Scout Archive
Thread: Revamp of Traps and trapping
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mtnsurfer
Thu Apr 07, 2005 4:39 pm
#1
There are only a couple of reasons anyone ever learns the trapping line:
1) They want to be Ranger so they need master scout.
ok so there is only one reason.
How about this idea:
Make traps like harvesters. You will have differenent certs for traps and different levels of gathering resources with them.
Novice Scout:
With novice scout I can make one type of trap and only place one trap. The trap only gathers resources in small quantities and the gahering is random. The trap is only active for a few days.
So as novice, I place a trap on a planet I am interested in and can come back in a few days to find out what I was able to trap. I then empty the trap (pull out the meat, hide, or bones) with destroys the trap and frees up my traping lot.
Trapping I -
I now can make a new trap (lets say meat trap) and it can have a longer duration than the novice trap lets say 2 days and has 2 uses. Also at trapping 1 I get an extra trap lot so now I can place two traps.
Trapping II -
Bone Trap (2 uses, 2days)
Trap lots +1
Trapping III -
Hide Trap (2 uses, 2 days)
Trap lots +1
Trapping 4 -
Selectable Trap 1 (you can set the type or resource to trap when you place it, 1 uses, 1days)
Trap lots +1
I would make it so any profession could use the traps in the scout trapping line but everyone only starts out with one trap lot. If you want more lots, you need to become a scout
Now here is where the good line comes in RANGER:
Ranger Trapping 1:
Selectable Trap 2 (2 uses, 2days, more resources per hour)
Trap lots +1
Ranger Trapping 2:
Selectable Trap 3 (3 uses, 3days, more resources per hour)
Trap lots +1
Ranger Trapping 3:
Selectable Trap 4 (4 uses, 4days, more resources per hour)
Trap lots +1
Ranger Trapping 4:
Selectable Trap 5 (5 uses, 5days, more resources per hour)
Trap lots +1
Master Ranger:
Multi Trap (5 uses, 7days, more resources per hour, collects bone, hide, and meat at the same time);
Trap lots +1 (total of 10 trap lots)
so when you set the traps as an example lets say I pick a meat trap. I have to specifie what type of meat, carnivore meat .....
That would make trapping more meaningful and make ranger a more interesting profession.
Let me know what you all think
1) They want to be Ranger so they need master scout.
ok so there is only one reason.
How about this idea:
Make traps like harvesters. You will have differenent certs for traps and different levels of gathering resources with them.
Novice Scout:
With novice scout I can make one type of trap and only place one trap. The trap only gathers resources in small quantities and the gahering is random. The trap is only active for a few days.
So as novice, I place a trap on a planet I am interested in and can come back in a few days to find out what I was able to trap. I then empty the trap (pull out the meat, hide, or bones) with destroys the trap and frees up my traping lot.
Trapping I -
I now can make a new trap (lets say meat trap) and it can have a longer duration than the novice trap lets say 2 days and has 2 uses. Also at trapping 1 I get an extra trap lot so now I can place two traps.
Trapping II -
Bone Trap (2 uses, 2days)
Trap lots +1
Trapping III -
Hide Trap (2 uses, 2 days)
Trap lots +1
Trapping 4 -
Selectable Trap 1 (you can set the type or resource to trap when you place it, 1 uses, 1days)
Trap lots +1
I would make it so any profession could use the traps in the scout trapping line but everyone only starts out with one trap lot. If you want more lots, you need to become a scout
Now here is where the good line comes in RANGER:
Ranger Trapping 1:
Selectable Trap 2 (2 uses, 2days, more resources per hour)
Trap lots +1
Ranger Trapping 2:
Selectable Trap 3 (3 uses, 3days, more resources per hour)
Trap lots +1
Ranger Trapping 3:
Selectable Trap 4 (4 uses, 4days, more resources per hour)
Trap lots +1
Ranger Trapping 4:
Selectable Trap 5 (5 uses, 5days, more resources per hour)
Trap lots +1
Master Ranger:
Multi Trap (5 uses, 7days, more resources per hour, collects bone, hide, and meat at the same time);
Trap lots +1 (total of 10 trap lots)
so when you set the traps as an example lets say I pick a meat trap. I have to specifie what type of meat, carnivore meat .....
That would make trapping more meaningful and make ranger a more interesting profession.
Let me know what you all think
mtnsurfer
Thu Apr 07, 2005 4:41 pm
#2
How about this idea:
Make traps like harvesters. You will have differenent certs for traps and different levels of gathering resources with them.
Novice Scout:
With novice scout I can make one type of trap and only place one trap. The trap only gathers resources in small quantities and the gahering is random. The trap is only active for a few days.
So as novice, I place a trap on a planet I am interested in and can come back in a few days to find out what I was able to trap. I then empty the trap (pull out the meat, hide, or bones) with destroys the trap and frees up my traping lot.
Trapping I -
I now can make a new trap (lets say meat trap) and it can have a longer duration than the novice trap lets say 2 days and has 2 uses. Also at trapping 1 I get an extra trap lot so now I can place two traps.
Trapping II -
Bone Trap (2 uses, 2days)
Trap lots +1
Trapping III -
Hide Trap (2 uses, 2 days)
Trap lots +1
Trapping 4 -
Selectable Trap 1 (you can set the type or resource to trap when you place it, 1 uses, 1days)
Trap lots +1
[EDIT]
I would make it so any profession could use the traps in the scout trapping line but everyone only starts out with one trap lot. If you want more lots, you need to become a scout - Agree bad idea, only scouts should be able to place traps.
[END EDIT]
Now here is where the good line comes in RANGER:
Ranger Trapping 1:
Selectable Trap 2 (2 uses, 2days, more resources per hour)
Trap lots +1
Ranger Trapping 2:
Selectable Trap 3 (3 uses, 3days, more resources per hour)
Trap lots +1
Ranger Trapping 3:
Selectable Trap 4 (4 uses, 4days, more resources per hour)
Trap lots +1
Ranger Trapping 4:
Selectable Trap 5 (5 uses, 5days, more resources per hour)
Trap lots +1
Master Ranger:
Multi Trap (5 uses, 7days, more resources per hour, collects bone, hide, and meat at the same time);
Trap lots +1 (total of 10 trap lots)
so when you set the traps as an example lets say I pick a meat trap. I have to specifie what type of meat, carnivore meat .....
That would make trapping more meaningful and make ranger a more interesting profession.
Let me know what you all think
Make traps like harvesters. You will have differenent certs for traps and different levels of gathering resources with them.
Novice Scout:
With novice scout I can make one type of trap and only place one trap. The trap only gathers resources in small quantities and the gahering is random. The trap is only active for a few days.
So as novice, I place a trap on a planet I am interested in and can come back in a few days to find out what I was able to trap. I then empty the trap (pull out the meat, hide, or bones) with destroys the trap and frees up my traping lot.
Trapping I -
I now can make a new trap (lets say meat trap) and it can have a longer duration than the novice trap lets say 2 days and has 2 uses. Also at trapping 1 I get an extra trap lot so now I can place two traps.
Trapping II -
Bone Trap (2 uses, 2days)
Trap lots +1
Trapping III -
Hide Trap (2 uses, 2 days)
Trap lots +1
Trapping 4 -
Selectable Trap 1 (you can set the type or resource to trap when you place it, 1 uses, 1days)
Trap lots +1
[EDIT]
I would make it so any profession could use the traps in the scout trapping line but everyone only starts out with one trap lot. If you want more lots, you need to become a scout - Agree bad idea, only scouts should be able to place traps.
[END EDIT]
Now here is where the good line comes in RANGER:
Ranger Trapping 1:
Selectable Trap 2 (2 uses, 2days, more resources per hour)
Trap lots +1
Ranger Trapping 2:
Selectable Trap 3 (3 uses, 3days, more resources per hour)
Trap lots +1
Ranger Trapping 3:
Selectable Trap 4 (4 uses, 4days, more resources per hour)
Trap lots +1
Ranger Trapping 4:
Selectable Trap 5 (5 uses, 5days, more resources per hour)
Trap lots +1
Master Ranger:
Multi Trap (5 uses, 7days, more resources per hour, collects bone, hide, and meat at the same time);
Trap lots +1 (total of 10 trap lots)
so when you set the traps as an example lets say I pick a meat trap. I have to specifie what type of meat, carnivore meat .....
That would make trapping more meaningful and make ranger a more interesting profession.
Let me know what you all think
Message Edited by mtnsurfer on 04-08-2005 08:23 PM
Message Edited by mtnsurfer on 04-09-2005 02:43 PM
Atlan_Rotane
Thu Apr 07, 2005 4:48 pm
#3
/agree
Traps are basically useless since they don't add that much really except for maybe minor bonuses that a player with even halfway decent skills won't notice or won't matter for... This style would work so much better and fits more in with a "trapper" style of gameplay than a combat-oriented style that Scout doesn't have a real reason to have.
agent156
Thu Apr 07, 2005 4:56 pm
#4
You've been in the game this long and not figured out how to use traps to help your self?
Granted they didn't do much for me at first. I had to really try to find a place for them.
We've been hiting them really hard on TC and they are freaking awesome in the context of the new system. You'd be a fool not to use them once the new system hits live.
Granted they didn't do much for me at first. I had to really try to find a place for them.
We've been hiting them really hard on TC and they are freaking awesome in the context of the new system. You'd be a fool not to use them once the new system hits live.
Hakai
Thu Apr 07, 2005 6:13 pm
#5
mtnsurfer wrote:
There are only a couple of reasons anyone ever learns the trapping line:
1) They want to be Ranger so they need master scout.
ok so there is only one reason.
How about this idea:
Make traps like harvesters. You will have differenent certs for traps and different levels of gathering resources with them.
Novice Scout:
With novice scout I can make one type of trap and only place one trap. The trap only gathers resources in small quantities and the gahering is random. The trap is only active for a few days.
So as novice, I place a trap on a planet I am interested in and can come back in a few days to find out what I was able to trap. I then empty the trap (pull out the meat, hide, or bones) with destroys the trap and frees up my traping lot.
Trapping I -
I now can make a new trap (lets say meat trap) and it can have a longer duration than the novice trap lets say 2 days and has 2 uses. Also at trapping 1 I get an extra trap lot so now I can place two traps.
Trapping II -
Bone Trap (2 uses, 2days)
Trap lots +1
Trapping III -
Hide Trap (2 uses, 2 days)
Trap lots +1
Trapping 4 -
Selectable Trap 1 (you can set the type or resource to trap when you place it, 1 uses, 1days)
Trap lots +1
I would make it so any profession could use the traps in the scout trapping line but everyone only starts out with one trap lot. If you want more lots, you need to become a scout
Now here is where the good line comes in RANGER:
Ranger Trapping 1:
Selectable Trap 2 (2 uses, 2days, more resources per hour)
Trap lots +1
Ranger Trapping 2:
Selectable Trap 3 (3 uses, 3days, more resources per hour)
Trap lots +1
Ranger Trapping 3:
Selectable Trap 4 (4 uses, 4days, more resources per hour)
Trap lots +1
Ranger Trapping 4:
Selectable Trap 5 (5 uses, 5days, more resources per hour)
Trap lots +1
Master Ranger:
Multi Trap (5 uses, 7days, more resources per hour, collects bone, hide, and meat at the same time);
Trap lots +1 (total of 10 trap lots)
so when you set the traps as an example lets say I pick a meat trap. I have to specifie what type of meat, carnivore meat .....
That would make trapping more meaningful and make ranger a more interesting profession.
Let me know what you all think
sounds like you put quite a bit of thought into this. i Applaud you.
This has been an idea which has been tossed around from time to time (though not as organized i'll wager), and was normally shot down becuase it would add AFK capability to an "at keyboard profession".
Which many see as undesireable. But then again....things have been chaning for the new order of things. so you never know..
mtnsurfer
Thu Apr 07, 2005 7:29 pm
#6
that is good for killing, but it would be nice to place something to harvest for us automatically. A special skill you get with scout and it only gets better with Ranger
mtnsurfer
Thu Apr 07, 2005 7:39 pm
#7
It would still keep the profession an at keyboard profession, because you would still want to go out and track and hunt, and actually harvest. I have been a crafter on one char in this game since live and a fighter on another char. From the crafting perspective I would love to put down a trap ("harvester") and give the better traps to someone that stays in the profession. Currently I can't figure out why someone would want to play a ranger. It costs the most amount of skill points of any Profession, with not that much benefit. I thought this would be one step to adding a tremendous amount of benefit to the tree.
BioEngine
Thu Apr 07, 2005 8:49 pm
#8
This is interesting, but you should expand upon the restrictions. This is a very good idea, but it should be more in-depth upon it's requirements, restrictions and other features.
Would we need to be on the Planet that we set it up on until it is inactive?
Would we be able to transfer these to other players as deeded structures?
Wouldn't we need to re-set them when they go off?
mtnsurfer wrote:
There are only a couple of reasons anyone ever learns the trapping line:
1) They want to be Ranger so they need master scout.
ok so there is only one reason.
How about this idea:
Make traps like harvesters. You will have differenent certs for traps and different levels of gathering resources with them.
Novice Scout:
With novice scout I can make one type of trap and only place one trap. The trap only gathers resources in small quantities and the gahering is random. The trap is only active for a few days.
So as novice, I place a trap on a planet I am interested in and can come back in a few days to find out what I was able to trap. I then empty the trap (pull out the meat, hide, or bones) with destroys the trap and frees up my traping lot.
Trapping I -
I now can make a new trap (lets say meat trap) and it can have a longer duration than the novice trap lets say 2 days and has 2 uses. Also at trapping 1 I get an extra trap lot so now I can place two traps.
Trapping II -
Bone Trap (2 uses, 2days)
Trap lots +1
Trapping III -
Hide Trap (2 uses, 2 days)
Trap lots +1
Trapping 4 -
Selectable Trap 1 (you can set the type or resource to trap when you place it, 1 uses, 1days)
Trap lots +1
I would make it so any profession could use the traps in the scout trapping line but everyone only starts out with one trap lot. If you want more lots, you need to become a scout
Now here is where the good line comes in RANGER:
Ranger Trapping 1:
Selectable Trap 2 (2 uses, 2days, more resources per hour)
Trap lots +1
Ranger Trapping 2:
Selectable Trap 3 (3 uses, 3days, more resources per hour)
Trap lots +1
Ranger Trapping 3:
Selectable Trap 4 (4 uses, 4days, more resources per hour)
Trap lots +1
Ranger Trapping 4:
Selectable Trap 5 (5 uses, 5days, more resources per hour)
Trap lots +1
Master Ranger:
Multi Trap (5 uses, 7days, more resources per hour, collects bone, hide, and meat at the same time);
Trap lots +1 (total of 10 trap lots)
so when you set the traps as an example lets say I pick a meat trap. I have to specifie what type of meat, carnivore meat .....
That would make trapping more meaningful and make ranger a more interesting profession.
Let me know what you all think
mtnsurfer
Thu Apr 07, 2005 9:08 pm
#9
This was my first cut at trying to describe this hopeing I could get some good discussion going. I think scout and ranger really need a revamp badly especially after CU. I like the idea of restrictions. I think you can only trade lower level ones to other players, maybe from trapping 3 down other players can use.
Phenix1050
Thu Apr 07, 2005 10:43 pm
#10
mtnsurfer wrote:
that is good for killing, but it would be nice to place something to harvest for us automatically. A special skill you get with scout and it only gets better with Ranger
no. heck no. good god in heaven if they do this i will leave the freaking game no.
tell me how a bear traps skins the bear for you again? oh right. it doesn't.
any way of something harvesting that isnt' you killing creatures is bad juju. no freaking auto-harvesting for organics. that's what makes them special, what gives them the cost. if we do that, there's no risk/reward and no skill involved. take away skill and risk and what do you have? oh right, a dumb game.
JBMat
Fri Apr 08, 2005 3:39 am
#11
Good job
I like the idea of a trap that acts like a harvestor. We can kill the "AFK" aspect the same way it works with artisan - no XP garnered for the resources gathered by the trap. You still get the resources, just no XP.
Altho, I disagree with the premise no one learns trapping unless they want to go Ranger. Anyone with a brain realizes traps are a combat multiplier, making it easier to take on big game with less effort. However, as most people don't realize this, no one does trapping until they have to, and then never use traps again. From what I have seen in the CU, this will change.
JB
BioEngine
Fri Apr 08, 2005 5:33 am
#12
Yeah, I have to admit that I didn't read it all.
This isn't a good plan, my man.
If this happened, then we would no longer be necessary for hunting. People would set up as many traps as they could, and only ask for our help if they needed massive stacks of specific items. There are too many negative flaws in this system to consider it a possibility. We need a different idea for trap revamps. I still think that a "Trap Launcher" would be our best bet, as a craftable weapon enhancement attached to our melee/ranged weapon that functions as the trap itself but effects the target when hit. Of course, this is flawed as well, because of the logics of certain trap / weapon combinations, how many uses the powerup would have, and if it would effect the creature every time you attacked them or if it would be on a timer.
Calculus_Entropy
Fri Apr 08, 2005 5:59 am
#13
Phenix1050 wrote:
mtnsurfer wrote:
that is good for killing, but it would be nice to place something to harvest for us automatically. A special skill you get with scout and it only gets better with Rangerno. heck no. good god in heaven if they do this i will leave the freaking game no.tell me how a bear traps skins the bear for you again? oh right. it doesn't.any way of something harvesting that isnt' you killing creatures is bad juju. no freaking auto-harvesting for organics. that's what makes them special, what gives them the cost. if we do that, there's no risk/reward and no skill involved. take away skill and risk and what do you have? oh right, a dumb game.
QFE, though I might have worded it differently
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