Bounty Hunter Archive
Thread: Tanks about the new Ranger manhunting skills...
#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?
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
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)
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
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.
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 wrote:
So I wonder how this new ranger would be with MBH? Any thoughts?
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
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...![]()