Add Forage bonus to Scout

Add Forage bonus to Scout
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Add a Forage bonus to each box of Scout's Survival line, with an additional bonus at Master Scout.
Justification
In CU, Scouts were the only ones who could Forage, and they had a Forage bonus in the Survival line. It wouldn't be fair to remove foraging from other classes, so giving Scout a bonus is a good compromise.
Motivation
Scout's Survival line is the most useless skill line in the whole game due to Architect camps replacing Scout camps, this change would make the skill points feel like less of a waste for players going Master Scout or Squad Leader.
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Dont architects need the scout camps to make theirs? I think it would be just fine to remove foraging from every profession except scouts and rangers.
 
Dont architects need the scout camps to make theirs? I think it would be just fine to remove foraging from every profession except scouts and rangers.
Nope, I don’t need anything from a scout to make camps. All camps are made purely from architect.
Ideally I would say keep with architects but the hole in scout trees needs to be changed. Devs talk of 1.1 being a ranger change but there needs to be a scout revamp at the same time which they have not mentioned. Unless I missed this somewhere?
 
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Nope, I don’t need anything from a scout to make camps. All camps are made purely from architect.
Ideally I would say keep with architects but the hole in scout trees needs to be changed. Devs talk of 1.1 being a ranger change but there needs to be a scout revamp at the same time which they have not mentioned. Unless I missed this somewhere?
Well this is counter intuitive the R3's long term goals of profession interdependancy. I read that on their webpage of future updates. Why would they add camps to architects crafting pool when that would remove an interdependancy?
 
Scouts getting bonuses to foraging (y)

Since I also see camps being talked about, any camp placed by a Master Scout should be given bonuses based on what is built into the camp.

Example:

If its a shuttle only camp you get increased duration.
Cloner module gives passive wound healing, or regeneration when sitting down at the camp, or longer lasting doc buffs.
 
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Reactions: JJUNG and gevdwyn
Scouts getting bonuses to foraging (y)

Since I also see camps being talked about, any camp placed by a Master Scout should be given bonuses based on what is built into the camp.

Example:

If its a shuttle only camp you get increased duration.
Cloner module gives passive wound healing, or regeneration when sitting down at the camp, or longer lasting doc buffs.
It’s odd they were removed from scout and given to architect. Half of scout is sort of broken. Just hope it is fixed in 1.1 with ranger.
 
It’s odd they were removed from scout and given to architect. Half of scout is sort of broken. Just hope it is fixed in 1.1 with ranger.
Its not odd considering R3 is very NGE in a lot of aspects, including crafting defaults such as architects crafting camps, and to be honest should stay with Architect for crafting because scout gives combat XP. This isn't to say scouts should not receive an additional bonus for placing or using a camp but the crafting should on a non-combat class imo.
 
Scouts getting bonuses to foraging (y)

Since I also see camps being talked about, any camp placed by a Master Scout should be given bonuses based on what is built into the camp.

Example:

If its a shuttle only camp you get increased duration.
Cloner module gives passive wound healing, or regeneration when sitting down at the camp, or longer lasting doc buffs.
I support this! (y)