Ranger Archive
Thread: Some Ranger Revamp ideas from one soon returning to the profession.
- FIRST - Trapping Revamp
Overall, we got some traps that are nice, and some that are not quite working right. My proposal is that:
- Trap effectiveness be based on the CL and the Player Level, not based on the level of the Trap
- Traps be refitted to have a greater impact on the CURB
- Introduce a new line of "Big Game" traps, designed to specifically handle High Level Mobs (Like Krayts)
- Introduce "Mine" Traps, that a ranger can set on the ground, and act like a trap minefield - this would make Rescue worthwhile as a Ranger can then set a trap, and then use rescue to bait the creature into it.
- Allow Rangers to experiment on the potency, duration,and effectiveness of traps when in front of a camp or private crafting station with the specific weapon/general item crafting tool.
- Second - Camps
There are some simple ways to make camps useful again, and here are my proposals:
- PRIORITY ONE - Make BF and Wounds MEAN SOMETHING again. The reason camps are totally useless, is because buffs override the need to heal out in the field. As such, in order to make camps mean something, make it so that droid or not, docs can only buff in a camp, or a med center, and the same with wound heals. Also, with BF and wounds, make BF cause MUCH slower regen rates the higher it goes, and have wounds play more of a role in limiting the health and special bars. This alone will cause camps to be useful again, as people will need camps to heal, heal bf, and buff.
- Give camps a heal "tick". By this, I mean like cantinas and med centers, give camps a heal where when a period of time goes by, an amount of BF and wounds auto heal. Now, this would not be as good as in a city, as the time period in a city should ALWAYS be quicker than out in the wild, but as a scout/ranger uses better and better camps, the time period in which a heal "ticks" should get closer and closer to a city's, up to the best camp a ranger can place, that should be no more than 30 seconds longer for a "tick" than a city. This way, while having an entertainer or a doc is beneficial out in the wild, it is also not essential, and fun can be had without them, without diminishing their importance out in the field.
- Require High level ranger traps to need the general items crafting station, something available in higher level camps. That way, a ranger short on higher level traps in the field can drop a camp and make some more, giving camps more need.
- Give the highest lever camp mission terminals.
Finally, more an idea than a Ranger-specific idea - for those with BH and Ranger in their template, give them the unique ability to use the traps in scout and Ranger on actual player NPCs. It would be one of the unique combinations in SWG, especially with the crossover the CURB is trying to achieve.
Thoughts?
Phenix1050 wrote:
Rangers should get NPC/PC traps regardless. That's what we do. I don't mind some BH/Ranger special ability but trapping humanoids should be the right of every Ranger. My net can hold a 5 ton rancor but not a 180lb Zabrak? Puh-lease.
Oft times, reality needs to be dispensed so that game balance can be achieved and specific roles laid out. That is how things work in a game. If we are talking realism, then why do lightsabers not dismember people?
Anyway, that was just a tidbit on the post, not the main thrust.
Phenix1050 wrote:
Rangers should get NPC/PC traps regardless. That's what we do. I don't mind some BH/Ranger special ability but trapping humanoids should be the right of every Ranger. My net can hold a 5 ton rancor but not a 180lb Zabrak? Puh-lease.
ZionHalcyon wrote:
Hey all, I was never a full Ranger, but I was a Master Scout, Ranger 0030 for a time, and decided for the CURB, I was going to go for it and go full ranger, as being in that line (Scout/Ranger) was when I had some of the most fun with the game.
That said, and I am sure some of these ideas have been brought up before, I got some very general ideas in a sort of mini-ranger revamp that would give us some new things to do, make camps useful again, and something that ties in with BH.
- FIRST - Trapping Revamp
Overall, we got some traps that are nice, and some that are not quite working right. My proposal is that:
- Trap effectiveness be based on the CL and the Player Level, not based on the level of the Trap Agree wholeheartedly.
- Traps be refitted to have a greater impact on the CURB agreed again
- Introduce a new line of "Big Game" traps, designed to specifically handle High Level Mobs (Like Krayts)
- Introduce "Mine" Traps, that a ranger can set on the ground, and act like a trap minefield - this would make Rescue worthwhile as a Ranger can then set a trap, and then use rescue to bait the creature into it. This is one of Calc's babies and I agree it's a great idea. Drop a "bear" trap and then lure a critter onto it.
- Allow Rangers to experiment on the potency, duration,and effectiveness of traps when in front of a camp or private crafting station with the specific weapon/general item crafting tool. Great idea, especially using the camps as a type of crafting station.
- Second - Camps
There are some simple ways to make camps useful again, and here are my proposals:
- PRIORITY ONE - Make BF and Wounds MEAN SOMETHING again. The reason camps are totally useless, is because buffs override the need to heal out in the field. As such, in order to make camps mean something, make it so that droid or not, docs can only buff in a camp, or a med center, and the same with wound heals. Also, with BF and wounds, make BF cause MUCH slower regen rates the higher it goes, and have wounds play more of a role in limiting the health and special bars. This alone will cause camps to be useful again, as people will need camps to heal, heal bf, and buff. I agree, this is something that is key not only to getting camps to have some efficiency but also to Enterainers as a whole when dealing with BF.
- Give camps a heal "tick". By this, I mean like cantinas and med centers, give camps a heal where when a period of time goes by, an amount of BF and wounds auto heal. Now, this would not be as good as in a city, as the time period in a city should ALWAYS be quicker than out in the wild, but as a scout/ranger uses better and better camps, the time period in which a heal "ticks" should get closer and closer to a city's, up to the best camp a ranger can place, that should be no more than 30 seconds longer for a "tick" than a city. This way, while having an entertainer or a doc is beneficial out in the wild, it is also not essential, and fun can be had without them, without diminishing their importance out in the field.
- Require High level ranger traps to need the general items crafting station, something available in higher level camps. That way, a ranger short on higher level traps in the field can drop a camp and make some more, giving camps more need.
- Give the highest lever camp mission terminals.
Finally, more an idea than a Ranger-specific idea - for those with BH and Ranger in their template, give them the unique ability to use the traps in scout and Ranger on actual player NPCs. It would be one of the unique combinations in SWG, especially with the crossover the CURB is trying to achieve.
Thoughts?
WildBil2Me wrote:If Rangers aren't allowed to use a portion of their combat skills to fight players, then Commandos and BHs (who go out specifically to fight people) shouldn't be able to use a portion of their combat skills to fight creatures.
Excellent point. At the very least, if a Commando kills a creature it should be unharvestable...think gut shot with a bazooka.
Message Edited by Euprivia on 04-20-2005 06:17 PM
Message Edited by Euprivia on 04-20-2005 06:18 PM
Euprivia wrote:
WildBil2Me wrote:
If Rangers aren't allowed to use a portion of their combat skills to fight players, then Commandos and BHs (who go out specifically to fight people) shouldn't be able to use a portion of their combat skills to fight creatures.
Excellent point. At the very least, if a Commando kills a creature it should be unharvestable...think gut shot with a bazooka.
Message Edited by Euprivia on 04-20-2005 06:17 PM
Message Edited by Euprivia on 04-20-2005 06:18 PM
Lol, very true.
I would definitely suggest getting up to Master Ranger so you have a clear picture of what we are capable/ or not capable of.
Glad to have you as part of the community here. Your efforts with the Armorsmith community, while possibly ill-timed, were honorable.
Good journeys Ranger.
RohmEnari wrote:
Good post Z. A lot of what you mentioned has already been covered by the community. I actually like the BH/Ranger trap idea you had. I am all for class interdependancy. Although I have to agree with the earlier poster, in that if I can trap a Rancor, a Zabrak should be cake. Reality or not, it just makes no sense why we can't at least use them on NPC's.
I would definitely suggest getting up to Master Ranger so you have a clear picture of what we are capable/ or not capable of.
Glad to have you as part of the community here. Your efforts with the Armorsmith community, while possibly ill-timed, were honorable.
Good journeys Ranger.
Thank you, I appreciate the kind words, and look forward to being a part of the Ranger community. Glad to see I came at a time when the Ranger community has a much more even-kiel than the AS forums currently do. I'll be joining your ranks soon enough, as I just have one more run of padded to make and some orders to finish up, and then I am dropping AS for Ranger