Development Cycle Archive
Thread: IC 1-11: Combat Roles; Ranger
What defines theRanger role in combat?
A ranger is an advanced scout. His role should be to scout more effectively. Not just in PvE but in PvP as well. For example make camo kits usable against players in PvP. This would allow a ranger to scout out a enemy base or location. But this should only pertain to areas outside cities.
What basic combat elements should they possess?
They should get more bonuses in regards to animals.
What offensive abilities?
Make traps usable against NPCs and Players. Allow traps to be planted as well. For example they can drop a trap field much like a mine field. Take up a lot. This would allow for more realistic trapping. But like a camp it would go abandoned over time.
What defensive abilities?
More defense against animals and animal specials. IE a def bonus vs an animal's poison.
What unique abilities?
Home remedy cures. Like a cure poison pack or a cure disease pack that a ranger can make to help himself. A weapon cert. only they can get. IE a rifle or carbine that they can use. Also add a weapon line for qualification to get novice ranger.
Should add what advantage or asset in group combat?
Their role is already well set.
How could/should they interact with other professions?
Their interaction is already well suited as is.
What interaction / dependencies should exist with other combatants?
Scouting, foraging, camoflaging.
What should be their unique role in the Galactic Civil War?
Scouting, foraging, tracking, etc.
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.
What basic combat elements should they possess?
Current: Whatever weapon skills we have outside of Ranger
What offensive abilities?
Current: NONE
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.
What unique abilities?
Current: Harvesting - No advantage to MASTER scout (1 or 2 unit diff - makes no diff)
Should add what advantage or asset in group combat?
Current: Nothing (60% reduction in harvest no matter what)
How could/should they interact with other professions?
Current: 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)
What should be their unique role in the Galactic Civil War?
Current: NONE - no skills to work against creatures, players, and NPS
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.
BPM
Give an option to allow me to type in what I'm looking for, and when it's close, let me know. Getting off my mount 1000 times to try an /areatrack with no results is annoying waste of time.
Also when I use the list option, let me click on the list and get a waypoint to what I'm tracking, that is if you have distance of course.
Bah, my HTML is a little rusty....let's try again.
<a href'"http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=33532">I Love Being A Ranger</a>
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