Jedi Archive
Thread: Ranger Revamp
Ranger_Nizzle wrote:
"keep range on tracking the same"
we definitely need a larger tracking radius.. a lot larger.
I would forgo a larger tracking range for genuine tracking. Either EQ-style spammage telling us which way to turn, or a waypoint, or better yet one of those zig-zaggy yellow paths you get when you do a /find in a city.
What we have now is the cowboy stopping, looking at the poop on the ground and going, "Yeah, there was a cow here." Or sitting on a ridge going, "Hey, I saw a cow." What we need is the cowboy stopping and going, "There was a cow here. These tracks lead east, and the broken branches show he turned slightlynorth. Let's follow the trail until we find him."
- /Track.
- Choose desired creature from a list of regional natives.
- Receive a waypoint to a location.
- Arrive at location and receive another waypoint.
- Repeat step 4 several times depending on the Rangers skill.
- At the last waypoint, youreceive a message stating that the creatures you seek are in the area.
- /Areatrack to find a natural lair spawned by /track ability on a successfull "roll"... or
- Possibly be ambushed by a dangerous beast or other hazard on a critical failure.
Sure /areatrack could use a larger range, but /areatrack was only meant to be a precursor to tide us over until /track was implemented and it is long overdue!
Message Edited by Aileili on 09-13-2004 06:19 AM
NikkiDial wrote:Stealth will never be introduced. Not only has the devs said its too hard to code, but then you would have pvp templates picking up ranger just to get the skill. The way our skill sets are set up you will never see stealth because it is just to easy to abuse by adding other professions. I would like to see it also but its just not possible without allowing for alot of abuse. In other games it was good because it was limited and had counters. But in swg there is no way it can be limited and there are no counters for it.
I disagree with this for several reasons:
1. devs say its hard to code: We have already seen a limited version of this given to customer support
2. templates picking up ranger just to get the skill: If it was a master ranger skill it would not be worth it for others to get ranger for that sole reason.
3. But in swg there is no way it can be limited and there are no counters for it: Sure it can be limited and counters can easily be added.
thank you, that is all.
NikkiDial wrote:
Stealth will never be introduced. Not only has the devs said its too hard to code, but then you would have pvp templates picking up ranger just to get the skill. The way our skill sets are set up you will never see stealth because it is just to easy to abuse by adding other professions. I would like to see it also but its just not possible without allowing for alot of abuse. In other games it was good because it was limited and had counters. But in swg there is no way it can be limited and there are no counters for it. First off, BS. Stealth is IN GAME ALREADY! The CSRs have been using it to cloak themselves. As Rangers, we can see then using /ar. They appear as yellow. Now, all the Devs need to do is transfer some code form one part to another, and modify the color. They already have the skill, most likely the activation, and the counter dectection in game and ready for use. If Rangers leak this secret, which the CSRs know we know about and have asked us to keep quite about, we can and WILL get this skill as the ONLY argument the Devs have will be rendered null and void.
Modular camps is a start but none of them add any real benifit except the shuttle camp, everything else is just plain nullified by gameplay. Really though just give us mission terms in our camps and make it so they dont break when we aggro and give us unique ranger houses and thats all we need. We need AN IDENTITY. We need to me MORE THAN SUPER SCOUTS.
Just because TH has said something doesnt make it fact. You may want a skill a certain way, but the truth is the devs WILL NOT give you quick and easy access to huge loot dropping mobs. Its as simple as that. You have to sacrifice something or you wont get anything. TH is the Community Relations Manager. R-E-L-A-T-I-O-N-S. How one person relates/acts with another. If we cant trust him, WHY IS HE IN THAT SPOT?!?!
How is enhancing ranger templates that are popular taking away from 1 profession? I make tissues for food and clothes but im not taking away from the chef or the tailor I only enhance their gameplay while adding to my own. If you dont want to take advantage of those skills then dont, because you dont have to. Ranger from the beggining has been stated to be a support profession and not a standalone profession. You want a standalone profession but the fact is it HAS to be a support profession because it has too many support features that would break it if is was added to other professions. Just like CH used to be ranger will be nerfed back to beta if they added what you wanted in. First off, we DO NOT want a standalone profession. We realize that if we ask for that, the Devs will never implement it (mainly because they have already done so for the Jedi). We want to be able to hunt for weeks on end, but have to come back into town for supplies. We dont want to be able to craft Power-ups, Brandy, and heal our BF on the go. Well, some may want to, but it won't be implemented. It steps on the toes of Entertainers, Weaponsmiths, and Chefs. We want to be more than just "The Resource Guy" to crafting professions. We are tired of selling TONs of organics to crafters for 20 cpu, only for them to craft 30 200k Composite Armor Suits. What we are asking for is the ability to perfom our job, and enhance our profession, by fixing the features that dont work, and BY ADDING THE PROMISED UPDATE SKILLS. If you look into waht was originally promised, it is much like what we are asking for. However, we have taken those ideas, and have molded them to fit the needs of our profession as we see it; as we THE PLAYERS see it, NOT THE DEVS.
Support is alot of neat skills that add to other professions and compliment them in ways that can add diversity to the game. This is what rangers will become in the future just as they are now.
Ok, how are we support right now? We can camo people, we can perform recon SOMEWHAT. Doctor is a support profession. THEREFORE, they should OBVIOUSLY get +35 to Harvesting, and a +25 to Squad Leadership. Oh, and dont forget, since they are a SUPPORT PROFESSION, they NEED their +60 Ranged/Melee Damage. Umm, NO! It not only doesnt fit in with the DOC profession, but IT MAJORLY steps on the toes of other professions. RANGERS DONT NEED CH mods, they DONT NEED BE mods. What we need is what makes sense. Though some could argue that since the Ranger has been in the wild so long, he should be able to tame the animals better. Again, umm, NO! Rangers are hunters. WE KILL STUFF. We dont run up to it and pet it. That's what CHs do (No offense to any CHs who read this. I was a CH and i pet my animals every day). We dont CARE about the genetics of the animal, all we care about is getting the most out of the carcass as we can. This is the argument for the multiple resource harvesting. In real life (that's not SWG for clarification), hunters learn how to USE EVERY PART of the deer they kill. THIS IS WHY WE WANT THE MULTIPLE RESOURCE HARVESTING!
WE WILL BECOME THE ULTIMATE HUNTERS!
Phenix1050 wrote:a word you need to learn--Paragraphs.use them, love them.
And maybe a tiny visit to spellcheck corner? (If English isn't your first language, please, accept my apologies
Immediate Fixes:
Master Ranger needs to count toward the HAM of a player just like any other combat class.
A Ranger needs some general accuracy and speed modifiers. Not as high as a pure combat class, but at least equal to a Smuggler.
Long Term:
Conceal: Camo kits need to do three important things; Remove the player from radar until he attacks, change the outward appearance of the Ranger, and improve the cover modifiers of a Rifleman using Cover Up.
Camps: Currently we have no real reason to use camps, this needs to change. There are two ways this should be addressed.
The first is to look at it in terms of the GCW by allowing a Ranger to buy a schematic for a faction camp from a recruiter, and put it together with normal camp items (bone, hide, metal). This would then offer some minor defensive benefits to players in the camp and allow special weapons to be added. My suggestion would be emplacements for special heavy weapons (the E-Web Blaster for example) that a Commando could place. Additionally, a holonet terminal that allows players to change their status (Special Forces to Combatant) or purchase faction supplies.
The camp should become more advanced at different levels, the highest at Master Ranger which offers a tiny bunker to hide in, barbed wire type traps around its perimeter to prevent enemies from getting into the camp without breaking down the defenses and multiple weapon emplacements.
The second would come into play outside of the GCW. Being able to call vehicles and pets with waiting fifteen seconds is not enough of a benefit to make a camp. A camp should provide benefits to a group and therefore add a modifier benefit to all players while inside the camp that relates to their profession and is adjusted by the Ranger level. It might be healing, entertainment, buffs, Squad Leader, etc.
Creature Knowledge: As this skill increases, the resistance of creatures should go down. It is not enough to simply give us more information when we view a creature, but show us that we actually know more by letting us target a creature for higher effectiveness. It should be a small benefit, but against a Ranger a creature’s defenses should be less formidable.
Foraging: Currently this system is broken. By that I mean, there really is no reason a Ranger would spend much time doing this. About the best thing we can get is bait, which if we’re lucky sells on the bazaar for a tiny bit of money. Make the forage skill not only increase the chance of being successful, but open new levels of foraged items at higher levels. Include some rare items that are actually useful.
Harvesting: At higher levels a Ranger should have an additional option other than simply bones, hide or meat. It would be cool if instead we could decide to "open" a creature and in this examine the contents of an animal’s stomach for something they might have eaten. We should face a rare chance that the creature ate someone or something that had a valuable item on it (a hunter’s gun, a piece of jewelry) and we can then get it. These should be items that cannot be looted.
Defenses: A Ranger should have pretty good defenses against an animal. Someone who makes a living dealing with creatures is less likely to be bit by a snake or sprayed by a skunk. Taking this into account, give Rangers a slightly higher chance to avoid attacks by creatures, and to resist special effects inflicted by animals.
New Weapons: A lot of professions are getting fancy new weapons, don’t leave out the Ranger. At Master I’d like to see Ranger with some nice new hunting weapons and maybe a few specials scattered throughout to go with them. I suggest a hunting rifle with specials designed to work against creatures.
Traps: Traps need a lot of work. Currently they are lacking in usefulness and need to be updated, but most importantly I think of traps not simply as things that are meant to be thrown at a creature, but things that are left to catch creatures like, well, traps.
Snares or something like them that a Ranger can put down someplace and which last for a set period of time, either a few hours or days. Each trap has a chance to catch creatures, the probability and level all varying based on the type of trap and the level of the Ranger. If say for example I place on Naboo, I might come back to find a list of creatures inside it I can then harvest.
Tracking: Tracking as it is is okay, but really nothing special. Personally, I think that at the Master level a Ranger should be able to narrow down the list of things he looks for and track while moving on foot. This would work by bringing up a new option that lets us select a creature, and it then makes this the set of tracks we are looking for. If while we are moving we come across its tracks a window pops up and tells us.
Animal Companions and Mounts: A Ranger should get the option of using creature pets and mounts that are just a little bit above normal. Specifically mounts that make use of enhanced terrain negotiation, move at a higher speed (somewhere between normal and gallop) such that they are a viable option for using as transportation and can be equipped with packs, like saddle bags.
Anyway, that’s just my two cents. I don’t mind that Ranger will cost the highest number of skill points, lets just make it worth it, and give us a profession that has a wide variety of fun and useful skills that work both while we are solo, and make us useful in a group.