Ranger Archive
Thread: New Idea for Scout/Ranger Traps: Meat/Hide/Bone harvesters
- Harvester Traps and Migration Tracking Tool schematics and certification (Ground Traps and Fishing Weir)aregained at Master Ranger (to disuade "dabblers").
- The Migration Tracking Tool is used in the same manner as other Survey Devices to determine areas of concentration for a planets current organics.
- Harvester Traps come infour varieties; Bone, Meat and Hide Harvesters as well as a Fishing Weir that can harvest Fish, Mollusk, and Crustaceans.
- Harvester Traps are single use only. Once they have produced a predetermined amount of resources (experimental: suggested cap of 5000 units) they cease to gather more and begin taking damage until, either emptied by the trapper or destroyed by "neglect".
- Harvester Traps must be "maintained" in a similar manner as other harvesters, except they are fueled by meat and/or floral bait.
- Harvester Traps have a very low extraction rate (experimental: suggested cap of1000 units/ 24 hrs.) and the resources cannot be gathered from the trap until it has run its full course.
- Each Harvester Trap requires one Player Lot to be placed.
Have it ensnare a Wild Beast.
So you plant one down, and you get a control device in your invientory. After 5 minutes or so, you get a notification that your trap is "full" and you go back to check it out.
Some kind of carnivore is stuck in it. Make it fairly random what kind of critter you get. Maybe it's a Rancor, or maybe it's a crazed durni. But you still have to go kill it.
icarus-uk wrote:
I like the idea, but it removes the need to go out hunting. You could just find a planet with good avian, put down as many traps as you have available lots (and if you're a ranger, you probably have alot of lots spare) and just wait till you get that avian meat. Sell the meat and repeat on another planet.
That's certainly an issue, but personally, anything that reduces the amount of grinding that one needs to do is a good thing. Also, the total yeild vs. cost to run of these devices could be made so that it is always more lucrative to actually hunt, even if all 10 lots are being used.
My 2 cents: In a game based on a futuristic, technologically advanced civilization, Ranger should be a combat-related profession more so than a "wilderness" profession.
Ranger "traps" should be booby traps.
Ranger should have a rifle weapons line, similar to BH carbines and pistols
Ranger should have a concealment skill -- an ability to conceal himself and others to launch ambushes.
Meat should come from farms, or BEs.
But that's just my opinion, and I recognize that others feel differently.