Doctor Archive

Thread: Big Game Hunting

MozzerKing
Sat Jul 05, 2003 3:35 pm
#1

Having just finished a hilarious round of gaming by killing four Bull Ronto's on Tattoine I thought I'd see if anyone can just other locales that offer the opportunity to kill and harvest very large and very mean creatures. Anyone?


MozzerKing





Maya
Abzloot_Xero
Sat Jul 05, 2003 4:23 pm
#2

Endor baby... goto Endor and see the FS Witches, they will look after you...



i.am :: Abz
i.be :: Trandoshan
i.do :: Assassinations
i.at :: Correllia
i.in :: Infidelz Dynamik Guild
i.on :: Bria
JustinSane007
Sat Jul 05, 2003 4:28 pm
#3

Er...Xero, you mean Dathomir. Endor is where the Teddy Bears live. Not the Witches.


As for weaker planets, just wander around, if its big or if it has alot of HAM, its big game. Personally, I wanna go Bantha hunting when I'm done on Lok.




JustinSane - Master Carbineer/Musician - Chilastra
Ororji - Master Musician/Teras Kasi - Kettemoor

CH, Marksman, Scout, Carbineer, Bio Engineer, Medic, Combat Medic, Merchant, Artisan, Dancer, Image Designer, Entertainer, Musician....all to get to Jedi.
OctopusSoup
Sat Jul 05, 2003 4:49 pm
#4

Between Bestine and Wayfare there are often a ton of Dewbacks.

Abzloot_Xero
Sat Jul 05, 2003 4:51 pm
#5

Oh yeah dude... thx Jus... **edit** I am getting my mo hard planets confused... any'll do, they all rock out as hard as the other!



i.am :: Abz
i.be :: Trandoshan
i.do :: Assassinations
i.at :: Correllia
i.in :: Infidelz Dynamik Guild
i.on :: Bria
CosmicFungus
Sat Jul 05, 2003 4:56 pm
#6

banthas aren't that hard theyare very slow and using some scouting traps they get very dodgable they have lots of health but with scouting skills like terrain navigation theycant touch you just keep out of range by running up and down hills and you can solo them if you have the patience



Xi'an Darksoul
Inimical (Dark)
Imperial Dictator

"In war there is no substitute for victory."
PetaByte32
Tue Sep 21, 2004 10:45 am
#7



In my childhood I used to read books by big game hunters such as Capstick, Corbett, and Ruark. These guys to me are the perfect examples of the SWG Ranger. So I took the smuggler revamp sheet and redid for an idea I had while camping in the chocolate hills on Bohol. It definately isnt complete and by no means the perfect idea. So I thought I would post it and let you guys tear it apart. Please dont flame. Just ideas.



Ranger Big Game Vision Doc


Overview


With four new skills added to the Ranger skilltree we can give the rangers more of a feel for the big game hunter. This would also add the "Trophy" into the game, providing more schematics and more interaction with other players while still keeping the Ranger at a "safe" distance from civilization. Lastly we can create another chance for a player bounty situation and smuggler interaction.


Salient Details


In one or two paragraphs, identify the key challenges, such as defining the essence of PvE and PvPhunting in a virtual environment. Then list the elements of those details:


Forcing a ranger to take a shot from the mobs rear, side or front to gain the advantage of the special attacks


New looting rules


Stalking could need a new animation for the player character to simulate a low bent walk towards the mob.


Ranger / BH Visibility


Ranger / Smuggler interaction


The Good and the Bad


Good:


New loot items will give the ranger new purpose within the community


Player generated content with the "Rogue mission"


Rangers would gain the ability to "cull" dangerous mobs from areas other might need to go (ie harvester checks, mission waypoints, and hunting areas)


Rangers can also help lower server load by use the special attacks to quickly and cleanly drop mobs


Bad:


New looting rules


The one-shot-kill (countering with limited xp and no harvest should balance this ability)


Animal skins added to existing models


Skill Tree Changes


Here is a list of the skill trees. We should make a list of bullet points of changes and/or activities for each tree. Don’t focus on the numbers; focus on the quintessential statement of the change.


Wayfaring:


Goal Statement: Gives the feel of a true big game hunter by allowing the ranger to "sneak up" on his prey in true fashion.


New Skill added at level I


Stalking (/stalk)


Movement halved


Incredibly short duration


Acts exactly like the Camoflage skill (without a camo kit)


Does not drop if one of the below special attacks is used


Failure will cause non-aggro mobs to "false charge" and aggro mobs to attack immediately


Field Bioscience:


Goal Statement: Gives 3 new special attacks usable with any weapon to drop a mob quick and cleanly as a true big game hunter would want. For these attacks to be used, the ranger must be in "stalk mode". All special attacks would have to be taken from extreme short range. (Thanks Toguro)


New Skills added at Level I, III, and Master Ranger


Spinal Shot (/spineshot) Field Bioscience I


Causes 110% damage of the HAM to a mob's action bar


Must be taken from rear or sides of the mob


Causes all other mobs of the same lair to run as if affected by Warning Shot


Shot gives only scout xp (To avoid exploiting or farming)


No harvest or loot from killed mob except chance for "Trophy" item (To avoid exploiting or farming)


Heart Shot (/heartshot) Field Bioscience III


Causes 110% damage of the HAM to a mob's health bar


Must be taken from front or sides of mob


Causes all other mobs of the same lair to run as if affected by Warning Shot


Shot gives only scout xp (To avoid exploiting or farming)


No harvest or loot from killed mob except chance for "Trophy" item (To avoid exploiting or farming)


Cranial Shot (/cranshot) Master Ranger


Causes 110% damage of the HAM to a mob's mind bar


Can be taken from any direction


Causes all other mobs of the same lair to run as if affected by Warning Shot


Shot gives only scout xp (To avoid exploiting or farming)


No harvest or loot from killed mob except chance for "Trophy" item (To avoid exploiting or farming)


-Failure to kill a mob when using one of the above 3 special attacks will turn into a "Rogue Mission" (See below for details)


Special note: Players, Humanoid NPCs, Krayt Dragons, Graul Mauraders, and the Gorax would be immune to the special attacks.


Rogue Mission


When a mob is not successfully killed using one of the special attacks it disappears then becomes a rogue mission. This is to simulate a wounded animal that got away. The Ranger will have to successfully track and kill the rogue so as to "sort" it out.


A "Rogue *" (*denotes generic mob name) spawns within a certain distance of the ranger


The rogue is immune to camo, stalk, and maskscent


Will be aggro red (Very high aggro range)


Ham and resists will be increased


Can be harvested or looted normally


Failure to follow up on the rogue could cause visibility similiar to jedi and put the player on BH terminals



Loot Changes


Here is a list of the new looting rules for using with the new special attacks.


Trophy Loot (/loottrophy):


Goal Statement: Any mob killed with the new special attacks is limited to "trophy" loot items that can be used by other professions to create new items. New items would be able to use the same models of existing in-game models but with different skins added (ie a jacket made with gurreck trophy skin would appear with the same mottled appearance of a gurreck)


Trophy tooth/claw


Drops off any mob and can be used to make jewelry


Teeth/claws will drop off a mob with the name "* trophy tooth" or "* trophy claw" (* denotes generic mob name)


New Tailor Schematic (Trophy Necklace) added to the tailor tree.


Trophy Bone


Drops off any mob and can be used to make furniture or stuffed mounts


Trophy bone will drop off a mob with the name "* trophy bone" (* denotes generic mob name)


New Architect Schematics (Trophy Chair, Trophy Table, Trophy Couch, etc) (requires "*trophy skin" as well) added to the Arch tree


New Bio-engineer Schematic (Stuffed Animal(Headmount for wall or stuffed fully for display)) (requires "*trophy skin" as well) added to the BE tree


Trophy Skin


Drops off any mob and can be used to make clothes, furniture, or stuffed mounts


Trophy skin will drop off a mob with the name "* trophy skin" (* denotes generic mob name)


New Tailor Schematic (Trophy Jacket, Trophy Belt, Trophy Boots, Trophy Belt) added to the tailor tree (Can have sockets or BE enhances)


New Architect Schematics (Trophy Chair, Trophy Table, Trophy Couch, etc) (requires "*trophy bone" as well) added to the Arch tree


New Bio-engineer Schematic (Stuffed Animal(Headmount for wall or stuffed fully for display)) (requires "*trophy bone" as well) added to the BE tree


- Trophy loot could be possible illegal "contraband" items and require a smuggler to transport them from one planet to another.


Details


Here, we should have a basic 1-2 sentence describing the focus that defines the key details of "the big picture". Then list the details.


Bullet List


Bullet List


Bullet List


Pool of Wishlist Items


Finally, lets make a list of things to choose from so in the event that something in the core document turns out to be problematic, we have a list of things the devs can choose from as an alternative.


Bullet List


Bullet List


Bullet List


Notes:



Tyranus

Message Edited by PetaByte32 on 09-21-2004 03:48 PM





Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
Toguro
Tue Sep 21, 2004 1:00 pm
#8

cool, i like most of these ideas. only think i see that i think should be changed is the attacks/abilities which are geared to ranged combat. but overall i like the loot ideas and being able to taregt weakspots on a creature for more dmg. again, not sure how some of the abilites would work with melee combat.

another thing, rangers should be able to get "big game missions" from mission terminals. maybe not a lot more money reward that regular missions but much tougher creatures.

PetaByte32
Tue Sep 21, 2004 1:47 pm
#9






Toguro wrote:
cool, i like most of these ideas. only think i see that i think should be changed is the attacks/abilities which are geared to ranged combat. but overall i like the loot ideas and being able to taregt weakspots on a creature for more dmg. again, not sure how some of the abilites would work with melee combat.

another thing, rangers should be able to get "big game missions" from mission terminals. maybe not a lot more money reward that regular missions but much tougher creatures.




Ah that is the beauty of this. I am basing alot of this on the real big hunters and how they do things. We arent talking about taking a shot 400m away with a high powered rifle and scope. Oh no. We are talking about being in the thick stuff with an enraged that just got his degree in people squishing. Attacks would be taken with in 10 meters or less. So if you missed the rancor, it would leave you resembling something along the lines of silly putty... chunky style. Even a monkey can hit a elephant at 400 meters with a high powered rifle and scope. The target is about as big as a tank.


I think I should add a range limitation. Thanks for pointing that out Toguro. Glad I posted this now.


Tyranus





Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
Aeneas_Menosos
Wed Nov 24, 2004 8:44 am
#10

A friend and I are looking to team up to do some big game/dungeon hunting and I thought I'd consult the experts on this....

I am going swordsman/ranger he is going combat medic/rifles. We figured we can both hit the mind while poison and healing the night away.

Any flaws or suggestions?

Thanks,

Aeneas
Rebster
Wed Nov 24, 2004 9:18 am
#11

Depends were your going and what your going for, if your going for loot maybe camping then you two could survive but to complete say the DWB then you'll need a big group.



Art3y B00m
Aeneas_Menosos
Wed Nov 24, 2004 10:50 am
#12

mainly interested in night sisters and krayts. We are now thinking both swordsman one doctor one ranger (both want to be on the front line!)
Rebster
Wed Nov 24, 2004 2:09 pm
#13

I think 2 speed capped Master Swordsman compliment each other very well, but mixing Rifleman (only thing able to killelder apart from swords), is a good idea.


It would maybe be good idea to have 1 - master Swordsman/Doc and one Swords/Rifles

Both be upfront and have a healer, then if needed someone can go back and one can be a tank



Art3y B00m
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