Development Cycle Archive
Thread: IC 1-11: Combat Roles; Ranger
examples:
Rangers should be able to use traps on NPC's and Player's though. i.e. Guerrilla Warfare, "At this skill level, the Ranger's experience has shown her the need for new, more effective trap designs. They apply their creative energy to the implementation of traps that will effect multiple enemies at a time." "The Scout of this level designs traps that are the envy of military forces throughout the galaxy.", "Martial trap design involves the Scout integrating modern military theory into her trap design and creation process."
Combat should be allowed in camps and provide some /cover bonus and defensive bonus i.e. "Advanced Camp Engineereing involves the study of camp defense and tactical design. The Ranger's camps become more defensible, as well as cleaner: healers will find their skills more effective in the elite camp.", "At this level the scout's camp become extremely secure, having a good chance of repulsing aggressive creatures."
Qoutes taken straight from the Skill Tree Descriptions.
I have to say, although I don't fully agree with the "Outdoorsman" concept, I will support it if that is what I must do to get skills I feel a Ranger needs.
Personally I feel , as many others have said, that the Master SCOUT is the ultimate Outdoorsman, and thata Master Ranger is more the paramilitary Antarian Ranger type being, USING his ultimate Outdoorsman skills to assist his group, his guild or his Jedi companions.
Like just about everyone else has said I think the outdoorsman concept is great! I think when you get to master ranger or one of your last boxes you should be able to harvest Hides, Meat, and Bone. Rangers don't seem like they would let things like that go to waste. I also think there should be a stealth modifyer towards other players and NPC's but only out in the wild. This might be useful on battlefeilds and give us a bigger role in the GCW.
Look at the skill descriptors on the skill tree......
What impressions are you left with, park ranger, or a Soldier......
But please, please, please don't change the title of Master Ranger to Outdoorsman (if this is being considered)......Master Ranger is just so much cooler.
Spoff
What defines theRanger role in combat?
The ranger's role should encompass a couple of elements. First, there should be the ability to "recon" the target, whether it's in PvE or PvP. Looking back at the original class synopsis, you'd think that with terrain negotiation and such, this would be a given. However, with the advent of vehicles, skills like camo, terrain neg., and tracking have been rendered next to useless. Some of the ideas in the "Outdoorsman" treatise cover some ideas to put us back in the "recon" mode.
What basic combat elements should they possess?
Being as rangers need secondary fighting skills, "specials" should come from those areas. If there were anything special about ranger combat, it should be the traps that they use. Only problem is that there are only 2 traps at this level and they don't seem to be working correctly. This part of the line should be improved for ranger-specific traps that are either upgrades to the scout line or something completely unique. Also, since traps are our unique line, there should be at least some, if not all, that are effective against humanoids.
What offensive abilities?
As noted above, traps should make the difference here. In PvE, the current traps work nicely against the lesser animals. But by the time you get to the heavy-hitters, the resists are terrible. There should be either an increased chance of success for rangers or a means to experiment on traps to increase their chance "to hit."
What defensive abilities?
As per the notes above.
What unique abilities?
Ability to traverse the countryside without detection. Ability to refresh the group through the use of camps.
Should add what advantage or asset in group combat?
As per the combat roles above. Rangers and their traps should be the ultimate de-buffers.
How could/should they interact with other professions?
As a compliment to other classes, e.g. camps should increase a healer's effects; traps should increase combat effects; recon should facilitate finding the combat.
What interaction / dependencies should exist with other combatants?
As per the item above.
What should be their unique role in the Galactic Civil War?
Rangers should bea counter to CH pets. Because so much of our skills are taken up in reaching the Master level, we don't have the flexibility to beef up our melee/ranged combat skills. Since we are supposed to be creature-centric in our combat, it only makes sense that this would extend to the PvP arena. Additionally, our recon abilities should give us an edge in collecting intel for our particular faction.
Note: The ideas expressed in the "Outdoorsman" post encompass the majority of changes that would be a boon to the profession. While the mechanics of how that is brought about is interesting, the more important part is the FUNCTIONALITY. In short, if you can't implement the ideasthrough the means suggested in the thread, please find another method to grant the overall effects of those changes.
Dunno if this has been discussed but one way we could help in the gcw is maby with an ability to lure local aggro creatures to enemy positions with like bait lures or somesuch, or be able to tag people so they draw aggro from a farther range with some form of thrown trap.
This would also be usefull on a group hunt where you could set up a base and lure in certain mobs that your group is looking to hunt and would also help us be better harvesters if we could lure in the creatures we want to hunt for materials instead of having to rely on the buggy tracking or just random luck.
Hiro Protagonist
Blowing minds all over the Empire
master ranger master rifleman