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Old 06-02-2008, 04:11   #1
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New Professions

I started to diverge a bit in the thread regarding fishing, so I've opted to start a new thread regarding some new professions I'd like to see.

Agriculture:

Wandering about, gathering the rare find of fruit is great for the first few colonists to arrive. After that - I know basic biological functions only complicate matters - but even having the illusion of food to consume adds a huge bit of realism to the world.
Perhaps a simple benefit could be added to actually consuming food items - such a minor healing effect - eat a caroot, heal 5 points.

But as a profession, Agriculture could be immensely beneficial - rather than
"planting" mob DNA, agricultural goods could be "planted" instead, and these "crops" could then attract certain mobs who find these "crops" to be quite delicious. There should also be a "growing season" - a period of game-time between planting and harvesting.

During this "growing season" crops should be subject to mobs - reducing the value of that crop if they are not controlled (killed or otherwise driven off).

Doing this greatly increases the value of the Hunting profession, as farmers would need their crops taken care of during the growing season. Hunters would have additional ways to make income, and these agricultural goods could (and should) be sell-able, both via TT (for average yields) as well as via the auction (for specialized crops, such as fruit crops or exceptional yields). Likewise mining could benefit from this Profession as well, as certain minerals could be used in the production of fertilizers as well.

Suggested Crops:

Fruit - we already know what fruit is good for - sure finding wild fruit is one thing - and rather an uncommon one at that, but being able to produce it from the ground and giving it additional use (eat fruit, heal wounds) makes it a worthwhile venture.

Cotton - A tailoring material, just like wool, only a more basic material.

Fungi - there are already plenty of models of strange fungi all over Calypso, so adapting one or more of these to a "crop" is a simple enough matter. Could be used as a basic food staple, as well as an ingredient in another New Profession.

Grain - Like Fungi, a basic staple.

Dye-Plants - To be refined into Dyes, to be used like Paints, only as a more advanced tailoring material.

Overall TT values for these should be in line with the TT values of Fruits already, so as not to overburden the economy, yet still enough to make this a viable and worthwhile profession.

Additionally, this profession could make additional use of Dung (another uncommon natural occurrence) as Fertilizer for their Crops, creating the potential for even higher yields.

And finally, the matter of actually harvesting crops - add another new tool - the Harvester (in multiple varieties, just as there are multiple varieties of ore and EnMat extractors), and have them work in the same sort of matter - used on a "crop" plant to extract an amount of crop from that plant.

Next up, and picking right up on the heels of the Agriculture profession - Culinary Profession - use various crops such as fruits and grains to create food items with various effects when consumed. The most basic and common effect: plain old healing. Certainly not a replacement for field triage and a good FAP, but an inexpensive way, especially for the new, to heal themselves of the minor boo-boos they'll incur while sweating combis in camp!
Particularly high levels in this profession might be able to create more exotic dishes from more exotic recipes (aka "blueprints") with effects such as increasing one's natural healing rate for a period of time or the like.

Fishing
Already has its own thread - but I can't help but plug for it again, as I'd so like to see it added.

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Old 06-02-2008, 04:31   #2
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and the use for food type crops?.. please tell me you are not pushing to make us like the pets and HAVE to eat. thats just one expense that would push me and I am sure a TON of people right out of the game.. Does MA NOT find enough ways on their own to take your ped?


I can see the auctions now...1 avatar, condition malnourished, many high skills, used to be a good miner till he had a bad run and could not feed himself last week. Auction expires 1 min before avatar does. 55 pec start bid buy now 56pec. (Equipment sold seperately. Avatar comes with original 0tt oj's. Avatar not available on all auctions, Offer subject to change see reseller for complete details)
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Old 06-02-2008, 04:35   #3
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Quote:
Originally Posted by Trina Xenophage View Post

I can see the auctions now...1 avatar, condition malnourished, many high skills, used to be a good miner till he had a bad run and could not feed himself last week. Auction expires 1 min before avatar does. 55 pec start bid buy now 56pec. (Equipment sold seperately. Avatar comes with original 0tt oj's. Avatar not available on all auctions, Offer subject to change see reseller for complete details)
ROFL
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Old 06-02-2008, 05:13   #4
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No no - the "use" of these goods would be simply to make money.
If they have a base TT value, they can be grown and sold at the TT.

Adding "have to eat" would almost certainly mandate adding the one bit of furniture I've never seen anywhere - the commode.

If I wanted a real life simulation, I'd just stick to playing The Sims 2...

But having crops that can be utilized for functions that already exist - such as having an orchard to grow fruit would give the owner two viable options for their crop:

1. Sell at TT for TT value of fruit.
2. Sell via shop/channel-spam/auction for the already-existing purpose of making Nutribars for pets.

Consider this:
If a single Fruit Tree cost an initial 10 PED, and could provide an optimal yield of 5000 fruit (a TT value of .05 I believe), it would take several seasons for this single tree to yield a profit - however, there is already a demand for fruit, as pet-taming is slightly popular with some people. I have seen offers recently to buy fruit at a rate of 1.2 pec each.

Giving fruit the ability TO BE EATEN just gives fruit an additional purpose for existing, and a reason for some of it to be consumed outside the realm of making Nutribars - something only useful to pet owners.

Nowhere did I say eating should be a requirement.
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Old 06-02-2008, 06:47   #5
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If go look at CE2 pics then I (and most) will see that agriculture dont fits in SC-FI design of EU.

We dont need agriculture in EU we need:
1) Finished taming
2) Vesicles (cars, bikes, motorbikes, personal transporters, planes, helicopters etc etc)

If there would not be CE2 and Taming profession finished, then i would say yes, that something what might would be needed to feed milions of exas, daiki and thousands of Trox stalkers if they help us hunt
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