be pulled out of the pen as adluts but are not tammeble as pets.
Each pet will be produced as a single pet item (serial numbered as such too.)
they will have the current spawn stats no matter what the perents stats are. the perents will have a life expectance and will only live for as long as this dose.
when the creature dies you must replace it with a new creature. (note you can not use offspring of the same famaily)
i got a few more ideas i want to think about too. but i will not post them just yet.
Message Edited by Narut0 on 10-26-2004 04:30 PM
SolrFlare
Mon Oct 25, 2004 5:42 pm
#2
The creature handlers have had a farm/breeding proposal for quite some time actually. At times with concepts that have generally displeased Rangers. I don't really know what the current status of their proposal is, but I do think if the devs ever add such a thing, it has to go to CHs.
Capturing/controling animals is their domain. Ours is hunting them and dealing with them in their natural environs.
LowbaTherf
Mon Oct 25, 2004 7:29 pm
#3
well, it would be cool if rangers caught them and then sold them to the farms...
RonneLykell
Tue Oct 26, 2004 3:24 am
#4
I think a simple idea is the best.
Make an item called "a trap" and treat is much like you would a harvestor...
Pay maintenance on it and leave it to "trap resources". Come back later and collect said resources.
It only makes sense.
Somehow my American ancestors had the technology to do this with beaver in the 1800's...strange we can't figure out how to do it in whatever century this game is set in.
Just a P'd-off armorsmith tired of paying 100:1 for wooly hides, assuming people are even interested in 100:1 anymore...doubtful. Seems to me they'd rather just hoard good hides for mark-up later.
My alt's a ranger, though 
Owen-Lars
Tue Oct 26, 2004 4:52 am
#5
Yes we had a large thread a few days ago about auto mated harvesting etc in its various forms and i think most who would accept this type of harvesting would prefer it to be in the form of a trap or well thought out farm idea and most definatly in the ranger profession.
If the devs turn us into pathfinders and stealthers then fair enough, CH's can have it but if not and we stay hunters then im afraid it makes more sense for rangers to have this.
JBMat
Tue Oct 26, 2004 4:58 am
#6
Ok, it's Breeding, not breading. Breading is what you put on pork chops and veal.
Second, who wants to be a freaking farmer? Go play Sim Farm... get poopy on your boots. I kill 'em, I don't raise them.
Third, tame my happy butt, see number 2, killing and harvesting is our game.
Suggest you read old posts and do searches. Stops a lot of flames
JB
MrSensitive
Tue Oct 26, 2004 5:58 am
#8
As a former MCH ranger wannabe I have some input here.
Raising/Breeding Critters _should_ be a CH only deal.
Getting resource from these creatures _should_ be a Ranger only deal.
Ideally the concept of a corral/breeding pen would allow a totally ineffective combination of Mranger/Mcritter Handler to make a respectable living. On the other hand two people (One CH and One Ranger) could make it work as well.
Ranger builds coral/pen
CH captures babies for the structure
CH feeds grows the critters
Ranger autoharvests milk etc...and has the option to butcher the animals for a high % yield.
CH can cross breed _close_ species
BE's can sample DNA from the offspring of these.
This is a skeletal outline of the idea but it has really been flushed out nicely in the CH forums, along with many other clever ideas that will never be implemented.
Phenix1050
Tue Oct 26, 2004 6:07 am
#9
Okay, to the original idea:
have to agree with JBMat. Creature handlers are more farmers than us. I get paid to leave my house and go kill stuff. But that's only when I want to. I can hunt for the pure thrill of killing a big animal (which is probably the greatest joy in the game for me). Who the heck wants to sit around and watch gualamas breed? Besides, CHs have more of a claim to this than we do seeing as how THEY can get animals to follow their commands. What skill tree in Ranger makes us breeders? Besides, I don't want to sit in one place-- I want to LEAVE civilization, not be a freaking milkman. Scouts and Rangers can get milk, yes. But that doesn't make us farmers. Farmers raise and breed animals and collect milk in large quantities. A scout can collect small amounts, but in the WILD. This idea has come up approximately 8, 000 times now, and I still think it's not what a survivalist would do. I can see a "farmer" proffession where eggs and milk are produced in greater quantity (but not meat, bone or hide---that's still our job). But it should be seperate from Ranger...not a part of it.
As to the person talking about traps that collect resources:
Your ancestors never had an automated skinning system. They had TRAPS...meaning the animals was TRAPPED. The rabbit didn't get skinned by the trap. The person had to do it themselves. In a similar way, traps should do a certain amount of damage to a creature and root it to the ground. Small animals will get killed, yes, but you should still have to harvest the corpsesyourselves. Bigger traps will do more damage, but I still don't think ANY trap would kill a rancor. Any automated harvester system removes danger and therefor makes the proffesssion easier for dumber people. Hmmm....do I go out and hunt Rancor, or do I drop as many glorified resource harvestors around the OP as I can? You can be a master Doc and a novice Ranger. How many autonomous docs do you think we'd get if they didn't have to buy the resources? *edit note* I just double checked this, you can be a doctor and have 7 skill boxes in Ranger (in two trees). This makes it even worse.
Besides, if we get insta-kill traps (which is what an automated harvestor would have to be...meat doesn't grow on trees as Nuckman once said) and every other proffession will cry "nerf", especially when the Combat Update rolls around and people can't solo level 100 animals anymore. And they'd be right. No single trap should be able to kill a big 'ol Rancor. Heck, your ancestors in the 1800's still had to kill big animals like bears. Bear traps don't kill, they bleed the animal to make it weak, and they trap it to the ground so the hunter can kill it more easily (oh, and my Star Wars trivia side has to point out that technically, Star Wars more than likely took place before the 1800's, not after).
Basically, these two idea (automated harvesting and farming) are the two ideas I would least like to see implemented because rather than give us a larger role in the game, they serve only to reinforce that we are little more than resource monkeys. I like to hunt. A lot. I don't like feeling like a slave to the market. Popping in-- "ooh, I have to go check my harvester now". Yuck. "ooh, I have to go to the farm". Blech. When I come in, I want to go: "well what can I do today?", not have to go to different planets to check harvestors or farms. I'm a hunter, not a damn artisan.
Message Edited by Phenix1050 on 10-26-2004 09:12 AM
Owen-Lars
Tue Oct 26, 2004 7:20 am
#10
I think the trap idea would work. As the other discussion moved on the idea popped up that the trap simply stores a certain corpse inside it. At the end of the say etc all you need to do is go to the trap, and harvest the individual corpses. You would be doing the harvesting, your mods would be taken into account and it would feel so much more like a trap than an automated harvester.
The set up would go something like this:
- Master Ranger places <insert name here> trap
The trap would take up one lot and perhaps only last for one gaming session, perhaps when you log it disapears or maybe it could last for a couple of days.
- Master Ranger access the trap via the radial and selects what creature from a list (list contents detail the creatures currently spawned within 500m under level 50)
The traps acts like a personal corpse spawn generator in a system sense. It finds out what <lvl50 creatures there are in your area track range and allows you to select which ever one you want. After you have selected, based upon the quality of the device and site quality (perhaps found out using a device or tracking skill?) it starts to trap (generate) the animal you selected.
- The Master Ranger adds the required ingredients which consist of a wide range of foraged items and even fish meat from that planet
The requirements are needed to give you the option to start the trap up. The items needed are used as lures, bait and toxins to attract and kill the beasts. These requirements should be easy enough that the experienced ranger will know where to get them but hard enough that it will require work and time investment to set the thing up. This limits its mass apeal and plays into the hands of the hunter rather than the part time ranger.
- The corpses are stored within the device and accessible by the ranger
The corpse are stored within the devicein a very large corpse hopper. The size of the hopper is determined by the quality of the materials usedand the experimentation.
The idea is that the ranger comes back to the trap after the hunting session or once it is full to harvest the critters inside.
- The ranger harvests the goods
The ranger stops the trap and goes to the harvest option via the radial menu then harvests whatever part he/she wants from the critters that have been collected (meat/hide/bone). Once the ranger has selected what organic the amount is deposited in his/her inventory.
In this set up the ranger would still have to go out and hunt and forage in order to make the trap, /areatrack to find the beast, place the device in a good spot, hunt/forgage to supply the trap and then head back to it later. I dont think it acts like an automated harvester but more as a hunting tool in that it makes you use your ranger skills to set it up and get it running and then maintains a hunting type function once you leave it to do its thing.
Narut0
Tue Oct 26, 2004 8:29 am
#11
what about bait and Poison in the trap one to lead it in to the trap and the next would be effectiveness in killing the creature.
the higher the poison sub component the higher lvl of creature that can be trapped
Baiting the trap would have two types of bait foraged bait or crafted bait that will atract only one type of creatre. IE carnivor herbivor avian wild insect or so on.
the poison would need to be experemented by a ranger to increase effectiveness and would require natral venoms and poisons or you can buy Combat medic poisons (deseases will increase the CL of trapped creatures but lower the quality of the harvist)
this needs a brainstorm tbh
the higher the poison sub component the higher lvl of creature that can be trapped
Baiting the trap would have two types of bait foraged bait or crafted bait that will atract only one type of creatre. IE carnivor herbivor avian wild insect or so on.
the poison would need to be experemented by a ranger to increase effectiveness and would require natral venoms and poisons or you can buy Combat medic poisons (deseases will increase the CL of trapped creatures but lower the quality of the harvist)
this needs a brainstorm tbh
Calculus_Entropy
Tue Oct 26, 2004 8:52 am
#12
You could always use CM poisons to create interdependancy...
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