Bounty Hunter Archive

Thread: Tanks about the new Ranger manhunting skills...

riotcontrol
Fri Sep 16, 2005 5:39 pm
#1

Anti-Personnel Devices & Traps

#This skill line provides schematics and skill modifiers that allow the Ranger to set traps aimed at NPC humanoids as well as other player characters in a PvP setting. Traps can be placed on the ground and are visible to everyone (unless they are concealed using the Conceal Device skill). Traps have a limited life-span and will be removed from the game at the end of their lifespan. Also, only a limited number of traps may be placed in a given area. Traps may never be placed within city limits.

Concealed devices can be detected and disarmed with the Detect Camouflage and Disarm Device skills from the Pursuit & Countermeasures skill line.

Anti-Personnel devices are either detonated remotely, via timer or proximity trigger. Device bodies and triggers are combined in the inventory (drag & drop) to create a complete trap.

These traps are technologically advanced "smart" traps that can be programmed and shaped to deliver their payload in various ways. Once successfully triggered, a trap will deliver its payload to all attackable targets in the surrounding area. Traps can also be "shaped and targeted" at one specific person, using a Bio Signature Sample (see the Pursuit & Countermeasures line).

All trap bodies and triggers use the Anti-Personnel Traps skill modifier for both assembly and experimentation. Trap bodies have a "Power" experimentation line that determines the power of the trap effect. Triggers have an "Accuracy" experimentation line that determines the reliability of the trigger to detonate the trap.

Schematics:
# Timer Trigger - detonates a device after a certain amount of time. The Ranger may adjust the length of the fuse.

# Proximity Trigger - detonates a device once an attackable humanoid comes within range. Proximity triggers can be tuned with a bio-signature to target the trap against a specific individual. The ranger may adjust the trigger distance of the trigger.

# Remote Detonation Trigger - At the Master Skill Box, this trigger detonates a trap from a distance using a remote control.

# HX2 Mine Body - Basic explosive mine. Does 100% Kinetic Elemental Fire damage (mitigated by armor & Personal Shield Generators).

# Kaminoan Dart Trap Assembly - Bio Toxin darts that are delivered as a Poison Health DOT (Damage-Over-Time).

# Flash-Bang Body - Combat Slow & Stun.
# Spring Loaded Caltrop Assembly - This is a very effective movement Snare.

Skill Modifiers:
# Anti-Personnel Traps - determines the effectiveness of a trap, and how difficult the trap is to disarm once it has been set.

# Tactical Expertise - Determines the speed at which traps can be armed/set (decreases windup).

Pursuit & Countermeasures

This line contains skills and schematics that aid the Ranger in ferreting out other Rangers as well as detecting and disarming anti-personnel devices. Detecting concealed persons/objects is determined by checking the conceal skill vs. the detect skill + a slight random factor to ensure that no conceal/detect is 100% certain.

Skills:
# Detect Camouflage: Searches the area for camouflaged persons/objects.

# Disarm Trap: Attempts to disarm a trap. A failed disarm attempt focuses the entire force of the trap against the disarming Ranger, multiplying the effects of the given trap.

Schematics:
# Chaff Flare: At the Master Skill Box, the Ranger will receive a schematic to create a device that deposits small reactive filaments in the surrounding air in an attempt to disable any active Holographic Environment Projectors.

# Tracking Beacon: Uses a Bio Signature to locate a target using Imperial tracking satellites.

# Bio Sensor Probe: Used on an attackable humanoid to gain a bio signature sample - used to "shape and target" a trap, filter Motion Sensor Beacons and key Tracking Beacons to a specific humanoid.

Bio sensor samples decay within a short amount of time. The length of time that a sample is preserved within the probe is determined by the crafting process.

# Motion Sensor Beacon: Set up in the world to alert the ranger of humanoid movement in an area. When used in conjunction with a bio signature sample, only the targeted humanoid will set off the beacon.




Right... so is it just me or does a lot of this stuff actually fall under the "Bounty Hunter gadgets and traps" category?



__
wieland argosy <gunslinger>
SKotor
Fri Sep 16, 2005 5:44 pm
#2

Well I Agree But BH are the most looked at prof so let the other get a few new things then we may get some new cool stuff



-Skotor


-------
Ingame Name
K'ered Eiseyenne

Apollyon-Eclipse
Fri Sep 16, 2005 5:44 pm
#3






Are you blind?!? These are clearly meant to be Jedi skills!!! (kidding)


LOL.....this is going to be good. *Grabs some popcorn*


Seriously though....Rangers are LONG overdue. Grats guys


Message Edited by Apollyon-Eclipse on 09-16-2005 05:47 PM


Message Edited by Apollyon-Eclipse on 09-16-2005 05:50 PM

Message Edited by Apollyon-Eclipse on 09-16-2005 05:50 PM

Opie76
Fri Sep 16, 2005 5:52 pm
#4

As a fellow Bounty hunter I'll say this once and once only. Don't even thing about crying for BH to get any of these items that are slated to goto ranger. BH has been revamped, and we already have unique content. Sure we needs a few fixes, but that will come in time.


That is all.




Hom'er (MBH/MCM/0400 Carb) Soon to be (MBH/MRanger, if they get some offensive/def mods)


riotcontrol
Fri Sep 16, 2005 5:59 pm
#5

/rolleyes

If Rangers got new colourful dresses to sew and a bunch of really neat pancake recipes, wouldn't it be about as silly as this is?

It's not about professions getting or not getting new stuff. We all know who's "neglected" and who's not. And no one sane would complain about that. But the direction of the Ranger profession does seem a bit... well, not just a bit but very weird. Even without mentioning the whole concept of stealing skills.

/shrug



__
wieland argosy <gunslinger>
Grunzer
Fri Sep 16, 2005 6:18 pm
#6






riotcontrol wrote:
/rolleyes

If Rangers got new colourful dresses to sew and a bunch of really neat pancake recipes, wouldn't it be about as silly as this is?

It's not about professions getting or not getting new stuff. We all know who's "neglected" and who's not. And no one sane would complain about that. But the direction of the Ranger profession does seem a bit... well, not just a bit but very weird. Even without mentioning the whole concept of stealing skills.

/shrug





Not weird at all. Ranger is going to be the new Rogue class that other fantasy type games have, just with a different name.






CANCELLED

??????????? ?? ????????? ?????? ??? Sony
Nathanielstarr
Fri Sep 16, 2005 6:23 pm
#7

Yes please let the Rangers get something good. If you want that stuff go Ranger. I'm for anything that makes any non-Jedi profession more interesting. If we get these people that are always playing their Jedi to play something else then maybe it might appear that Jedi are rare again.


I'm hoping that all the non-Jedi professions get these indepth revamps and then they let Jedi characters an optionalone time respec to any non-Jedi template that they want but they can never return to Jedi if they do it.

JoBoFedderish
Fri Sep 16, 2005 6:25 pm
#8

So I wonder how this new ranger would be with MBH? Any thoughts?



Commando
Tailor

Mandalorian
--ROLEPLAYER--
501st Member
Dyrwen
Fri Sep 16, 2005 6:25 pm
#9

It's a good day to be a MBH/MRanger.




000000000000000000Dyrwen Sy-X
000000000000000000
00000000000000000
0
Imperial Master Ranger.
000000000000000000Meat Manager
000000000000000000Hide Heretic.
000000000000000000Bone Busybody.
000000000000000000
00000000000000000
0General PAC Man
000000000000000000Penny Arcade Clan
000000000000000000

Nathanielstarr
Fri Sep 16, 2005 6:26 pm
#10

I think the new skills are interesting. It is kind of rogue like but one problem with the Ranger profession is that they have nothing that identifies them. This would do that, even if it's not the traditional "Ranger" that we think of when we say the word. But alot of stuff that you might think defines Ranger can already be found in Scout and Creature Handler. I might playa Ranger sometimelooking at the additions.
Grunzer
Fri Sep 16, 2005 6:36 pm
#11






JoBoFedderish wrote:
So I wonder how this new ranger would be with MBH? Any thoughts?






The EU Boba Fett rings a bell.





CANCELLED

??????????? ?? ????????? ?????? ??? Sony
Qwad
Fri Sep 16, 2005 6:43 pm
#12



riotcontrol wrote:
Anti-Personnel Devices & Traps

#This skill line provides schematics and skill modifiers that allow the Ranger to set traps aimed at NPC humanoids as well as other player characters in a PvP setting. Traps can be placed on the ground and are visible to everyone (unless they are concealed using the Conceal Device skill). Traps have a limited life-span and will be removed from the game at the end of their lifespan. Also, only a limited number of traps may be placed in a given area. Traps may never be placed within city limits.

Concealed devices can be detected and disarmed with the Detect Camouflage and Disarm Device skills from the Pursuit & Countermeasures skill line.

Anti-Personnel devices are either detonated remotely, via timer or proximity trigger. Device bodies and triggers are combined in the inventory (drag & drop) to create a complete trap.

These traps are technologically advanced "smart" traps that can be programmed and shaped to deliver their payload in various ways. Once successfully triggered, a trap will deliver its payload to all attackable targets in the surrounding area. Traps can also be "shaped and targeted" at one specific person, using a Bio Signature Sample (see the Pursuit & Countermeasures line).

All trap bodies and triggers use the Anti-Personnel Traps skill modifier for both assembly and experimentation. Trap bodies have a "Power" experimentation line that determines the power of the trap effect. Triggers have an "Accuracy" experimentation line that determines the reliability of the trigger to detonate the trap.

Schematics:
# Timer Trigger - detonates a device after a certain amount of time. The Ranger may adjust the length of the fuse.

# Proximity Trigger - detonates a device once an attackable humanoid comes within range. Proximity triggers can be tuned with a bio-signature to target the trap against a specific individual. The ranger may adjust the trigger distance of the trigger.

# Remote Detonation Trigger - At the Master Skill Box, this trigger detonates a trap from a distance using a remote control.

# HX2 Mine Body - Basic explosive mine. Does 100% Kinetic Elemental Fire damage (mitigated by armor & Personal Shield Generators).

# Kaminoan Dart Trap Assembly - Bio Toxin darts that are delivered as a Poison Health DOT (Damage-Over-Time).

# Flash-Bang Body - Combat Slow & Stun.
# Spring Loaded Caltrop Assembly - This is a very effective movement Snare.

Skill Modifiers:
# Anti-Personnel Traps - determines the effectiveness of a trap, and how difficult the trap is to disarm once it has been set.

# Tactical Expertise - Determines the speed at which traps can be armed/set (decreases windup).

Pursuit & Countermeasures

This line contains skills and schematics that aid the Ranger in ferreting out other Rangers as well as detecting and disarming anti-personnel devices. Detecting concealed persons/objects is determined by checking the conceal skill vs. the detect skill + a slight random factor to ensure that no conceal/detect is 100% certain.

Skills:
# Detect Camouflage: Searches the area for camouflaged persons/objects.

# Disarm Trap: Attempts to disarm a trap. A failed disarm attempt focuses the entire force of the trap against the disarming Ranger, multiplying the effects of the given trap.

Schematics:
# Chaff Flare: At the Master Skill Box, the Ranger will receive a schematic to create a device that deposits small reactive filaments in the surrounding air in an attempt to disable any active Holographic Environment Projectors.

# Tracking Beacon: Uses a Bio Signature to locate a target using Imperial tracking satellites.

# Bio Sensor Probe: Used on an attackable humanoid to gain a bio signature sample - used to "shape and target" a trap, filter Motion Sensor Beacons and key Tracking Beacons to a specific humanoid.

Bio sensor samples decay within a short amount of time. The length of time that a sample is preserved within the probe is determined by the crafting process.

# Motion Sensor Beacon: Set up in the world to alert the ranger of humanoid movement in an area. When used in conjunction with a bio signature sample, only the targeted humanoid will set off the beacon.




Right... so is it just me or does a lot of this stuff actually fall under the "Bounty Hunter gadgets and traps" category?




Go MBH/MRanger





...Posting rants on these forums is like a rocking chair; it gives you something to do, but it doesn't get ya anywhere... write that down.

>Torrence Osti - DMG-I - Gorath
The origins of the "nerf bat"
MasterOfEverything
Fri Sep 16, 2005 6:51 pm
#13


I sort of agree that its dumb that we were asking for player traps for a long time and are not getting them...but as long as its rangers, who need SOMTHING, i dont think theres anything to worry about.


Now, if they gave player traps to JEDI...


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