Ranger Archive

Thread: master ranger idea

zut-oltah
Thu May 20, 2004 11:07 am
#1


if it's already out there then so be it.


want to make getting master ranger woth it.......


how's this.



give master rangers the ability to drop {bone,skin,or meat} harvesters/traps.


make these harvesters/traps take up slots.


use the same system as a surveyor uses to find the larger % values for the resource your looking for to drop this on. this ability would come as the last mod to your/areatrack ability and be granted at master


use the same resource shifts present for inorganic spawns.


make the harvesters/traps made the same way as extractors are now. yes this would have the ranger need to buy this from an architect but think of it as an "in-game" bass pro shop lol. let alone would satisfy SOEs need for players to be co-dependent.


this system would use systems in game that are already established but of course would require some tweaking but dang.....



got an uber spawn of some "craft-specific" organic? ......who the hell are you going to find now?


got that right!



a master ranger.




IMO this would far and away give reason alone to master ranger.

Message Edited by zut-oltah on 05-20-2004 11:09 AM



------------------
ssess | azroth

- U - ...........
Fobik
Thu May 20, 2004 1:32 pm
#2

INCREADIBLE Idea 5 stars



So it will never happen


Love



Glenda


Fred_Skinner
Thu May 20, 2004 1:51 pm
#3

We've been here before, actually. Some are not happy to go the "miner" route, however. I did have an alternative. We craft the whole thing, as a trap. Use it and it leaves only a wp (no lots, no "footprint" to get in the way of others). The trap is then set. We have to "know" what common critters usually populate the place. The server then calcs the likely stuff that gets caught. We com back later and get close to the WP and a menue pops up. The server then figures out, up to a max of 5 days, what would have been caught by the trap, and then *plop* they are on the ground, ready for skinning. You could get your scouting exp that way too.


The trap could be critter specific, or size specific. There has to be more randomness to this then the miners stuff. I use harvestors sometimes, but hunting and trapping is not the same and should reflect this. Maybe I could see a skill, to go with the traps, to determin the migration patterns but it should be innate, and not activated with a "tool" like surveyors.





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


zut-oltah
Thu May 20, 2004 6:50 pm
#4

it doesn't need a tool.


would just be another slection under /areatrack



and if we used the miner route {also hence the /traps after each harvester word use} it would bemuch easier for SOE to impliment since it would use most of the same code already implimented.


by no means is this as thought out as the "outdoorsman" ideas but SOE isn't going to let rangers "drop" anything "in world" without you useing a lot. i honestly don't see the DEVs letting a ranger craft something as complex as this by themselves either. ...be dang sweet though. SOE is determined to have interaction between professions/players and the whole buy your equipment would satisfy their rules for player/player engagement/interaction.



all TRUE outdoorsman/frontiersman would honestly be able to craft traps like this from all naturals but dang we'd be a dang dirty profession besides {and i know RL stuff is secondary to the fantasy} what tracker nowadays doesn't use stuff they didn't make.


i.e. - G.P.S. ,guns, knifes, clothes, vehicles. {G.P.S. is free in game lol.... sweet. like RL we have to buy all the rest to in-game. ..so what's one more even more useful item.}





------------------
ssess | azroth

- U - ...........
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