Ranger Archive

Thread: A device that draws specific creatures to it.

CapnKill
Fri Feb 06, 2004 12:48 pm
#1

I used to play a game a long time ago called Operation Overkill... in that game you could get a device, which you shoved in the ground. It emmited a signal through the ground which attracted a specific creature to it..



This is kind of like the Camp increasing spawn rate, but not completely the same.


Lets asume you want to draw slice hounds to you. You have to use the bone, hide and meat that a slice hound gives off in order to build the device. And maybe some metal and other non organic components.


Then you plant the device and leave... perhaps after a couple of hours....(maybe this could be skill dependent), slice hounds would start showing up...


This could also be territorial... you'd have to plant the device within a certain range (once again, could be skill dependent) of where slice hounds usually hang out. So if you planted it at the top of some mountain, you probably aren't going to be very successfull.


A good resource hits, and you know the type of animal you need to hunt for it. Go around the planet and plant 10 or 15 of these things, and come back later to do your rounds...


Perhaps the highest level version of the device would spawn 30 or so ..


So I guess it would basicly be an artificial layer of sorts.




Darniaq
Fri Feb 06, 2004 2:08 pm
#2


Ah, I think I get it.


It's one of those traps that a hunter leaves in the wilderness for a bit of time, and then checks it every so often to see what the "take of the day" is. Just for the "is it Star Wars" crowd, it sounds like a variant on the Ewok trap that got Chewbacca et al in Episode 6.


Unfortunately, as you've defined it, I don't see the Devs going for it. It's basically an Organic Harvester. We can already do that to a degree, but not really with the ability to harvest a great amount of resources. Organics are supposed to be rarer than their inorganic kin. Your idea could make for worse inflation, driving down the organic CPU and increasing order quantities to such a degree that you're basically required to use this trap. And then you're not really a Ranger anymore. You're an Organic Miner


I think it's definitely technically feasible. Harvesters don't actually harvest. They calculate the time between now and the last time you were there and estimate how much it should have drawn based on Base Extraction Rate, hopper size and percentage of the vein. Then they give you those values when you open Operate Machinery. This Trap could do the same. If you want to watch it do it (like watching a Windmill turn... it only turns when you're in view), then it could just run scripted events to show it working.


But having said that, I think I still prefer a trap that works with actual hunting instead of one that replaces it.


Just my thoughts




_____________________________________________
darniaqkihoge
Galentech Industries · Darniaq.com
Bounty Hunter to the Stars!
Eclipse


CapnKill
Fri Feb 06, 2004 4:00 pm
#3

Allright allright... just trying to make our ranger lifes a tad easier


We could make it a master ranger type thing


AgonThalia
Fri Feb 06, 2004 4:07 pm
#4

there is definately a good idea in there...

Im opposed to meat/ bone/ hide harvesters because that really takes the fun out of hunting and areatrack.

although, i really like the lure idea a lot



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

CapnKill
Fri Feb 06, 2004 4:30 pm
#5

I'm definetly open to suggestions... I don't really present my ideas as well as I could, so if anyone has any tweaks they'd like to add, then I'm all for it


One thing a frined mentioned is that the .. ehh. .let's call them "thumpers" would have to take up lots... so you had a limit as to how many you would place..


It is better than just harvesting.. i mean, you do have to go there, and kill the critters that got drawn to your thumper.. so it's not necesseraly a walk in the park... it just gives us some guaranteed spawn points... granted, with a limited number of spawns. Just makes us more efficient at what we do.


I also never really notice prices dropping that much.. people always need the good stuff, and they are always willing to pay top credit for it. They might not pay as much when it's available, but if you wait two weeks when the good stuff goes away, then you'll definetly get the price you want. I figure we all pretty much try to do that to some extent.




Darniaq
Fri Feb 06, 2004 6:11 pm
#6




CapnKill wrote:

Allright allright... just trying to make our ranger lifes a tad easier


We could make it a master ranger type thing




Hehe, no doubt our lives could be easier I'm just thinking of the children the children man!


Ahh, yea. Where was I?


Oh, the idea.


Automated Lure systems could be really cool. I'm just concerned that there might be a disparity between the type of person who's a Ranger and a system of automated resource harvesting. I'd love to find a middle ground. Something that makes our hunting more fun. More options. Really, there's very limited reasons to use Traps currently. They're fun, but so few provide much benefit, and none are ones we couldn't live completely without.


So your Thumper followup could be that great halfway point!


Youdrop one. You walk away. Come back a few hours/days later and within an energy field "pen" are X number of mobs. The Thumper attracted them all in. Now you need to kill them.


There's a few dynamics here that may be compelling:



  1. The Thumper could have two concentric "dome" radii:


    1. Attraction field- This is the area of coverage in which all mobs would be attracted to the thumper. Experimentation widens/narrows the area. (I just got a huge deja vu here... this been discussed before?)

    2. Retention field- This is the area in which the mobs are held. Experimentation widens/narrows the area.

  2. The Thumper is crafted on site. It's mob specific. You want to attract Gurrcats, you need to make a Gurrcat Thumper. At higher levels of skill, you can widen that to be a Herbivore or Carnivore Thumper or the like.

  3. When you return to check progress, there are X mobs there. X is based on the time away and the fields used.

  4. They are all within the Retention Field, but are all socially aggro now. If you fire at one, it's coming with his buddies.

#4 is where it could get interesting. Wait too long between checking and you'll be coming back with a group of friends to assist. But the riches.... oh the riches! In box harvest and XP.


It's a complicated concept. I'd love to hear from veterans though




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darniaqkihoge
Galentech Industries · Darniaq.com
Bounty Hunter to the Stars!
Eclipse


Darniaq
Sat Feb 07, 2004 1:10 am
#7


Coincidentally, I just posted as my first preference in the Trap Launcher thread, the desire for a Stationary Trap and Lures


I thinkyour's is asolid idea. But because of the way the spawn system works, I would rather see it just be something you plant and then start drawing in the mobs that you already see. For example:



  1. Come upon a static spawn lair which has mobs around it

  2. Determine the mob type and craft a Lure and Trap for it. Both appear in your inventory

  3. Plant the trap

  4. Equip the lure

  5. Activate the lure (using /attack). The mobs start a comin'

  6. They get whatever-affected by the trap. Maybe it's a super mesh. Maybe it's a frag grenade

I recommend using a Lure to bring the mobs in instead of attacking them (which will certainly draw them) because a Lure is a benign way to draw the curious. If you opened fire, the mobs would be so focused on you that they'd ignore even an enticing trap.


Of course, I would be just as happy if they gave us an AOE Adhesive Mesh at Master Ranger

Message Edited by Darniaq on 02-06-2004 03:11 PM



_____________________________________________
darniaqkihoge
Galentech Industries · Darniaq.com
Bounty Hunter to the Stars!
Eclipse


Rhyeal
Sat Feb 07, 2004 1:16 am
#8

yeah..lure traps will rock....when the devs put em in....




Rhyeal Shadowblade :: Egone Thale :::: Riflemen :: Rangers :::: Ranger is a Lifestyle, Live it!
"No, I'm not a combat profession, I don't do that anymore."
CapnKill
Sat Feb 07, 2004 1:32 am
#9

Yes, the lure idea is very good.


My thoughts were on a seperate system which actually will spawn creatures in a desired location over a period of time..


I would prefer that the creatures get drawn to the device as opposed to spawning right next to it.. but, I think having them migrate over to it is probably not likely to happen... I'm talking long ranges.


I can just see two people walking in teh wilderness.. rain is pouring down... then they seem something in teh ground with a beacon flashing at regular intervals... All of a sudden they hear heavy footsteps, and then crap their pants when a Krayt finally comes to investigate the "lure".


Obviously the bigger and tougher the creature the smaller amount of spawns you'll get.. Krayts maybe 1 or 2.. etc..



CapnKill
Sat Feb 07, 2004 12:23 pm
#10

Any more interest or should we let this one die?



NRaas
Sun Feb 08, 2004 11:13 pm
#11

I can go with a "Thumper" device that say, increases the spawn of a certain creature in the vicinity of the device, essentially a lure to the creatures in the dynamic spawn system.

I'll add the idea to the SotP.




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CapnKill
Mon Feb 09, 2004 9:34 am
#12

Sounds good Probably the most realistic way to do it.



AgonThalia
Mon Feb 09, 2004 10:02 am
#13

yeah...the thumper idea would be a boon to our lives...i can really go for that...good idea



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

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