Development Cycle Archive

Thread: IC 1-11: Combat Roles; Ranger

TygerBlueEyes
Thu Jan 22, 2004 1:37 pm
#92

Also, ranger camps need more bonuses. Ranger HQ camps should even have mission terms.
The mission term should be the same as any normal mission term but should pay less credits.




[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
JuCat
Thu Jan 22, 2004 2:08 pm
#93

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.








JuJu VooDoo .. AI


Charlswhitefeet
Thu Jan 22, 2004 2:32 pm
#94


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.


I will notrewrite what others have said. Just re read every post concerning the Army type Ranger or Antarian Ranger type abilities and you have my opinion.


A Scout hunts animals and as classed, is the Master Hunter. A BH hunts people as classed are Master people hunters, and musthave scout AND Ranger skills. A Master BH can hunt and kill anything in the game without mastering an extra combat class and have skill points left over. A Master Scout can do the same if he masters a combat class of his choice and has skill points left over.


A Master Ranger can track anything and anyone in the galaxy (if it has spawned, and is within 10 metersof him or 500m depending on the day of the week), but to kill it (unless it is a lower level critter), you will need your Master Scout/Master any combat class friend.


Traps...yes, Camps...yes (and please make the fence in out HTFBs work), /conceal for NPCs ...yes


The Master Ranger profession NEEDS all the changes proposed in the "Outdoorsman" concept, regardless of what anyone's Vision ot the profession is.


If conceal is not to work on NPCs then I say get ALL NPCs out of the wilderness. Unless they are in a camp or a base they should not be scattered in groups everywhere on a planet.


and for God's sake fix the DECAY RATE bug!!!


I'll shut up now



CharlsWhiteFeet

Master Ranger

Forging the Path



CharlsWhiteFeet
Master Ranger

"Sometimes the wolves are silent and the moon is howling."
Wideshot
Thu Jan 22, 2004 4:07 pm
#95

Pinched this idea from the Rangers forum boards because it seems like a solid improvement to a weak skill and in seems like it should be posted here as well (haven't checked every post so apologies if it already is).


/Rescue should scare off creatures rather than make them attack the ranger (Obi Wan scaring off the Tuskans was the example on the board). We should be able to fend off creatures not tank them. Should be the opportunity to for a humourous animation there somewhere!


and of course the OUTDOORSMAN proposal rocks.


How about some early loving Devs; since NRAAS has put forward a whole bunch of ideas that seem to have widespread community support, our cammo is about to be nerfed to be less use than mask scent and camps will have little use (especially for 28 skill points in the line!) after the next patch.
Jedur
Thu Jan 22, 2004 7:41 pm
#96

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.






Gravy is not a Beverage!
ClomaxCrom
Fri Jan 23, 2004 12:11 am
#97

A nice ranger addition would be at master ranger, the ability to pack up and re-use camps x number of times. something to separate the masters. Also, something visual effective for concealing.



-----------------------------------------------------------------------------------------------
-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.
JuCat
Fri Jan 23, 2004 1:56 am
#98

Look at the skill descriptors on the skill tree......


What impressions are you left with, park ranger, or a Soldier......








JuJu VooDoo .. AI


spoff
Fri Jan 23, 2004 4:15 am
#99

N'rass's outdoorsman treatise is fantastic, exactly what we need.....

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



Post NGE Force sensitive and proud of it!
Machs
Fri Jan 23, 2004 6:36 am
#100

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.


Addryc
Fri Jan 23, 2004 6:55 am
#101

I fully support NRaas's concept 'The Outdoorsman' - I feel that would be the best direction in which to take the Ranger profession, as it has been a collaborative effort by the tight-knit Ranger community - who have stuck by the profession through thick and thin.



Addryc - Scout/Marksman - Eclipse
Add'ryc Erosk'fey - Creature Handler/Doctor - Radiant
Addryc Epo - Doctor/Pistoleer - Corbantis
Maulk
Fri Jan 23, 2004 5:28 pm
#102

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


AltharXXX
Sat Jan 24, 2004 6:34 am
#103

I think Rangers and Scouts should have more traps. Ranger Traps should be able to affect NPCs as well as creatures.

Rangers and Scouts should be able to take down creatures with traps alone. Right now a solo scout cannot take anything without using something outside of the scout tree. Perhaps there should be a 'trap' weapon...


Consider this - a BE can 'kill' a creature by sampling it. Why is it that a pure ranger has no means to subdue a beast?


Basic Camps should be usable by all. This is an economy item. Scouts can sell tents if anyone can use them. Ranger Tents should be usable by more degrees of scouts. This way rangers can sell them to scouts. As it is a master scout can use the field kits...


Combat? LoL - I mastered Ranger as "Ranger / Doc" - I set a camp down, masked up and the best groups used ranged weapons from the camp. I never fired a shot. Healed folks up and most of the time my camp made it though the battle.


Mask for Rangers is broken. If I'm masked as a ranger - why do I get attacked by agro creatures yet I never get detected?? please fix this (yes I've bugged it.) (No - I don't mean in group - which is kind of silly too...)





Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
Bladebane
Sat Jan 24, 2004 7:28 am
#104

The outdoorsman" by the ranger team lead is pretty much where most rangers want to be at combat wise. Humanoid traps would be nice also but not necessarily a necessity for me
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