Scout Archive

Thread: A CH proposal affecting Scout

Pluto9Moon
Wed Apr 07, 2004 8:26 pm
#1

I have placed the full text here on the Scout boards to read. We CH have kicked around an idea for the past week on increasing our market in some fashion or another. To a lesser extent this does affect scouts. Read it. I would love feedback. For my sake and the sake of all involved could you please post it in the original link .




Pluto9Moon wrote:



This has been by far one of the more positive posts of late. They say that initiative comes to those who wait. With that in mind what we are proposing is something that throws Creature Handlers back into the loop. This also is somewhat of a defeatist proposal in two ways. First, I believe it acknowledges we are combat support. Second, we really cannot come up with a plan if the Devs will not implement it. So it is with the largest fear that we will not have any voice that we put ourselves on the line. We place too much thought into something that will possibly be overlooked or shot down. All that being said, here goes "Corral Plan: A Rough Draft 1".


When I was thinking about this over the past few days, I came to the realization that some of this seemed just too easy. We are asking for automated harvesting of hides and the ability for BE to DNA sample animals inside the structures. In order to incorporate structures we need a well thought out plan. I have decided that it is in our best interest (and in order to make Creature Handler worth something) that harvesting structures should be tiered. Merchants gain the ability to place Merchant Tents at Efficiency 4. I wish to combine this line of thinking with the BER style of harvesters into the CH tree. What follows are 4 types of structures; each coming in a different tree of CH and different harvesting rates (not really different but you will see).


Manger


Gained in Creature Taming I: Basic Domestication


Monetary Maintenance: 30cr/hour (720cr/day)


Power Maintenance: 15u/hour (@2cpu 720cr/day)


Food Required: 1/pet/hour


Animals Held: 5


Lots Required: 1


Shearing Rate: 100% of Animal Base Harvest Rate. The CH has to be conscious of what they place.


DNA Sampling: No


Stable


Gained in Creature Management II: Advanced Organization


Monetary Maintenance: 60cr/hour (1440cr/day)


Power Maintenance: 30u/hour (@2cpu 1440cr/day)


Food Required: 1/pet/hour


Animals Held: 10


Lots Required: 2


Shearing Rate: 100% of Animal Base Harvest Rate.


DNA Sampling: No


Barn


Gained in Creature Training III: Martial Obedience Education


Monetary Maintenance: 90cr/hour (2880cr/day)


Power Maintenance: 60u/hour (@2cpu 2880cr/day)


Food Required: 1/pet/hour


Animals Held: 20


Lots Required: 3


Shearing Rate: 100% of Animal Base Harvest Rate.


DNA Sampling: No


Corral


Gained in Creature Empathy IV: Consonance of Will


Monetary Maintenance: 120cr/hour (5760cr/day)


Power Maintenance: 60u/hour (@2cpu 5760cr/day)


Food Required: 1/pet/hour


Animals Held: 40


Lots Required: 4


Shearing Rate: 100% of Animal Base Harvest Rate.


DNA Sampling: YES


Maintenance is self explanatory. You have to pay to run any of these structures. The power requirement is for the automated shearing module (to be explained later). Some may suggest the rate is too high. Since we are only harvesting hides it is my feeling that this rate should closely reflect current market values. If one puts in a creature that has 100 units of hides as a Base Harvest Rate that is 2400 units per day. Grind Quality anything is about 3cpu. The first creature (or more in the case of larger installations) you place in the structure will cover your costs if it is around 100. Remember this is a rough draft and I do not have numbers available to me on harvest rates per animal. In the scheme of things this seems rather fair.


Food is necessary to keep any animal healthy. It is required to keep animals. If the food is not available, animals will have a base 5% cumulative chance per hour of catching a disease. This disease is only curable by a doctor. Any disease animal increases the chance of any other animal’s disease check by 10%. For example you have 4 food items left in a Manger that holds 5 animals. The fifth one dramatically fails its check of 5%. The next hour each of the 4 animals that will be missing food would have a normal base 5% plus an additional 10% because disease already exists in the Manger. This brings the check up to 15%.


Animals Held was doubled as the costs double. These are numbers that could be played around with to a certain extent. But keep in mind a Merchant can basically harvest all day long at near null costs. This is not unprecedented in game that higher miners will have better output per cpu of cost.


Lots Required is self explanatory but let us append this to read that only one such holding/harvesting structure can be placed at any given time per CH. If you have a Manger you cannot have any of the other 3 structures.


DNA Sampling. See Interdependencies-Bio Engineer.


Interdependencies


Architect: The structures have to be made. These could be made with the same template for resources as harvesters. Maybe there could be a wood requirement instead of ore.


Droid Engineer: The Architect will need an Automated Shearing Module produced by the DE’s.


Ranger: Since the Ranger is the one we are most afraid of alienating, we must with all our might keep them active in this proposal. We are only asking to shear hides. Bone and meat would still be a viable source of income for Rangers. In addition, we are asking that a Tranquilizer Dart be made for Rangers. This Dart would place an adult creature in suspended animation. Adult creatures could only be placed in holding structures. They would not be given a Tame tab but an Awaken tab. This would allow Rangers to participate within our new market. One other restriction would have to be placed that any (baby) could not be sheared. This would provide incentive to buy Ranger goods.


Doctor: These will be needed to heal diseased animals. It is my preference that we form some automated email system to allow us to know if an animal becomes diseased. It would be further beneficial if we have a Doctors List. This would allow us to place a Doctors name on the list to be emailed. Of course, it behooves the CH to get permissions from the Doctor first, so they do not receive unwanted email spam.


Bio Engineer: This to me seems the trickiest of all to implement. I have placed DNA Sampling in the Corral only. It seems that if everyone could do it there is less motivation to get nearer Master CH. What we need here is feedback. If it is automated then is 1 sample per hour enough with 40 creatures in a Corral? That is some 960 attempts per day. What success/failure rate is applied? Do we place an insta-death stipulation such as BE have already? If it is automated then where do we get the DNA sampling module? BE or DE?



In discussing this proposal in the thread, we CH have tried to keep everyone in the loop. Not pushing anyone totally away and trying to incorporate more into the picture than necessary at times. It is a rough draft. It is fair to mostly everyone. Ok there it is, pick it apart. One star it. But offer input.


Message Edited by Pluto9Moon on 04-07-2004 04:54 PM








Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
DeltaXi65
Wed Apr 07, 2004 9:13 pm
#2

Pluto,


This is a very interesting concept. I'm going to reread this tomorrow and see what we can do to help you guys get some attention for it.


B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Pluto9Moon
Wed Apr 07, 2004 9:19 pm
#3

Delta,


Thanks and if you have contact with Calc, please ask him to peruse it and offer some input. Ranger/Scout reactions are the one thing I do fear most. In some ways we are taking. But we have tried to put in things that help offset. The main thread is linked at the top and there is the best place to offer the most feedback. It is hard to consolidate one post that affects so many people.





Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
JBMat
Thu Apr 08, 2004 4:09 am
#4


May as well put Rangers and Scouts out of business. Sure, give the BEs their own method of not having to buy meats/hides. Makes a lot of sense to me. Wow, I get a dart so I can help you. Whoopdeefreaking doo. No thanks.


Why stop at harvesting? How about a machine that heals you automatically and immediately - make it a droid to bring interdependence in.Oh, throw the medics a bone, how about a pill that makes them have more action?


Why not give everyone the ability to use any weapon at any level with no restrictions regardless of profession? Oh yeah, throw in all the specials too. No one will care.


How about anyone can slice containers/terminals? Why should smugglers get all the fun?


Get the idea?


You want to harvest, be a Scout. You want to harvest more, be a Ranger. If you don't have those abilities, go find one to work with, key word, with, you to get some. I would harvest all day long for a new pet. Made the offer to several BEs and got no response. They were too busy whining about how much stuff cost.


Dumb idea IMHO.


JB


Message Edited by JBMat on 04-08-2004 04:11 AM

Sojourner
Thu Apr 08, 2004 2:39 pm
#5






DeltaXi65 wrote:

Pluto,


This is a very interesting concept. I'm going to reread this tomorrow and see what we can do to help you guys get some attention for it.


B






Delta, there is such a thing as being too resonable! I really think we should push for the increases in Master Scout/Ranger harvesting first and see how that affects the resource market. You also have to keep in mind that the lack of holo-grinders may negatively impact the demand for generic or non-planet specific resources. This is just adding another variable into an already preturbed system. In my humble opinion, a proposal like this should wait at least until the new "non-holo" economy stabilizes.



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Pluto9Moon
Thu Apr 08, 2004 5:50 pm
#6

Sojourner,


Please do not let numbers throw you off totally. There seems great rewards built into the proposal but it also has great risks. The Rangers seem up set that we are asking. Unless you are a master scout I can harvest just as much as you already. More so if I pick Fanshot back up and attack with two BE CL35 pets and my UBER (tongue in cheek) Combat Droid.


Anyway there are other things in the main forum this is on. It looks like we will drop back and punt for now. But I really would like to thank all the Scouts for allowing me to present it here.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
taloncard
Thu Apr 08, 2004 9:53 pm
#7






JBMat wrote:


You want to harvest, be a Scout. You want to harvest more, be a Ranger. If you don't have those abilities, go find one to work with, key word, with, you to get some. I would harvest all day long for a new pet. Made the offer to several BEs and got no response. They were too busy whining about how much stuff cost.


Message Edited by JBMat on 04-08-2004 04:11 AM






Ummmm


Requirements for CH


Explore IV (scout) Hunting IV (scout)






Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


Silverjohn
Fri Apr 09, 2004 8:23 am
#8

I can see why scouts and rangers that still harvest would be upset by this proposal but we have to be realistic. There just aren't enough of us that enjoy that style of play or new players to the game that are trying to earn the money to meet the demmand. It seems that everyone has been around so long and done so many missions on my server that no one needs the money anymore.


To be fair to the crafter we should allow this plan but we should balance it by limiting the maximum quality of the resources that can be gathered from a farm. Say one qualityas high as 800 (and the rest under 500) or two qualities no higher than 700. That way there would still be the demmand for the really high quality wild resources but the crafterwould have a steady supply of middle of the road material to work with.


"Democracy is the worst form of government... utnil you consider the alternatives."
Winston Churchill.
DeltaXi65
Sat Apr 10, 2004 3:37 pm
#9

Pluto,


I am not sure. I think you guys have a much better chance of getting an automatic milker introduced - but it would be best if something like that was usable by Scouts as well - since CHs are scouts to begin with.


B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Pluto9Moon
Sun Apr 11, 2004 12:32 am
#10

Delta and fellow Scouts.


How much would a Milking Droid infringe upon scouts. Let it be stated first and foremost any numbers placed in that were arbitrary. I believe in the next rewrite we can scale it down, most likely halved. Please keep in mind we are scouts as well. We may not all be masters. And the next rewrite will not contain any mention of harvesting hides other than we are no longer considering it. That got too many peoples blood boiling.





Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
Sojourner
Sun Apr 11, 2004 7:02 am
#11






Pluto9Moon wrote:

Sojourner,


Please do not let numbers throw you off totally. There seems great rewards built into the proposal but it also has great risks. The Rangers seem up set that we are asking. Unless you are a master scout I can harvest just as much as you already. More so if I pick Fanshot back up and attack with two BE CL35 pets and my UBER (tongue in cheek) Combat Droid.


Anyway there are other things in the main forum this is on. It looks like we will drop back and punt for now. But I really would like to thank all the Scouts for allowing me to present it here.





My main issue, unlike most Rangers, is that you could be fundmentally altering how specific organicsenter the economy. Currently, there is no way to gather meat, hides, bones, eggs, or milk without loging in. Your proposal will obviously change that for a few of those resources. What this will allow a CH to dois "harvest" while they are not on-line andpotentally "double-harvest". They can go and actively hunt, while their farms passively gather resources as well.


Primarily,I'm concerned about how this willaffect the organics economy, especiallysince the hologrinding will disappear. Theissueis that "neither a non-CH Scout or Ranger can do this, so why should an off-shoot get this?" is a distant consideration for me. Once again, I'm not saying I'm totally against this proposal, but I am against implementing it in the near future!





Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
KapowBzapp
Tue Apr 13, 2004 9:35 am
#12

Not that I'm thrilled with this idea, but perhaps it should be able to automatically produce certain KINDS of animal harvests: domesticated milk, eggs, domesticated meat, bones, and perhaps one type of hide per planet (whatever the domesticated meat wears) subject to the planet's resource qualities.

It would be contradictory to raise wild meat in a manger, and not everything domesticates. But it would also remove the ridiculousness of going into the wild to get "domesticated" harvests and milk cows. And we'd even still have our business whenever "wild milk" had better stats than domesticated. Same deal for the hides.

Notice I'm throwing them bones (har har.) At least on my server (Kettemoor) there's never been a huge bone market, if only because meat and hides pay better.

We'd probably get into a squabble over avian meat, though. On one hand you should be able to raise chickens...say, pharples. On the other hand pharples aren't very big (small harvest) and you can't coop up flits or perleks. They go sour in captivity.





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Bajonett
Tue Apr 13, 2004 10:37 am
#13

And if everyone has their Hides the Scout is again useless.


Theres still too much Resource on the market.


Keep Newb Souts in Biz is hard if you Prodive hides


with a harvester.....


From the other side? What CH you are if you


press your Pets into that like an Egg-battery?







-----Avallyn Moonrider of the Dragon Pearls - Proud Imperial Roleplayer-----
One can be blinded by light, as blinded by darkness.
"My importance is rated with that of a mere shadow, Sir." - "So...Nothing huh? (laugh)"
(slight smile) "Without it, sun hits unprotected....."

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