Development Cycle Archive

Thread: IC 1-11: Combat Roles; Ranger

Malenchite
Sun Feb 15, 2004 6:35 pm
#157

What defines theRanger role in combat?


Rangers should be the ultimate PvE characters. They should go unmatched in their ability to track a creature and take it out. Should have more of a solo element than other classes.


What basic combat elements should they possess?


Rangers should have a higher +hit and +damage to creatures only.


What unique abilities?


Rangers camps should be better than their scout counterparts. There need to be different base types of camps



  • Hunting Camp: Camps that do not disband when the ranger attacks. In this type of camp, I propose have a wide perimeter where the ranger can set location traps (similar to mines)that go off when a creature enters the camp or is lured by the Ranger.There needs to be a max number of traps before the ranger must disband the camp and make another one. A creature to hit bonus for being in the camp would be nice (Rangers Surv. IV or master)

  • Healing Camp: Camps with high heal ratios and BF and Mind wounds can be healed (Rangers Surv. I)

  • Camo/Protect Camps: Camps where the ranger can leave the camp for a short period of time and return without the camp disbanding. This type of camp should be act as camo for anyone in the camp and can even be built close to lairs. (Rangers Surv. III)

  • Repel Camps: Camp that has minor healing benefits as well as a repelling effect for ALL creatures. (Rangers Surv. II)

Rangers should also get new traps, some that can be used only in the Hunting Camp



  • Immobilization trap - trap that immobilizes a creature for 30 seconds. Only works on melee creatures and non-flying creatures. A Hunting Camp trap that you deposit into the camp via the data terminal and are used automaticallyas a creatureenters the camp perimeter. (Trapping IV)

  • DOT traps - Similar to CM's poison but a creature only trap

  • Blinding fear trap - causes the creature to flee for x seconds and blinds

Camoflauge needs to be improved versus humanoids and mask scent bonuses should be given.


Wayfaring and Trackingshould stay about the same, maybe an improved swimming speed? not sure if thats possible. Oh also a lock on track would be nice... If the ranger could either:



  1. keep an eye out for a certain species where if he's running along and sees their set of tracks a HUD says that a creature of that type is in the vicinity (Master Ranger)

  2. Have an ability to get a waypoint for a single creature you track (Master Ranger)

I'd also like to see a novice Ranger get schematics for some sort of regeneration drink from foraged materials that increases regeneration rates. (andan advanced version forMaster Ranger)


What offensive abilities?


Creature to hit bonuses, Creature damage bonus, Perhaps some added range bonus for Melee and Ranged attacks


What defensive abilities?


Ranger should be familiar with creature attacks so should be hit less frequently. Improvements on Camo and mask scent.


Should add what advantage or asset in group combat?


Camps should be a bigger aspect of the game. The camp proposals above would drastically change the way many people fight creatures.


How could/should they interact with other professions?


Should be the backbone of a hunting group, leading the group to rich creature habitats setting up a camp to improve results of the ensuing battle.


What interaction / dependencies should exist with other combatants?


Inherent dependency: need more firepower. Ranger has to master 2 classes, so an elite combat profession is still possible; however,fighting harder creatures requires more firepower. The Ranger should have the least dependencies. Allbeit there are dependencies on Medics/Entertainers (and the elite professions that stim from there) to heal wounds. Higher camps could require wall segments so an architect might be necessary, but I'd rather keep the Ranger as far away from dependencies as I could.


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


I think a couple PvP bonuses for Ranger wouldn't hurt. One thing my roommate mentioned was a master ranger's ability to "camoflauge" yourself from the radar. Im not quite sure this is. possible with the games current set up, but not being able to see a ranger on the radar or overhead map would allow the Ranger to sneak up and track closer to the enemy lines. Also, camoflauge could act as a range reducer. If someone is camoed then you must be closer to deal the max damage




------------------------------------------

Pawel Greystone
Original Member of the Conglomerate
Wideshot
Fri Feb 20, 2004 7:36 am
#158

1. Debuffer for high level creatures (traps currently have no practical effect on these so better debuffs/ state attackes with weapon skills currently).

2. Resistance bonus vs poison and disease.

3. Crowd control for creatures.

4. Ability to either improve harvesting for whole group or to be able to harvest all resource types themselves (as skill increases).

5. Ability to guide group past both creatures and NPCs in the wilderness (lets have cool preditor like stealth suits).

6. Actual use for the 28 skill points spent on camping.

7. Stackable foraged food to make viable buffs.

Also wish to voice my general support for the Outdoorsman concept.

Now that camps have officially no value how long until we get some loving?
Salisdus
Sun Feb 22, 2004 1:14 am
#159

All I halfto say is look at the link called Outdoorsmen on Our Ranger Cor's tag then change Ranger to fit that because it is exatcly what Rangers have been wanting the Ranger class to be. The way I see it is we used 2/3 of our Skill points for Master Ranger then why shouldnt we get the typ of ranger that is needed and wanted that can have some good PVP perks and alot of PVE creature perks. All I have got to say is everyone who added to the Ranger Corrispondents overall remake of the Idea of a great ranger class did a top notch jobe and that link should be looked through troughly and be highly considered as the change Ranger should get.
DarthDominus
Tue Mar 02, 2004 9:52 am
#160

I'd like to add my /sign to the Outdoorsman proposal. It is very well put together and it serves all the areas I feel are presently lacking in my favorite profession.


Xayn Geist

Master Ranger

Starsider





Xayn Geist - Dark Jedi Padawan & Imperial Navy Ace
Aezyn Khell - Master Shipwright & Co-Owner of Dark Side Technologies
(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

JuCat
Tue Mar 02, 2004 10:00 am
#161

Ranger should be advantageous to either ranged or Melee Professions. Movement speed. i.e. wayfaring line should stay, but have some sort of general movement speed increase. And the ability to apply useful camo/concealment to himself and others. This line should also allow a ranger with wayfairing4 the ability to have full combat capabilities from a mount/vehicle with increased HAM costs, and a penalty to ranged defenses and accuracy, with a small increase in melee def, and a significant increase to def vs. knockdown.(A Rangers redundant abilities should include usefull bonuses to Ranged/Melee Defenses, and Def vs states, and poison. Tracking should also be somewhat redundant, seeing as BH at least have this skill as well.


Unique abilities should include:
1) additional posture defenses, adding to our Raiding abilities. A ranger should have 1 camp, At Master that allows the healing of one half a players current BF, with Master Musician/Dancer present. Should also have all crafting stations, and have the same healing mods as the current Frontiering 4 camp. This camp should repel aggo!! and disband in combat.
(The HTFB complete with defensive bonuses, cover bonuses, turrets equivalent to a battledroid,and fully combat enabled belong to MSL’s)


2) Traps would be fine IF they worked, and work in both PvP and PvE. There combat “attacks” or specials would consist of either traps or specials that can be used with melee or ranged weapons that affect attribute modifiers, i.e. melee and ranged defenses. The vs. defenses etc. I think a special slowing or ending you targets burts run would be cool. Ambush attacks, similar to the current warcry. Although
3) Rangers should represent special forces, excelling at small party raids. Rangers would be your flanker party, with there movement bonuses, and mount/vehicle fighting abilities.
4) A rangers Direct Damage dealing capabilities should still come from the primary Elite combat class, but have attributes to enhance that elite combat class i.e. Increases to hit mods, accuracy etc, speed, etc.






JuJu VooDoo .. AI


Whes
Tue Mar 02, 2004 2:53 pm
#162

I prefer Nras concept,its a bit complicated but im sure some of the stuff will fit in and would make it fairly great profession.



Europe Farstar


Holocrons is the worst ever! be gone holo´s!
Pub10 i need to kill my 1 and only lizard friend "Izegullz" just to make room for my jedi uck so sad, so sad.....
atimes
Thu Mar 04, 2004 6:53 am
#163

All I know is the demand for hides and meat are greater now then they have ever been and rangers are not able to keep up with demand.


Increase a rangers pull rate of organics and all these ideas of organic harvesters can go away.


JuCat
Thu Mar 04, 2004 10:51 am
#164






Whes wrote:
I prefer Nras concept,its a bit complicated but im sure some of the stuff will fit in and would make it fairly great profession.







For the most part I like Nras's concepts too, but I still do not see much difference, other than his component camps, that would really seperate us from a scout. Rangers will never be more than uber scouts unless we are able to differentiate and seperate ourselfs from the "uber scout", "outdoorsman" mentality or in other word just have improved scout skills. No matter how you look at it, conceal is just a higher form of maskscent, our camps, even the conceptual camps suggested in the "outdoorsman" are still just uber camps, wayfairing just a continuation of terrian negotiation. Trapping is well, just more trapping.


A Ranger should combine his combat skills with "outdoorsman" skill which belong in scout, to become a better overall combatant, warrior, and survivor. Killing, harvesting, and hunting creatures is a basic game mechanic to which the profiecency in belongsto a basic profession.No matter how you look at it, there will never be a better "Ultimate Creature Hunter", as Rangers have been doubed, than a Master Creature Handler, combined with any ranged profession.A ranger combined with any other elite profession cannot takeHigh level creatures.


Ranger takes 140 skill points to master. The the only professions equal to or greater than a ranger, in terms of skill point usage,are Doctor, Combat Medic, Commando, and Bounty Hunter. Now compare those professions abilities to that of a Rangers and there's no comparision, and there would still be no comparision with the outdoorsman changes. And Nrass's concept of camp's will turn Rangers in to a crafting profession. To use 140 skill points to be a PvE only profession is a waste.







JuJu VooDoo .. AI


KardenTyrell
Thu Mar 04, 2004 12:29 pm
#165

What interaction / dependencies should exist with other combatants?


Much has been said here before....but an additional way of gameplay for a ranger...being able to play a "spotter" for the "Sniper" Rifleman





- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
JuCat
Tue Mar 09, 2004 11:30 am
#166

140 skill points in order to only be useful in 1/2 or less of this game is rediculous. The Idea of the ultimate hunter is fine, as long as that hunting includes other players. I've seen ALOT of GREAT idea's but pointing the Ranger profession back towards the glorified scout. Take any elite profession on its own requiring 92 skill points and you can compete,be usefuland enjoy every aspect of the game, PvE and PvP, quests, dungeons, etc. Even confining the profession to PvE, which is a horrible waste, you not only have to spend 140 skill points to master ranger, you have to spend that other 92 to master an elite profession. Therefore in reality a master ranger requires you to spend 232 skill points to participate in any form of combat. We cannot keep headed in the direction of the uberscout, ultimate creature hunter, or outdoorsman. The idea that we can trap a 50 foot tall monster, but we can't trap a 6 foot tall player, is out of whack. None the Ranger bonuses should be confined to creatures, none. Doctors aren't confined to players only, TKM's aren't confined to players and NPC's only, CM's, CH's, BH's, Commando's, No other profession is confined to one side of the game, so how is it balanced or reasonable to confine rangers to PvE, creature hunting, harvesting, and camping. Can anyone please explain to me what advantage there is to having an ubercamp is? More seats?





Quote:

* PvP and PvE

In SWG, players can choose between PvE and PvP playstyles and even shift back and forth to play in elements of both. PvE is “Player versus Environment” and basically deals with fighting computer controlled enemies in combat. PvP is “Player versus Player” and is real players fighting real players and tends to be very tricky because anytime something in game is at stake (like faction equipment, etc), it is important to keep things fair and balanced, but also fun.




If you are a ranger you cannot choose between PvE and PvP. Your ability as a Ranger to participate in either aspect of the game is base soley on yourSECONDARY profession








JuJu VooDoo .. AI


Enoshima
Thu Mar 11, 2004 8:35 am
#167


What defines theRanger role in combat?


Right now, nothing really. Being a better support class. We do have the basic skills for this, but nothing seems to work.


What basic combat elements should they possess?


Stealth, speed, use of the wilderness.


What offensive abilities?


Recon, tracking, better terrain negotiation, HTFB should not die in combat. A better to-hit bonus while concealed.


What defensive abilities?


See above. Rescue should work better or get rid of it. I don't need better crawling speed. I need better terrain negotiation while running. My wilderness, why can't I out run a scout?


What unique abilities?


Conceal against all. Especially atthe Master level. A unique weapon would be nice, like tranq gun, being able to use it against all enemies. Make our traps work against pets, and PC's.


Should add what advantage or asset in group combat?


How could/should they interact with other professions?


What interaction / dependencies should exist with other combatants?


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


I really don't want to finish this. Our profession is pretty elequently stated in the outdoorsman guide. Tho not all of us in the Ranger profession agree with everything stated in it, there is enough substance there to make any of us enjoy our beloved profession more if any of it were to happen.




Hon Atsugi
Elder Ranger / Ace Alliance Pilot
Ranger, more of lifestyle than a profession.
August 3, 2003 - ?????
Waiting for Ashra's return.........

Enbow
Sun Mar 21, 2004 2:52 am
#168

I also put support in the Outdoorsman guide.



It doesn't make everyone happy, but it makes us all excited. There's some minor debate about some of it, but, in general, nearly all of us can agree on most of the points. It sends the ranger in the right direction. Not a glorified pvper or scout v2.0. Its more of a unique step towards the reasons why most of us went Ranger in the first place: PVE. The thrill of the hunt and the chase. And, of course, roasting marshmellows over a camp fire. mmmmm



Marksman 4/0/0/3
Scout *MASTERED!*
Ranger 0/0/3/0
Rifleman 2/1/1/1
CH 1/1/1/1
MacHavok
Wed Mar 24, 2004 3:37 am
#169

What defines theRanger role in combat?


A Ranger in combat is your "locatator" having the tracking ability he can tell you where people are so that you can send forces in the correct direction. he's your front man


What basic combat elements should they possess? hide dot. if anyone should be the ultamate in concealment it's a ranger


What offensive abilities? maybe grenade usage. settableplayer/npc traps


What defensive abilities? hmmm good question


What unique abilities?Hide Group Dot


Should add what advantage or asset in group combat? Hide dot about it. detecting other groups hidden by rangers


How could/should they interact with other professions? Equipment provided by other profession enhance camp toward a set profession. Medical enhancement, Crafting enhancement, Armor/defencive, weapons/offencive, etc.


What interaction / dependencies should exist with other combatants?


What should be their unique role in the Galactic Civil War? They are the front line guys finding out where everyone is and searching for traps, set-ups etc.





Don't shed tears for those already in the ground, until after you have brought vengeance to those who put them there. There will be time enough then

History is rarely made by reasonable men

Knowledge is a weapon. I intend to be formidably armed

We will fight with our last breath if need be, and in our death, let us inflict a wound on him that will fester until it claims him

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