Architect Archive

Thread: an idea

ianruhroh
Thu May 06, 2004 5:09 am
#92

Damn thing tells me it didn't post, so I post it again.



Ah. I love it.



Oh by the way


Eckhard Voss, Flurry
ianruhroh
Fri May 07, 2004 12:47 pm
#93

Ok I'm gonna bump this one last time. I'm really surprised I didn't get flamed.


It looks so barren, no one even responded.... hmm. Wasit too long perhaps?


ianruhroh
Sat May 08, 2004 12:47 am
#94

Ok I'm gonna bump this one last time. I'm really surprised I didn't get flamed.


It looks so barren, no one even responded.... hmm. Wasit too long perhaps?


Sinkahn
Wed Aug 04, 2004 10:24 am
#95


Ok I have played this game for along time and I was here before the big CH nerf so I know how it hurt the profession. I have also done CH more then once and thought that it was lacking in alot of ways even before the nerf. Well recently I have been trying to figure out away to spice up CH some and then it came to me. Why not merge ranger and ch into one profession? Now before you start telling me it is a stupid idea just hear me out.


The benefits:

1. Tracking is something that is great when looking for babies

2. The extra creature knowledge can be helpful to see all of what the wild babies have or can have

3. Would allow you to take ch and ranger plus a combat profession

4. (if fixed) rangers can (or should be able to) forage more then one piece of food at a time so your pets can be eat things without you having to spend alot of money.

5. Camo can be helpful to get closer and get undetected (if fixed camo isn't all that good right now)


The drawbacks:

1. Camping xp

2. More skill points would have to be used


Now I didn't put trapping as a drawback or a benefit because it would have to be changed. My idea on that is as followed.


Instead of just walking up and taming a baby you will have to trap it (if you are at the right level for it). Then you have to tame it from the radial menu. It would have the same effects as trying to tame it so there is no balance issues. This would also make it easier to sell pets since your datapad wouldn't be so full and you could put pets on the bazaar like BE do. At master you get a special trap that is hard to make but you can catch a full grown adult animal if it normally has babies. This would make master worth something more then just 3 animals out. The rest of the traps work like they do now.


If tracking is improved a little more where it works on things they are close to spawning or actual shows all things with in the limited range then it could be a real help on finding rare babies. Also if camo is fixed it would help out alot since you don't have to worry so much on being caught by the parents and accidently killing the baby.


Here is how the exp is broken down.


novice (need master scout)

You also need the same scout xp you need for novice ch. You get your firstcreature catching here and it only catches babies. You also get your first part of track and a new camp. Plus your normal novice ch commands.


line 1 Creature Taming

This is where you put all the commands thatare used to guard, group, and special attacksin ch currently. You get all the benefits from each of those boxes as you go up each box. So instead of getting only a +2 from level 1 and 2 boxes you get a +4 and on 3 a +8 and on 4 a +10. At level 3 box you get to have 2 pets out at once.


line 2 Creature Knowledge

This is the only scout xp line but you learn the other commands from ch here. So both tricks, the buffs, the formations, and anything that I forgot. The scout xp is the same for the level 1 box of wayfaring but after that double the normal amount of scout xp per box. This is also where you get tracking.


line 3 Trapping

This is the trapping part of the profession but with a few changes. You get traps that catch your babies for you. Plus the regular traps. Getting trapping xp is about the same difficulty as it is for ranger but the level 1 box is half the xp it normally is and all the others are the same as they are now. But you will get 4 traps total traps for going up this line instead of 3.


line 4 Wilderness Knowledge

This is the one part no one really wants to do but I thought it still should go here with a few exceptions. We put camo here and camping. You also get a new command mass forage which lets you get 10 to 15 units of what ever per forage at level 1 and at master you can get 500 to 1k. You also get survival xp for foraging and camping. But you get scout xp for camo. Camo goes in here since you will need foraged items to make some of them now which will be easy since mass forage will give you options on attempting to forage certain things.


Master (don't have a name for it yet)


This is where you get train mount and to control 3 pets at once. But the max level would be raised to 80 since you have more creature knowledge you know what the things like and what will make it trust you. This is where you also get a trap that lets you catch adult animals lvl 80 down if they normally have a baby. You also get a planet wide track that only shows animals currently spawned all over the planet. There will be some things left off since you can't track everything at once and this will not make it over powered. You also get a cert for a zoo which BE will also get at master.


Who this will help


Architects because it gives them a new building to sell to people.

Anyone that needs meat, hide, and bone since alot more people will be out there gathering resources.

Ch and Ranger since both right now are not very good and need help.

Scouts since now master will actually be something to go for.


This is also a great RP class since rangers and ch just seem like a natural fit but the only problem is right now in this game that combo is not very good since both classes aren't that good without another combat class. Plus rangers know more then anyone else about animals and right now they are just higher level scouts. This would hinder some people because they couldn't be doctor and ch ,bh and ch, smuggler and ch and other combo that require you to master atleast one other profession first. But it would allow people to get a ranger/ch combo with a combat or crafting profession to master.


Tell me what you think. (Gets on flame resist armor)
Canadianjoo
Fri Aug 13, 2004 6:42 am
#96

Now there have been many idea's about black listing people, but i have quite the opposite in mind. I would create a so called "Gold Card Carriers Club", It would be something like 100k a month for free buffs, limit 1 per day. The "membership cards" would be some component or something crafted by me, but renamed, id write down all the serial numbers, to prevent people fromtrying to exploit the system. Aside from the potential pricing/and or limit to number of buffs, what do you all think about this idea?




Cui Unitforlife!
Plus Sized Purveyor of the Pink Padded (Its back!)
Hello, my name is Sue, How do you do, You gonna die!
Mercouhys
Fri Aug 13, 2004 11:34 am
#97

Interesting concept, but it seems like it could be a lot of work. Give it a run and see what happens.
Amana
Mon Aug 23, 2004 2:49 pm
#98

I was reading the weapon technology forum and loved all the different stuff on there about the different weaponry that exists in the star wars realm. It also gave me a couple ideas on some techniques for the rifleman. Sure we have surprise shot and sniper shot but I thought of an idea of making a master technqiue for the rifleman called Sniper burst, Sniper shot 2 (for the NPCs ) , and the all purpose and deadly assians bullet. What the sniper burst would do is act like the full auto single for the carbiner giving a random status condition to the enemy from knocking them down to dizzy, stunning, or blinding them. Sniper shot 2 which is a bolstered version of the sniper shot effects NPCs greatly by dizzying them but does alot of dmg and can only be done from the covered position. The assians bullet is the most advanced and consuming shot for the master rifleman like strafeshot 2. It effects one NPC doing a massive amount of dmg however it requires nearly 1/2 of the mind/action points to use the ability and can only be done from the covered position. You guys like my ideas



______________________________________________________________________
Amana Wolf Master BE/Master Rifleman (server: radiant)
Vendor open!!! 340 -5364 outside Cnet The Armory the misc item vendor.
Selling great weaponry both krayt,spiderfanged,and custom orders.
Game Guide Links
Zivon
Wed Sep 01, 2004 11:27 am
#99


Lowering your CL to match a the CL of creatures that you can handle with your jedi skills is a good idea. Going all the way to CL-1 is over doing it. When I was an initiate without a novice box, I found that I was able to take on creature in the 40-50 CL area. I don’t know what you have right now, but I would keep any boxes that contain Melee Defense, General Melee Speed or General Melee Accuracy. The matching “Range” variety of those skills are nice, but not nearly as important if you are going to solo grind as all of your battles will be Melee. Also, I would suggest picking up healing skills from the medic tree and hold onto them till you can get Jedi Healing.



Zivon Alderlight - Dark Jedi Master (pre-CU) & Colonel - Imperial Army
Former Mayor & Tri-Founder of Hadrian's Market, Tatooine
Lemack - Weaponsmith & Disgruntled Trader
Skottie La'Forge - BioEngineer/Doctor - RIP (11/08/05 NGE)
MadLeprechaun
Sat Nov 13, 2004 9:18 pm
#100

uh, i dunno if this has been brought up already and i'm not an armorsmith so lynch me if you want.


ok, what if an armorsmith made a whole set of armor and made it so special that you get bonuses for having the whole set made by the same smith. If had an armorsmith craft me a full set of ubese and put his special mark on it, i would maybe get lower encumberances or a higher kinetic% for wearing the full set. but if i had the full set all made by different smiths i would not get the bonus....feel free to flame and troll if this is a bad idea



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Variax-Bria (Master Rifleman)(Rogue)(Avenger)
justapilgrim
Sat Nov 13, 2004 10:29 pm
#101

we would never get anything done, becuase everyone would demand their "special" suit


also, it won't be "special" because everyone would want one, and you would be just like everyone else




so...no feasable, not the direction they want to go



SkinnyManDo Businessman
Chubbs is my Armorsmith Slave, email him
Get Armor at Valcyn Armor Emporium (proprietor) -5411 5375 (Theed) 16 armor vendors
Get everything else Forbidden Valley Mall (Lok) 20 vendors of everything else
Lethalman
Sat Nov 13, 2004 11:27 pm
#102

I think that putting a mark of the AS on all the armor they made would be kinda fun.



Zuka 'Zamamee
Jackrabbit304
Sat Feb 05, 2005 11:02 pm
#103

Would it hurt the economy so much if we added more availability to aa's and ca's? why cant they drop off mobs that arent killable by only elite combat classes? show some love to the crafters/merchants with no real combat skill and let the assembly/experimentation skill tapes drop off easier mobs.....just a thought



Swoop ~Ecilpse~ CL 60 'Mando

'Six' ~Eclipse~ Master Structures Trader


"Behind every good man, is a woman with a gun..."
Litushot
Sun Feb 06, 2005 8:58 am
#104

Well, for the most part crafters will be more rich than fighters, so the fighters sell these CAs and AAs for lotsa cash, then they use that money to buy more equipment, possibly from the same crafter......ah, the great circle of life....



Draeka Lightheart- "I came, I saw, I burned...."
Jack O'Neill- "I'm not getting all my memos!"
R.I.P. Litus Darkheart, forgot to clone on 3/15/05...
Page 8 of 13