Difference between revisions of "Medical Forage (Ability)"

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= Ability Breakdown & Details =
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== Ability Breakdown & Details ==
  
 
Medical forage allows the medic to obtain one unit of a randomly chosen flora food found on a planet. This works similar to the scout's forage skill. Medical Forage works while not moving and outdoors  
 
Medical forage allows the medic to obtain one unit of a randomly chosen flora food found on a planet. This works similar to the scout's forage skill. Medical Forage works while not moving and outdoors  
  
  
Forage is an underutilized skill that is granted to Scouts. Similar to the artisan "sample" skill, foraging allows you to scrounge the immediate area for food and drink. This food and drink provides different buffs, such as temporary strength increases, HAM penalty reducers and other effects that have multiple benefits. At this time you don't receive XP from successful forage and these remains a request of the Scouting community. The Scouting community feels that Forage has not lived up to its original design premise, which was to create incentives for Scouts to explore the landscape. We are working hard with the Devs to turn forage into a useful feature that provides useable loot and food items in line with the player crafted consumables that have become a key factor in the game.
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Note: the respawn rate of medical forage is unknown. It is going to be assumed that the spawning mechanics used by the scout /forage ability also apply to the medical forage.
  
  
 
'''Using Forage'''
 
'''Using Forage'''
  
1. Forage must be done outside and can only be initiated while not moving.
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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. 
  
2. 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. 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.
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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.
These pockets will regenerate over time.
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Each "area" has 4 forage slots. You can only have 4 successful forages in an area, No matter if you forage 1, 2, 3 items at once. 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. 
 
  
  
  
3. Forage succes increases as the player gains more forage skill. Successes also include discards (items not added to inventory because the inventory is full). Your failure rate doubles (no matter what planet you're on) when you're around cities or structures (player or NPC).
 
  
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== System Messages ==
  
  
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* [[Medical Forage System Messages (Game Messages)|Medical Forage]]<br>
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== Formulas ==
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'''Forage Success Rate'''
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No known forage formula exists so i will propose this one:
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Chance of success = ( ( (Forage Skill Modifier / 100) + 0.15 ) x 0.70) x 100
  
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Chance of success in town municipal zone =  ( ( (Forage Skill Modifier / 100) + 0.15 ) x 0.35) x 100
  
  
[[Medical Forage System Messages (Game Messages)|Medical Forage System Messages]]
 
  
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'''Forage Area Regeneration Rate'''
  
  
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1 item regenerates every 5 minutes into the forage pool for that 20 meter radius
  
 
==Source References==
 
==Source References==
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Latest revision as of 10:56, 9 September 2009

Ability - Medical Forage

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Description

/medicalforage: This command allows you to forage material from the area that can be used to create medical supplies.

Command: /medicalForage
CommandQueue Entry: medicalforage (C6132B18)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Medic This document is related to the Medic Profession.


Ability Breakdown & Details

Medical forage allows the medic to obtain one unit of a randomly chosen flora food found on a planet. This works similar to the scout's forage skill. Medical Forage works while not moving and outdoors


Note: the respawn rate of medical forage is unknown. It is going to be assumed that the spawning mechanics used by the scout /forage ability also apply to the medical forage.


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.



System Messages


Formulas

Forage Success Rate


No known forage formula exists so i will propose this one:

Chance of success = ( ( (Forage Skill Modifier / 100) + 0.15 ) x 0.70) x 100


Chance of success in town municipal zone = ( ( (Forage Skill Modifier / 100) + 0.15 ) x 0.35) x 100


Forage Area Regeneration Rate


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

Source References

Source Source in Context
Source 1 Source 1
Source 2 Source 2

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 100
Mind Cost 0
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 10