Development Cycle Archive

Thread: IC 1-11: Combat Roles; Ranger

Artistan
Mon Feb 02, 2004 12:12 pm
#144






Quanzik wrote:

i always felt rangers should have a hunting rifle or somehting made for them. currently my Hunt Master master ranger is only certified for using cdef weapons. some have suggested a hunting bow which would be nice cuz could allow for different damage types thru arrow heads varrying.


it doesnt have to be soemthing to over power em in pvp situations in which case but be able to help the resource gatherer and pve. and maybe have an increased creature to hit bonus and damage bonus when using the weapon to further enhance it not being overpwoering in the pvp situation however helpful in pve groups.


i like having my skills the way they are and dont see why i should need to have to skill up in a profession that isnt a preq to use one of my main and most valuable lines that identifies the class -Hunting-


Vakeso


Master Ranger








hmmm, maybe some of those different arrows could be designed to kill in one hit or kill quickly, but have a long reload time. Sneaking up on base and shooting a poison arrow into the commander anyone?




- I support keeping & balancing the current combat system You can too
PithrenDarkstar
Mon Feb 02, 2004 6:01 pm
#145


There has been discussion and debate for months about ranger specific weapons and attacks. Here are some potential implementations, and the pros and cons to each.


Ranger-only weapon: This would be a weapon with a cert granted somewhere in the ranger profession, depending on its strength. It would have large bonuses against creatures, and rangers would get various bonuses for its use a la other weapon classes. It would either be usable only against creatures, or would suffer severe penalties when used against NPCs or player characters.



  • Pros: Not dependant on any other weapon class. A ranger wouldn't need siklls from another profession.

  • Cons: This would be harder to implement. New art would be required, and many balancing issues would come into play. A new exp type might need to be added, along with new mods and special attacks.

Ranger special attacks: These would be attacks designed for use against creatures. Like the weapon, they would have no use or limited use against players and NPCs. They would provide bonuses based on the stats of the weapon the ranger is using, and would be a bonus in PvE creature combat.



  • Pros: Easier to implement. This would be a much simpler system, and would probably be easier to balance as well.

  • Cons: This would require that the ranger take up a second combat profession. While currently a ranger does need an elite combat profession to supplement ranger skills,this shouldn't be so. A ranger should be able to hold his or her own without needing to also be an elite marksman or brawler profession.



- Pithren Ðarkstar
¤ Master Ranger ¤
  • in memory of NRaas, Ranger Correspondent

Tonteth
Tue Feb 03, 2004 8:48 pm
#146

What should the SWG ranger be? The EQ shaman, the debuffer.




Tonteth
Master Smuggler/Master Pistoleer/Master TKA
Tear the face off and wear it as a mask!


Nerj
Wed Feb 04, 2004 2:47 pm
#147






Tonteth wrote:
What should the SWG ranger be? The EQ shaman, the debuffer.






No that's a Doc job -- (Witch Doc if you prefer :smileywink



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

ClomaxCrom
Fri Feb 06, 2004 12:27 pm
#148

Like most posts, this may go unanswered/unheard by the devs. But, I think the main thing that the ranger profession lacks is an ability that puts them above the rest of the professions in the wilderness. The camps as good as they are are mediocre. I can use the basic camp kit for the same use that the field base provides. I think these are some things that would be useful.


Camps:


Give the high level camps the ability to repel creatures. Give the camps "stun turrets" that actually shoot aggressives though not hurting but making them scamper away. Seeing that the field base is a "field base" why would this be out of the ranger area? leave the tarp, tent and concrete pillar idea behind and give us something more worthwile than good looks and a minor heal bonus.


Abilities:


I think rangers need special attacks that augment their weapon skills. Rangers need to learn maybe "Rifle:Weak spot" , this skill, learned at master ranger would provide the ranger with theweak spot rifle skill.Weak spot would blend the ranger's creature knowledge of weak spots and the player's rifle skill to output this new shot that might do outstanding damage depending on the rifle trees and rifle skill. These skills could be such as:


Pistol: weak spot


Rifle: weak spot


Carbine: weak spot


Melee : Pressure points.


I think this complimenting skill idea would be excellent. Give the ranger a special creature only KD too.






Traps: We need worthwile traps.


Wayfaring: The master ranger should have the ability to have a vanishing tirkc to escape from a mob of humanoids.


If the master ranger is stuck in a tight spot and lots of thugs shooting at him, or tuskens or being mobbed by animals. He should have an ability to quickly vanish and get out. The trick would totally zap his mind and action bars but he would be garunteed a "peace" and a conceal from all creatures and humanoid npcs attacking him and those within 100m.


I dont see why this shouldn't work in PvP too.


if we have tracking : players and people why shouldnt we be able to mask from them?


In both situations the Vanishing trick would phisically change his appearance(into full on camo)to match the flora and environment of the current planet.





Rifle: Weak spot





-----------------------------------------------------------------------------------------------
-Clomax Crom,
Account Status : Canceled on 3/13/04
I can't find anything to make me enjoy the game any longer. have a good one folks.
Azmodean
Sat Feb 07, 2004 12:50 am
#149

What defines theRanger role in combat?


Rangers should be the antithesis of the creature handler. Creature handlers control a creature and harness its abilities... Rangers are the Master Hunters who can take creatures down quickly. To do this, Rangers need their own combat skills. They need generic damage, accuracy, and defense bonuses that work only when attacking creatures, as well as high multiplier/stat effect special moves that do not require any specific weapons. Either that, or they need some ranger only hunting weapons, or traps with the ability to kill. As it stands now, the ranger is a purely support profession. It cannot do anything in its entire repitoire without either grouping with someone else or taking up another profession. Considering that you must spend 77 points just to reach this profession, that is 100% unacceptable.


What basic combat elements should they possess?


An array of anti-creature offensive and defensive bonuses, as well as traps and weapon-independant special moves.


What offensive abilities?


1. Reverse Damage Mitigation 1-3: Each level increases the minimum armor piercing level of all attacks against creatures. Reverse Damage Mitigation 1 fires all attacks as if they were light armor piercing or higher. Reverse Damage Mitigation 3 fires all attacks as if they were heavy armor piercing. This applies only against creatures. If the weapon used already has a higher armor piercing level than the one provided by Reverse Damage Mitigation, it uses the weapon's armor piercing instead.


2. Creature to-hit bonuses. These should be around 75% of the average accuracy bonuses provided by advanced combat professions (those that revolve around using a specific weapon type, such as Rifleman, Teras Kasi, Pistoleer, etc). They apply only when attacking enemy creatures.


3. Creature +damage bonuses. These increase the damage done to creatures at a rate of 1% per point and are calculated before special move multipliers. Master Ranger should have around 50 +damage vs creatures skill.


4. Traps. Some traps do damage, as well as inflicting states which make the creature more susceptible to further damage.


5. Special moves. These would mostly be in the form of Hit1, Hit2, Area1, Area2... i.e. straight damage multiplier moves. By themselves, they wouldn't be that spectacular... maybe around the novice level to intermediate level of damage compared to the advanced combat classes. When stacked with the anti-creature bonuses and reverse damage mitigation, however, they would be quite lethal. There wouldn't be any state changing special moves, however. Rangers would rely on traps for that.


What defensive abilities?


1.Special attackDefense Modifiers. Rather than getting the same general state defense modifiers that other classes get, rangers get the unique ability to ignore certain creature special attacks. These would work similar to a dodge skill, and would involve two skill components. The first component would determine the rate of success. The second component would determine thetypes of attacks affected. Master Rangers would almost never be affected by any special attacks, including poison or disease attacks. However, their overall defenses, even against creatures, would still be lower than most professions, causing them to take more damage.


2. Traps. Some traps would lower the creature's ability to fight, while others would provide crowd control, with dizzies, knockdowns, roots, and snares. Trap effects would also last longer and be more potent than normal special moves, to balance the time, resources, and inventory space rangers invest in keeping a full spectrum of traps available for use. Traps would only work on creatures.


3. Ranged Defense and Melee Defense. Rangers would get the same ranged and melee defense and damage mitigation that other combat classes recieve, giving them at leastmediocre protection in PvP.


What unique abilities?


1. Weapon-independant anti-creature fighting capabilities as listed above


2. Traps


3. The ability to place mines individually such that they cannot be seen by the enemy


4. The ability to harvest far more than a scout


5. Special reconnassaince support in the form of conceal and tracking


6. The ability to place camps that are far more effective than those of a scout (more on that below).


Should add what advantage or asset in group combat?


1. Rangers would retain their current conceal, which would assist groups in getting to and from the desired combat location unnoticed.


2.Traps (for buffing and debuffing creatures) Rangers need a significant increase in trapping skill, so that a Master Ranger can expect to land his traps easily on all but the one or two highest level creatures in the game. Their traps should have a longer and greater effect than any combat special moves do, as they require the expenditure of time and resources, and take up inventory space. Traps should be one of the primary reasons to have a ranger in the group, similar to players desiring a Shaman or Enchanter in EQ for their debuffs.


3. Camps.Ranger camps are also currently quite lacking. Currently, there is little need for any camp higher than that of a novice scout. Camps built by a master ranger should provide a significant increase to doctors' and entertainers' abilities to heal and buff group members, beyond that which a droid or even an in-town hospital can provide. Players can always find a hospital, and most doctors or dancers always have a droid on-hand, but they rarely have access to a Master Ranger, and the camps that only he can place. In addition, the higher level ranger camps should have their own additional bonuses to make them stand out from scout camps. Ranger camps should stay up in combat, and be usable as a forward base in PvP, providing moderate bonuses to defenses, as well as having their own integrated defense systems (mini-turrets, pain fields, or laser fences would be good examples). Currently, players can also purchase faction perks from a ranger camp, but at a far higher cost than they could at a faction base. Since there's absolutely noneed to purchase faction perks from a camp instead of a base, this function is almost completely useless. The only possible use is if you somehow don't know where a faction recruiter or faction base is, in which case you probably couldn't afford any of the perks anyway. To fix this, ranger camps should offer unique perks that are only usable within a certain distance of the camp, and which affect the GCW. These could include defensive barriers, artillery support, or even shuttle evacuations.


4. Reconnissaince. Rangers have Tracking, which allows them to find creatures (and at higher levels, NPC's and players) from farther away. Tracking radius should begin at 300m (200 less than now) and increase to around 1000m at master. Master rangers should also be able to discover the faction of overt players they are tracking, by analyzing the tell tale signs from the player's tracks that show what type of military training they received. Selecting a target in the tracking menu and hitting OK should generate a waypoint to the last known position of the quarry.


How could/should they interact with other professions?


Their camo ability makes them useful to bio engineers who need to get close to aggressive creatures to sample their DNA. Their ability to harvest makes them the favorite of any tradeskill which requires organic resources. Their traps, camps, tracking, and anti-creature combat skills make them wanted on hunting trips.


What interaction / dependencies should exist with other combatants?


In PvE, Rangers depend on other combatants to take the majority of the damage. While Master Rangers should be nearly immune to state effects caused by creatures, they are still weak defensively compared to other combat classes. And while they can deal considerable damage to creatures, they do not have access to the weapon variety that other combat classes have, meaning that Rangers may be unable to damage a creature at all where other combat classes can simply switch to a weapon with a different damage type. As with all combat professions, rangers are also heavily dependant on healer professions to keep them in the fight. Other combat professions depend on the ranger to use his traps to bring tougher creatures down to a more manageable level, and for the ranger to set up his camp for use as a defensive position to pull enemies to.


What should be their unique role in the Galactic Civil War?


Rangers fill4 roles in the GCW:


1. Reconnissaince. Rangers can locate enemy players, and can also coordinate with other rangers to more effectively locate enemy bases through intelligent use of the Tracking skill.


2. Traps. Rangers can place landmines without needing to place a mine-field. While they can only place these mines one at a time, and have a limited number they can place, this allows rangers to defend areas more secretively than other professions. It also allows them to apply their trapping skill to the GCW, as the higher their trapping skill is, the more likely a mine will detonate when stepped on, and the less likely an enemy will find it. On the flip-side, rangers are also skilled at locating and disarming mines, both in a minefield, and those placed by other rangers. Disarming mines should only be temporary though, providing a 10 second window for players to move through the mined area.


3. Forward command posts. Rangers can use their camps as a fall-back point during GCW raids, where fighters can withdraw to if the battle turns against them, and where doctors can drag dead or incapacitated players to keep them somewhat safe while they recover.


4. Rangers are anti-creature handler players. They can turn a creature handler's prized bull into a harmless kitten (or at least, a much less harmful bull), making it easier to dispatch the creature so its master may be dealt with.
G0llum
Sat Feb 07, 2004 10:48 pm
#150

I would like to voice my support for the "Outdoorsman" concept.



G'ollum - Master Ranger
LevaOripa
Sun Feb 08, 2004 7:13 am
#151

Rangers need more harvesting bonuses at least 300% more


Rangers need to get more bonuses to damage creatures and pets at least 200% more than what we currently have.


Rangers should recieve more defenses from creatures and pets attacks


Rangers should be able to become invisable to other players radar with a mask scent type of skill


Rangers should recieve aim bonuses


Rangers traps should work against players and npc's





1st account Leva 249 point jedi Free Alt -Leva- Rifle Goddess
I want whats best for the overall health of game...................Do you ?
DFH
Sun Feb 08, 2004 11:16 am
#152

Dunno about other states, but Rangers should be highly resistant to poison and disease attacks. If it walks, crawls, swims or flies, we've been bitten by it and we're still around.



-- Venture, Corbantis
4040 Ranger 4414 Creature Handler 4132 Rifleman
Nerj
Mon Feb 09, 2004 5:32 pm
#153






Nerj wrote:

What defines theRanger role in combat?


Current: Nothing - traps that don't work, camps that tie us down and disband in combat. Terrain and crawl speeds that are worthless since vehicles.


Proposed: Kill animals faster, Camps that repel.


What basic combat elements should they possess?



Current: Whatever weapon skills we have outside of Ranger


Proposed: Traps and stealth



What offensive abilities?



Current: NONE


Proposed: Kill animals faster, Camps that repel, and they abillty to see concealed players



What defensive abilities?


Current: NONE - Camps are suppose to repel MOBS. However, these don't work. Conceal is worthless, and with proposed changes to NOT work against NPC and players, even more so.


Proposed: Conceal against players and NPC


What unique abilities?



Current: Harvesting - No advantage to MASTER scout (1 or 2 unit diff - makes no diff)


Proposed: Things which won't be implememted, conceal against NPCs and players



Should add what advantage or asset in group combat?


Current: Nothing (60% reduction in harvest no matter what)


Proposed: Increase the harvest for Ranger lead squads.


How could/should they interact with other professions?



Current: WE sell them stuff


Proposed: WE sell them stuff.



What interaction / dependencies should exist with other combatants?



Current: NONE - throwing SCOUT level traps (which work at same level as scout)


Proposed: Better traps, AOE traps that work



What should be their unique role in the Galactic Civil War?



Current: NONE - no skills to work against creatures, players, and NPS


Proposed: We are animal killers, what skills could we posiblly have against players ands NPCs? Camo?







RESULT: Since, the major thrust of of questions is to beef up the GCW (aka: NPC and player interaction) we have no skills nor will we acquire skills to this end because of greifing.


Purposal: Removal of RANGER profession. Put beter traps at SCOUT level. Make SQUAD LEADER based off of Master Scout. Move tracking to Bounty Hunter. Give camps and rescue feature to Squad Leader. Increase harvesting levels when grouped with Squad Leader. Rename MASTERSCOUT to RANGER.





In addition, removal of Ranger profession will open room for Droid Handler Prof.







Sorry, but I still have not seen any other proposal that REALLY defines a RANGER as other that a glorified scout. Without the abillity to use the enviroment to our advantage(invisible to the naked eye) or to see the HIDDEN enemy, we are useless. Running and Crawling around in the wilderness has been made obsolete.


Without a usefull, MAJOR revamp (talk to GREEN MARINE for good ideas) the profession is weak and useless.







P.S. : from Ranger forum Ranger correspondent feedback ( http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=5725)


1. We aren't unique.



"Rangers have very little that differentiates them from scouts. Once Master Scout is reached, Ranger is essentially more of the exact same thing."




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

majorslappy
Wed Feb 11, 2004 8:29 am
#154


One of the things that has caused me a great deal of frustration as a Master Scout/Ranger is the lack of differentiation in the wilderness. All other character classes seem to function just fine in the wild with no support system. In reality, plop a Master Chef in the wild with no Scout/Ranger skills he will die within a couple of days.


Yes, you can talk about combat differentiation all you want, but our function as rangers is or should be wilderness focused. If all the other characters in the game can function as well as we can in the wild, then Ranger/Scout is a completely useless skill tree.


I like a lot of the suggestions in Nrass' write up on the Outdoorsman, especially the things that relate to gathering organic resources, tracking, and hiding. If you want a good model to look at, look at the "mountain man" of the North American west. Totally self sufficient in the wild. Able to find his way anywhere. Able to trap and track anything in his environment. Able to take advantage of creatures natural tendencies to herd them and harvest from them the things that are best about the creature.


One of my big complaints about Scouts/Rangers is that we have to /examine and pick a resource to harvest just like everyone else. Rangers should have the ability to /harvestbest as well as the normal options. The harvesting numbers should be far higher and rangers should be able to harvest 2 or 3 resources at once. Rangers should also have the ability to /harvestspecial. Special harvest would be items (drops if you will) that are peculiar to a creature that give other professions that use organics (Chefs, BEs, Tailors, etc.) special adds to their products.


Combat is great and Scouts/Rangers can take part, but the combat skills are taken care of in Marksman, Brawler and Rangers can take those skills to enhance their capabilities in combat, but what about enhancing other professions? Ranger/Chef? Ranger/BE? Ranger/Tailor?


Tracking is another sore point. I should be able to Track just like I Survey. I should be able to pick an animal out of a list or from the main tracking results window and track (/trackfollow) that animal. Tracking at this point is no more than reading signs. It needs to involve, in the game mechanic, a way to actually track a type of animal. We should be organic resource gatherers. If we can't find specific animals to harvest from, what use is tracking? Mission terminals kill the Ranger's ability to bring a different and important role to the game. How about a Ranger terminal? I know, ridiculous. Just track things right? Well, you know, with mission terminals, traps that don't get any better, camps that don't work, and poor differentiation from other professions, the Ranger is a quick deletion from the skill point pool.





--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
Karakaan
Fri Feb 13, 2004 5:13 am
#155

I red some posts at the beginning.

i aggre with the idea trap other players, but you must be Master Ranger to get this Ability (like Tracking, first Animals,Then NPCs, then Players)

Concealment vs Players should be possible (sure only as Master) we get then the Tactical-Camo-Kits they needs more Ressources you are Stealth up to 64m if you run and 32m to a player if you Walk and you leave stealth-mode if you attack. You can't change weapon they is colerd now too, and Heavy Weapons are usless for Concealment.
Takei_Urawaza
Sat Feb 14, 2004 5:54 am
#156

I wish to include my support for "the outdoorsman" proposal.


I also would wish to see the ranger class changed so that whatever weapon class a person choose's to take up, the ranger class would provide additional bonuses that would compliment any weapon/profession but only when fighting creatures, to the extent that they would be considered better for fighting creatures than a pure dual weapon profession class.


I would also like to see the ranger class provide a group bonus not unlike a squadleader, where by if a ranger was included in the group then the whole group would benifit from increased damage or similar benifit.






Takei Urawaza,

"Healthy people don't invent crutches."
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