Ranger Archive
Thread: Minor Changes that could really help.
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Sargothas
Mon May 10, 2004 11:16 am
#1
Yes, I got hit by the multiple posting snafu.
Forgive....
Message Edited by Sargothas on 05-10-2004 01:43 PM
Sargothas
Mon May 10, 2004 11:41 am
#2
Allow me to first explain where I am coming from making these suggestions. I started SWG as a crafter. I spent a fair amount of time with various combat professions (mainly rifles) and some crafting professions such as Architect and Artisan. Truth be known, I always had a special desire for the Ranger profession. I began it some time back, but opted not to master it for several reasons. Primarily I saw that beefing up my combat ability would be more beneficial, considering that most of the Ranger abilities only moderately improved on what scout could provide. Obviously, that is no epiphany there. As time progressed, and I dabbled with several other professions, I found myself deciding to pad my professions list awaiting the upcoming Jedi publishes.
So, knowing that Ranger would be fairly fast, I started back into the profession. As I level my skills, I once again see how interesting this profession is, but more importantly, how good it COULD be. I know that this disscussion has been around for ages, and I hate to bore you folks with another "Why can't we have this or that?" post. However, I wanted to share some of my ideas that could very take Ranger from an "interesting" profession to one that is truly sought after.
Below are my suggestiong for adding-to or improving on the current skillset of the profession:
Tracking:
- Tho areatrack is a very nice skill, its been pointed out before that with the advent of vehicles and such, this skill is somewhat underpowered. A 1km radius shouldnt be too difficult to code, nor would this overpower the class.
- Harvesting should be bumped up. More difference should be made between scout harvests and ranger. Many more skill points are spent, and in all honesty, a scout with all the extra point invested in combat professions can harvest faster than a Ranger, due to the ability to simply kill faster.
Survival:
- Large ranger camps must not "break" during combat. Again, recent changes have somewhat nerfed the usefulness of the camps. Since everyone can call droids, vehicles, etc without a camp, something should be given here. A ranger should not be forced to sit idle in a camp while folks in his/her group hunt. Perhaps at the master level, a ranger base could even house a mission terminal. Allowing a player group to travel deep into the wilderness, set up a field base, and run missions from there. Obviously, there would be the standard limit to the Ranger only having one base at a time, so I dont see anyway this would be "too much" for the servers, or any other canned shoot-down.
Trapping:
- Players should be affected by traps. Perhaps the same "PvP" reduction in effectivness would apply, or limit players to only be able to be effected by one trap at time (akin to the bleed rules).
- Status icons for traps. Please give a ranger a way to tell if in fact the target is still under the traps effects. One personal problem I have with trpping is the inability to monitor the affects of the trap.
Wayfaring:
- Camo kits... well. I cant say much about them, other than the fact that if you must craft kits specifically for a certain planet etc.... It should darn near 100% effective vs. creatures, and should offer some cover from NPCs as well. Go figure, if a beast of the wild that relies on its senses of smell, hearing, and sight all to survive everyday, how can a Stormtrooper spot you without effort?
These are some rough ideas, I just felt the desire to share. I feel that nothing presented herewould giveover-empowerment to the profession, but surely help the skillpoint-expense measure up to others.Im hoping that maybe a Ranger revamp will be scheduled, and some modest proposals can be considered.
Sargothas
Mon May 10, 2004 5:25 pm
#3
I wasnt even gonna get into the PvP possibilities... heh. Butnow that you bring it up.Whycant camo kitsat least give a ranger the ability to remain invisible on radar. Its not "overpowering" to allow a ranger the ability to stalk prey, be it creature, NPC, or Player.
Sargothas
Mon May 10, 2004 5:28 pm
#4
This is NOT my day for posting.... one more double post, and its off with my fingers! (sigh)
Message Edited by Sargothas on 05-10-2004 07:28 PM
Fred_Skinner
Tue May 11, 2004 12:35 am
#5
Nice stuff, shows you are thinking.
But you know me, all the fancy camps, traps andboosts are just bells and whistles. Only thing truelyworth the full 140 skill points spent on being "elite" and fits this profession will be stealth in PvP.
Scarin
Tue May 11, 2004 4:25 am
#6
I was trying to think of something long and psuedo-intelligent to say but I think I'm gonna just resort to this...
/agree
/agree
Washell
Tue May 11, 2004 4:57 am
#7
Washell Olivaw, Ranger/Rifleman, Eclipse
Tracking:
- Tho areatrack is a very nice skill, its been pointed out before that with the advent of vehicles and such, this skill is somewhat underpowered. A 1km radius shouldnt be too difficult to code, nor would this overpower the class.
With creatures only spawning in a small radius around players an increase in range won't be that beneficial. A better fix would be to force spawns as if a player is in the area when using areatrack. And ofcourse we were promised a /track command to track specific creatures.
- Harvesting should be bumped up. More difference should be made between scout harvests and ranger. Many more skill points are spent, and in all honesty, a scout with all the extra point invested in combat professions can harvest faster than a Ranger, due to the ability to simply kill faster.
/agree
Survival:
- Large ranger camps must not "break" during combat. Again, recent changes have somewhat nerfed the usefulness of the camps. Since everyone can call droids, vehicles, etc without a camp, something should be given here. A ranger should not be forced to sit idle in a camp while folks in his/her group hunt. Perhaps at the master level, a ranger base could even house a mission terminal. Allowing a player group to travel deep into the wilderness, set up a field base, and run missions from there. Obviously, there would be the standard limit to the Ranger only having one base at a time, so I dont see anyway this would be "too much" for the servers, or any other canned shoot-down.
A mission terminal would be nice. What I would also like is the ability to put up a camp like a house at the cost of 1 or 2 lots. Normal benefits would be suspended and 1 of the shelters could be entered leading toa couple of underground chambers, this "house" would not be transferable to other players.
Trapping:
- Players should be affected by traps. Perhaps the same "PvP" reduction in effectivness would apply, or limit players to only be able to be effected by one trap at time (akin to the bleed rules).
- Status icons for traps. Please give a ranger a way to tell if in fact the target is still under the traps effects. One personal problem I have with trpping is the inability to monitor the affects of the trap.
Dizzy, stun, poison, blind, etceffects can be seen. Iirc only the ranged/melee defense debuf, root and snare effect are not visible. Trapping does need improving, I'm in favor of the modular trapping system that has been kicked around in this forum before.
Wayfaring:
- Camo kits... well. I cant say much about them, other than the fact that if you must craft kits specifically for a certain planet etc.... It should darn near 100% effective vs. creatures, and should offer some cover from NPCs as well. Go figure, if a beast of the wild that relies on its senses of smell, hearing, and sight all to survive everyday, how can a Stormtrooper spot you without effort?
Camo-kits made sense when they also worked against NPC's. Now they're just a masked scent that lasts longer and take resources. Make them work against NPC's again at the very least.
These are some rough ideas, I just felt the desire to share. I feel that nothing presented herewould giveover-empowerment to the profession, but surely help the skillpoint-expense measure up to others.Im hoping that maybe a Ranger revamp will be scheduled, and some modest proposals can be considered.
Revamp won't happen for quite a while but we may get some things fixed in the CB and the P10 correspondent issues.
Sargothas
Tue May 11, 2004 6:23 am
#8
Washell wrote:
Washell Olivaw, Ranger/Rifleman, Eclipse
Dizzy, stun, poison, blind, etceffects can be seen. Iirc only the ranged/melee defense debuf, root and snare effect are not visible. Trapping does need improving, I'm in favor of the modular trapping system that has been kicked around in this forum before.
Im curious to read this idea, any chance someone still has a link to this idea/thread?
One other thing regarding the limited spawning distances, and how it pertains to the 500m radius. I realize that upping that radius to 1k wouldnt always help with finding creatures, but it would help the rangers role in PvE, but could really ramp up the activity in PvP. This goes back to the increased mobility of players these days. It takes a short amount of time to escape a 500m radius.
Great responses, thanks for the input.
Owen-Lars
Tue May 11, 2004 6:29 am
#10
Here she is: http://members.shaw.ca/nraas/ranger/outdoorsman.html
I dont know how to make those nice links so youll have to make do with this until i learn how or some html wizkid comes and does it 
Message Edited by Owen-Lars on 05-11-2004 02:30 PM
Message Edited by Owen-Lars on 05-11-2004 02:31 PM
Sargothas
Tue May 11, 2004 7:36 am
#12
Thanks for the link. I recall now, reading a little bit of this stuff way back when.... Very interesting suggestions. Here's to crossing our finger to hope something akin to that would be implemented into the game.
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