Ranger Archive

Thread: Materials for The New Camo Kits

dashida
Wed Aug 27, 2003 3:23 pm
#1

From Kromus the TC Ranger:
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The camo paks are needed to perform the conceal command. It's similar to the precision laser knife used by Smugglers in slicing. I had to create my own conceal macro since I didn't see one premade.

So far the pattern for the camo packs has been 3 animal resources (one bone, one hide, one meat) and then a flora resource.

Naboo Camo Kits take:

Nabooian Herbivore Meat, Nabooian Scaley Hides, Nabooian Avian Bones and Nabooian Desiduous Wood.

Talus Camo Kits take:

Talusian Avian Bones, Talusian Avian Meat, Talusian Leathery Hides and Talusian Wild Oats.

Ammounts range from 15 to 30 units. I didn't write that down but can for later reference.

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This will mean that we will have to either pick up surveying or pay an artisan to mine the resource in big quantities. I know the devs are aiming for community and interdependencies between professions but I really liked the fact that Rangers could be very self-sufficient. What I would ideally like to see is the extra flora material needed be a component only obtained by foraging. It would actually give this skill a purpose.

Any thoughts?





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Kashir Moor · Master Ranger · Teräs Käsi

Squeg
Wed Aug 27, 2003 3:33 pm
#2

hey, thanks for the heads up. I have to say, I don't mind the flora resource. Our traps already use metal and chemical ingredients, so it's not like the survey vs. purchase ingredients hasn't come up before. Scouts are the only one's capabable of providing meet/bone/hide. Having to go to someone else for ingredients for a change wouldn't kill us. Of course, I have and hope to maintain survey 4. I feel that traveling the wilderness looking for rare resources is in character for my wandering ranger.
dlpatton
Wed Aug 27, 2003 5:28 pm
#3

I won't mind the additional flora need IF (Big IF), the flora does not have to be regional... eg our traps don't require Talusian Steel.. I had heard (and it makes sense) that camo kits require local habitat resources, but to also require planet-specific resources for flora... PLEASE say it ain;t so.....


-Mala




Please step away from the Jawa beer.... No one needs to get hurt...
Zip_Moonblast
Wed Aug 27, 2003 7:12 pm
#4

I'm fairly certain that all ingredients for the camouflage kits will require planet-specific resources, e.g., Talusian Deciduous Wood. That's pretty much how the whole concept of the kits was laid out, including the warning that acquiring the materials for the kits for Endor, Dathomir, etc., could be challenging.


I'm not too worried about it, myself. Most (though not all) of our adventuring on the really hard planets will be in groups. "Oh, hey! You're a ranger? Cool. [to others] We got a ranger! [to ranger] Welcome to the group, can you camouflage us all?" "Sure, be happy to. I just need some Endorian Deciduous Wood first, so if one of the artisans among you could help me out with that, we'll be all set..."


In short, if large groups wantyou to provide them with concealment, it seems perfectly reasonable to ask them to help out with supplies, if like many of us you are a ranger without 15 points available just to get novice artisan. I think supply and demand is going to work in our favor on this one.

Jaled-bare
Wed Aug 27, 2003 7:20 pm
#5

This disappoints me.


I already have to go shopping for metal and ploymer, and now I have to add flowers to the list. I started on typing up a small rant on the ingame costs and constant running of missions just to be able to afford the things you need, but I'll spare you. Suffice it to say I'm not happy with not being able to provide the item myself.


Dashida's idea about a foraged only item is an excellent one andI hope they implement it, rather than make us more dependent on others. Rangers should be the most self-sufficient class in the game. Ok, back to my trapping.

Jaled-bare
Wed Aug 27, 2003 7:26 pm
#6

Zip -


but how many people in a combat group on Endor are going to be A) artisans and B) have Endorian decidous wood on their person. I have severe doubts as to the availbility,other than buying it overbazaar or a vendor. This is why I would much favor the foraged item over this concept. It could be a planet specific item... "Hey ranger, camo us up."... "Hang on a second i've got to forage up some more furr-cle onions to make kits.." - perfectly fine with me. But to make it something that we CAN NOT aquire while out in the wild, I take issue.

Cidem_Relaeh
Wed Aug 27, 2003 8:31 pm
#7

Can't we just smear some foraged grubs on ourselves or something? I agree the flora component should be replaced with a foraged item, maybe something new, something that isn't super common but definitely not ultra rare. I don't think camo/conceal is intended so everybody and their brother will be "hidden" now. It should be a nice bonus for rangers, and maybe even a money making proposition (and a desirous skill for grouping...not that I group much anyway though, or want to).


Even if it *does* require Flora once it goes live, I'm glad I've got some artisan skills.




Cidem Relaeh <ODD>
First comes smiles, then lies. Last is gunfire.

Imperial Colonel
Pistols Expert - DGM Curator

Zip_Moonblast
Wed Aug 27, 2003 8:41 pm
#8

I do see your point, Jaled. Getting materials for field bases is not a problem, because they'll take any polymer and any metal. Getting a planet-specific resource that crafters are not already bothering to collect could end up being a problem. If we're the only ones who ever need Lokian flower fruit (or whatever), we won't be able to generate enough demand for it on our own for crafters to regularly go to the trouble of harvesting large quantities and putting it on the bazaar. We just won't burn through it like crafters and medics do with their resources.


Still, this problem is not a fait accompli in my mind, so I'm willing to at least give the system a go for a bit. If after several weeks of trying the system a majority of rangers have a lot of trouble getting the materials they need, we can still submit the issue back to the devs for a change.

Nikolai_Xavierov
Wed Aug 27, 2003 8:52 pm
#9

I'd rather be able to be completely self-sufficient than have to buy resources or mine them myself. It kind of defeats the purpose. Im going Ranger Rifleman and I wont have points to take up surveying and I really don't want to move harvesters from planet to planet just to be able to make camps This doesnt bother anyone else? Or do the resources required to make anything in Ranger craft go for pretty cheap? Like can I get enough of each resource to last me awhile for a relatively decent price? If so, any other details on price etc?



--------------------
Over and Out,
Xavierov
Jaled-bare
Wed Aug 27, 2003 9:04 pm
#10








Nikolai_Xavierov wrote:


Im going Ranger Rifleman and I wont have points to take up surveying and I really don't want to move harvesters from planet to planet just to be able to make camps






echo that, I have the same plan. that's why I'm so skiddish about this idea. it's the inability to provide for myself without artisan skillsthat worries me. even so, if that's the way it is, we can give it a try. My strategy will probably be to buy a large amount of all resources on bazaar and then borrow a factory and make crates of everything. we'll see how it turns out.
DeltaXi65
Wed Aug 27, 2003 9:29 pm
#11

Guys,


This just gives you an incentive to make friends with an artisan. Let's not knock it til we try it.


B




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Fugue
Wed Aug 27, 2003 9:34 pm
#12

Aye, I agree with the general con non-Ranger-havestable ingredient sentiments. I understand the intent to create/maintain inter-class dependencies, but to echo Jaled's point, we should be the most self-sufficient class, IMO.

That our field bases already require the large amounts of metal/polymers that they do is vexing enough. I luckily have Survey 4/Engineer 4, but I can't keep them for long, and I try to steer clear of cities as much as possible.

To require Artisan ingredients in our more high-end items is more or less fair enough (i.e. field bases--use only as absolutely needed), but I'd like to see this notion employed with moderation.

Don't strap us with high non-Ranger resource costs just for the sake of doing so-- charge them as reasonably dictated by the object in question.



~Halbarad GreyMouser, Ranger/Rifleman, Naritus
~Hagerin GreyMouser, Doctor/TK; Naritus
Rassylon
Wed Aug 27, 2003 9:38 pm
#13

As a ranger myself i understand what many are saying about the resources but other starter classes are also dependent on other classes as well the medic would have to be a scout and an artisan to be totally self sufficiant and weapon and armorsmiths are always in the market for hides. If you want to be totally self sufficient then i say all classes should be that way also, then we will be seeing posts on how poor the economy is and no one will be trading materials any more. I ask youis this what you wish the game to come too ordo you truely believe the devs are being unfair. If anything the cost of material should very low for single person kits and high if and believe it was mentioned about on group kits.



Warning this is not a flame but a rebuttle Have a Nice Day

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