Using Forage (Game Mechanics)

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Game Mechanics

Using Forage

Foraging must be done outside and can only be initiated while not moving. Forage zones are pockets made 20 meters from the next one. In these pockets, a player may forage for goods and when successful, the pocket is depleted. If the player wishes to gain more foraged items they will have to move to the next pocket to forage. Players can begin forage through using the /forage command. After this is done, a 10 second period will elapse before they receive a notification of the event's success or failure. When you get the "There is nothing to forage in this area." message, you must move at least 20m off to get a new area. These pockets will regenerate over time.

Each "area" has 4 forage slots. You can only have 4 successful forage attempts in an area. Multiple items collected during a forage success do not count against the forage attempts as each forage attempt is counted seperately. Once you hit the 4th success that area is dry. The area will regenerate items at a rate of roughly 1 per 5min. So if you say get 4 successes in a row, you will not get a success for another 2mins or so.


Forage success increases as the player gains more forage skill. At master scout, the forage success is higher and the the number of items the player is supposed to receive is increased to a maximum of 3 in a single forage. Items are chosen randomly although fishing bait seems to be rather commonly obtained. Successes include discards (items not added to inventory because the inventory is full) and multiple-item forages (which count as one success.) Your failure rate doubles (no matter what planet you're on) when you're around cities or structures (player or NPC).

Foraging skill also plays a role in determining the unit amount of fishing bait is recovered during a forage attempt. Scouts with survival one can forage bait units between 1 -2 where as master rangers can recover units between 4-5.



Formulas

Forage Success Rate


The Formula created by Powerking for use in the ANH core is as follows:

Chance of success = sqrt(Skill Modifier)/20 + 0.15

Chance of success in town municipal zone = (sqrt(Skill Modifier)/20 + 0.15)/2


Bait Recovered

Only the min and max range is known for bait recovered. The rest will have to be extrapolated. I propose we issue bait ranges as follows:

  • Foraging Mod 0-25: 1-2 units
  • Foraging Mod 26-50: 2-3 units
  • Foraging Mod 51-75: 3-4 units
  • Foraging Mod 75-100: 4-5 units


Forage Area Regeneration Rate


1 item regenerates every 5 minutes into the forage pool for that 20 meter radius


Maximum items:

  • 1 Item at Foraging Mod +5
  • 2 Items at Foraging Mod +25
  • 3 Items at Foraging Mod +50
  • Rare items at Ranger: Foraging +55 (not implemented)


Multiple Item Forage Odds

These are the odds of a multiple item forage occuring when a player is successful in their forage attempt. These odds will assume that the behavior observed on multi-item forages is attributed to differences between starting planets and advanced planets.


Planet Type Odds
Starting Planet 1:33
Advanced Planet 1:20


Starting planets consist of the worlds:

  • Rori
  • Corellia
  • Talus
  • Tatooine
  • Naboo

Advanced planets consist of the worlds:

  • Lok
  • Endor
  • Dantooine
  • Dathomir
  • Yavin IV

Source References

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