Ranger Archive

Thread: A New Vision for Ranger

Phenix1050
Mon Mar 28, 2005 10:20 pm
#1


I'm going to do my best to explain where I think Ranger should be going. This is probably going to be a long post, so if you don't like reading, quit reading now and send me a forum mail and I'll send you the "Cliff's Notes" version. If even that might be too much reading, I'll give you the "BH notes" version right now: Rangers = teh win!


History of Ranger Ideals

For the longest time, I was opposed to making Ranger a traditional combat profession. I was more than happy to simply ask for better camping, better harvesting and a few minor tweaks to our creature gameplay. A few years have passed now, andI can only say that my ideals have changed as I've started to understand the game better. Fundamental pricniples that the Ranger profession operates on now, such as the "creature-only" combat started to wear thin, and I was begining to feel the need for more engaging ways to interact with the game. Then came the Outdoorsman proposal. For it's time, it was a revolutionary document. In fact, it still contains a lot of great ideals that newer Rangers should try to find.


For a while, that document was my shining light. I held onto it very dearly. But again, my understanding of the game shifted. I noticed that stacking and being a pure combat toon was not only not being discouraged by the system, but was, in fact, rewarded. Stackers out-harvesting Master Rangers really made me think about what our role in the game was. Surely, simply making us able to do more damage to creatures wasn't going to be the answer. Working with the help of a lot of Rangers, I compiled a set of ideals for the Ranger and, basing the majority of my work on the original document (while seeking to update it), I created the Outdoorsman 2.1 (I scrapped the original Outdoorsman 2.0 idea that nobody ever fully saw except for me).


Now, I've seen the future of the game, and it's become clear to me that the game is becoming more dynamic and much more fun. when combat is fixed and professions like Ranger are fixed, there will only be two things to work on-- the GCW (and continual story arcs) and expansions. Because of the future I see for SWG, I've started thinking of how limited a creature-only role is. And whereas before, I was content with only having a small role in non-creature affairs, it's become clear to me that to reach the highest form of itself, Ranger must be like any other profession that kills. We cannot be restricted in any way, shape, or form, in regards to combat. Having mods that will assist us greatly in creature combat (poison resists, melee defense) is a good start, but those mods must also work against other people.


The Problem of Limited Scope

As I've grown to see the game in different ways, I've started thinking about where exactly the problems in Ranger come from. What is it that causes the identity crisis within the Ranger community? And I finally seized upon something: most professions don't have a single "vision". There is no "right" way to be a rifleman. Combining Rifleman with Ranger allows you to shoot almost indefinately from under /cover and /conceal. Combining it with Carbines makes you a deadly infantry-style soldier. For riflemen and riflewomen, there is no "right" way to play. However, there is a common thread, which is that they are always powerhouses in terms of DPS. Here, we see an example of a profession that has a identity, but isn't confined to a single role.


The same cannot be said of Rangers. We are limited not only by the fact that we have no offensive or defensive power built in, but also by the fact that our profession is also our role. We are hunters. We track, we harvest...and that's about it, right now. This is due to the fact that we only focus on creatures and our harvesting is what most people define us by. So there isn't a way to be a Ranger/healer. The moment you take Ranger, you're saying that those are skillpoints you don't care about when it comes time to kill an NPC. When I attack a Stormtroopers as a Master Ranger/TKM, I'm the same power as a person who has nothing but TKM in their template. Seems silly, doesn't it? The limited scope of our profession is our biggest adversary when it comes to getting a revamp. How many ways can you make Ranger better if our "scope" is creatures only. The revamp will hit and we'll be underwhelmed because there's only so much you can do to make us powerful against creatures. So it's become clear to me that to be a succesful profession with a decent revamp, our scope must be broadened, as must our ideas of what a Ranger is.


The Future of the Game

Nobody knows exactly what the future of the game holds, not even the Alpha team. But a lot of change is coming and a lot of fundamental principles that the game operates on are getting shook up. What defines a combat class is changing completely, as are the roles of the professions. I've looked at the new system and I don't see a place for a one-off profession that can only be used against creatures (even less of a place than there is now). The new SWG is going to be a lot more dynamic and your template and the group you take with you is going to be a lot more important. I fear that, in the end, these changes will hurt Ranger if we continue to be creature-only. content like the DWB and the corvette, while accesible for Rangers now, may prove to be an impossibility for a group at such a strategic disadvantage.


From what I've seen, I feel the future of the game is going to be a much more interesting world in general. But a generally more interesting world isn't very useful if you're restricted by being a Ranger into only accessing a small part of the world. Being creature-only in the future will only go so far when asking for a revamp. how good can we really be at our job if we can't do our job with just our profession? How much power can you put into Ranger against creatures without making them over-powered? The answer is, not much. Traps that reduce defenses might be good for Rangers, but allowing a drop that'll help a normal Ranger kill an animal quickly would also help a Jedi grind through their trees redicuoulously fast. Remember a drop in defense of your target is basically the same as increasing your offense. It's still a damage multiplier if it's making you do more damage, whether it's done on by increasing total damage before defenses or reducing defenses before calculating damage.


Looking at the new GCW and the Line of Sight code on Test Center, there are many ways to make the game more tactical in nature. This tactical, smart game is exactly where Rangers should be fitting in. Let the commandos worry about putting the big hurt on people. We're the ones who use tactics over power to win fights. And that should apply to both creatures and everything else. Look at JBMat-- soloing Rancors unbuffed as a Ranger/Pistoleer. It doesn't take brawn, it takes brains. That's where the game is headed, and that's where we should be headed too.


The Point (The new Outdoorsman)

So what then should a Ranger be? Should they be a full-fledged combat toon? Should they be a hybrid? Should they be all about creatures? What exactly is their role in this. Where is their identity? I think the answers are still found in the Original Outdoorsman-- we never should have been all about creatures-- we're a combat toon unlike any other, and that makes us unique. But our uniqueness shouldn't be defined by the enemies we can attack, but by the methods we use. To me, a Ranger, whether you consider it an Special Forces scout-type unit, or a legendary hunter, must approach combat from a different angle than everyone else. Rangers should be light units, a unit designed around the new game which is much more tactical and strategic in nature.


There are several areasI think we should excel in, and these are important in both PvCreature and every other type of combat:



  • Stealth/Avoidance- Being able to get into and out of hostile areas is a great tactic. If your enemy thinks they're facing only 5 enemies, but comes to find themselves surrounded by Rangers with other weapon skills, you have the upper hand. The same is true when hunting. Being able to set up in the proper positiion is important. If you're getting eaten, you can't get to the perfect spot.

  • Speed/Movement- Sometimes, being able to get away from a larger enemy force is a tactic too. If you can draw away some enemies without taking much damage, you weaken the enemy by sapping them of numbers. This also applies to creatures.

  • Recon unit- knowing your enemies weaknesses (only one doctor, all melee fighers, etc.) can allow your force to better choose their weapons and targets. Again, this is true for hunting animals as well. It's better to know the resists of the critter you're going to attack in advance.

  • Battlefield Control- whether fighting creatures or people, being able to set up a field of ground traps ahead of time, or being able to hold an enemy in place long enough to regroup is an important tactic. If you have control of a situation before the damage starts getting done, you can win more easily.

  • Trailblazer- By setting up camps, you can "lead" your group to strategic locations. Setting up forward camps that stay up in combat also gives you an advantage as you have a set spot to drag your wounded back to.

As you're reading this list, you may notice that none of what I think should define a Ranger has to do with dealing damage. However, I do believe there should be a Ranger weapon (I'm still in love with my double cross-bow idea. The point of this isn't to make someone a better hunter. It's to make a person who is choosing Ranger for the reasons listed above, and not the harvesting bonus a chance to do damage if the situation calls for it. Now a few caveats to the Ranger weapon-- limited Range, forces a Ranger to take a risk to use it, ensuring it's only used tactically. Medium damage/no specials. After thinking about it, this is basically just another survival tool for those who aren't hunters. A double crossbow would also be perfect as a stealth weapon, allowing you to shoot traps without giving your position away.


Justification and Conclusion
I realize that this may be a hard sell, but Ranger shouldn't be all about hunting. The fact is that we have potential for so much more. I personally would love to have a role in the shutting down of a base. As we know, BE's are going to be crafting the meds in the new system (see the CU upgrade thread in the In Development section). I think that they are becoming more of a crafting profession as we should be pushing to be more of a combat profession. Perhaps we could acquire a unique part in the shutdown process. Imagine sneaking up to a base, heart pounding, hoping the turrets don't spot you, then pulling out your double crossbow and using a special trap on them so their damage is reduced, then sneaking into the base and pulling the plug on a defensive system, just as your team storms from the outside...


I also think opening Rangers up to new and exciting templates should be a goal of ours. It's not that I don't like being a hunter, it's just that with a real identit that's rooted in tactical gameplay, we have a lot more options open as for "roles". Just like any combat profession can stack any way they choose to fill the "role" they want to be, Rangers shouldn't be forced into a single role. We should be able to stack with anything to fill our own role. Individualism is great and having a profession that can be about combat without having to be about DPS is a great goal in my mind. But being able to stack with anything, to have any roll that a person chooses-- that is the best reason I can think of to make Ranger a combat profession. Diversity is a wonderful thing, especially when it comes to templates.


I hope you weren't crushed under all these words. i am passionate about this game and this profession, andI know many of you are too. i simply think when looking at the game, it makes more sense to move away from an artificial restriction such as "creature-only". that idea is at the root of many problems and is the reason Rangers aren't as involved in the CU as they should be. Anyway, thanks for reading.

Message Edited by Phenix1050 on 03-29-2005 12:21 AM



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Nemo0
Mon Mar 28, 2005 10:47 pm
#2

Well said. The only thing I somewhat disagree with is the need for a damage dealing Ranger weapon.


I have no trouble with auxiliary damage (like a small hit to the mind with a bone spur) or a state damage (like a bleed or poison), but I don't like the idea of a pure damage attack. Pure damage is too similar to a pure combat profession to me and I don't think it is necessary for anyone wanting to play just a Ranger. A similar amount of power could be obtained with stuff like spike pit traps (causing a bleed), poison darts, dropping defenses (i.e. making it easier for a person with little weapon skill to hit their target), etc without being quite so similar to what you get in another profession. You can still use a double crossbow like idea for this stuff but there doesn't need to be an option for pure damage (or even damage that doesn't count as a special move). A Ranger only hunter might be able to lay a few traps on the ground, drag an enemy into the traps, throw a few extra traps, and pull the enemy intoa group of nearby creatures (with something like the pheromone trap idea). It would still be much easier to use a combat profession along with a few traps but the Ranger can still kill stuff without it. Maybe add a little defense and you have a profession that is a viable killer on its own but still has some strong leanings towards specific professions (just like every other profession--entertainer mixes don't make the best combatants, doctor/crafters don't work as well as doctor/combat profession or doctor/cm, combat stacking gives extra benefits, etc).



Lythender Nirou
Crazy Bothan


Nemo0
Mon Mar 28, 2005 10:49 pm
#3

P.S. If you didn't notice, I consider trapping to be the Ranger weapon. And, with a bit of work, it could be a quite effective one (if a bit more subtle).



Lythender Nirou
Crazy Bothan


Phenix1050
Mon Mar 28, 2005 10:59 pm
#4

if traps did more damage, and could cause death, I'd be with you. But, i thought about it-- and forcing a Ranger to choose between damage and states is actually a unique idea and is exactly what seperates us from "pure" combat classes. You can dizzy a creature...or hurt it. But not both. TACTICS, my man.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
LecheHombre
Tue Mar 29, 2005 2:58 am
#5

Traps that cause state effects are/can be great; and I think that they will only get better with the CU. When buffs are gone and taking down a rancor becomes a group affair, I think that stuff like p. darts, mesh, and glow wire will come back into favor again. On the other hand, all the state effects in the game don't provide a net combat result in the same way as being able to do damage. I agree that we're better off if we don't pigeonhole ourselves into a hunting-only role, but I think that hunting and harvesting are and should be at least *part* of our playstyle; and if we can't do damage, we can't hunt and harvest.

I really don't mind the current system, or at least something that the current system could easily become, in that it is or could be a combat *support* profession. I see CH the same way; using pets to tank and apply states can support any combat profession, but you've got to be really patient to use CH as a standalone combat profession. If ranger were to be capable of supporting combat in a similarly effective way (which it sortof is now, but not in a way that justifies the skillpoint cost), I would be happy with it.

On the other hand, the idea of making ranger a profession that really can stand alone also intruiges me. The problem is that for that to happen, in my opinion we would have to have some damage-causing capability. I think there are quite a few ways this could happen. We could get bear traps, stake pits, poison darts, etc. We could get a pillbox or hunting blind style camp with static gun turrets usable by party members regardless of their skill level (I'm thinking something on the damage output order of a combat profession using weakish normal attacks here, not like current faction turrets or anything). Basically anything that would allow us to do damage for ourselves without requiring a combat profession to back it up, and fits into an "outdoorsman" sort of theme.

I think that the combat *support* ranger can safely be a "state applying" ranger as I believe that you are suggesting. One big benefit I can see with that method is that it really wouldn't take a whole heck of a lot of work and addition from the current ranger to make it happen. In many ways, scout/ranger already fills that niche, it's just that there is no demand for those capabilities since a buffed master combat character can take on practically anything in the game by themselves. In other words, to convert existing rangers into your state-applying, recon-enabling characters, the devs would just have to make traps stick to NPCs/players and add a few more types of traps, give us some speed boosts, and make conceal take us off of or disguise us on the radar.

Turning ranger into a standalone profession, on the other hand, would require a pretty major revamp on the order of what is planned for smugglers. I think it could be really neat if done correctly, but I have a feeling that our reality is that the devs wouldn't consider it worth doing such a large conversion of the profession when they might be able to get away with something smaller.



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


Tarnak_Archvold
Tue Mar 29, 2005 4:51 am
#6

I will keep my involvement in this topic down to this.
I respectfully disagree with you vision of what a ranger should be. We wound be able to find a common ground on this, so lets just leave it at that.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
Badgewick
Tue Mar 29, 2005 6:54 am
#7

Here's my problem with the Rifleman/Ranger idea.


On Sunrunner, there is a serious lack of Weaponsmiths making high level rifles or carbines. Because of that I can't go rifleman without an excrusiatingly long grind. I noticed that everyone here seems to like the Rifleman/Ranger bit. I personally have chosen pistoleer.


Just curious if anyone else chooses to hunt with the pistol also.



Fozziwakka
Tankster
CuchulainnDarklight
Tue Mar 29, 2005 8:32 am
#8

Well Phenix hits the mark as usual, apart from one point, why no specials for our weapon! I dont mean state attacks, I mean attacks that would be appropriate to our profession like, for example but not limited to, targeting vulnerable points of a creatures anatomy (of course come the CU there is only health to target, but from wht theyve said the more damage an attack does, the more time it takes to accomplish, which to mean kind of fits with the Hunter taking his time aiming and setting up a more difficult shot, though speculation doesnt mean anything at the moment).

You know my thoughts on the Crossbow too, I prefer the Bow as it is more unique within SWG, but i can live with anything. I still think a seperate trap launcher could be utilised in a similar manner as the commandos rocket launcher, just click on the tab and the animation shows you firing one. Therefore no weapon switch time loss.

Otherwise this post deserves as many stars that are in the firmament for its greatness. And more importantly its succintness compared to outdoorsman 2.1.

And Badgewick, I hunt as a Pistoleer, cause its fun and i like the combat style, with pets and droids and hills and traps that work it can be fun, takes a while though - but its fun!

Which is why i say Ranger should have its own combat skills, as not everyone want to go Ranger/Rifleman you know. or dare I say it, Ranger/any combat class!!!




...has mastered the Pilot profession
The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
Use the test centre avatar if you have any issues with the NGE or SOE, like me!
Phenix1050
Tue Mar 29, 2005 8:49 am
#9






CuchulainnDarklight wrote:

Well Phenix hits the mark as usual, apart from one point, why no specials for our weapon!




Because we aren't supposed to be a pure combat-dealing profession. The trade off for not having specials is abilities like stealth, trapping (ground traps) camping, etc, etc.


Consider smuggler, if you will. They don't match Rifleman in terms of power, but they have other thing to make up for it, in terms of spice, slicing, selling faction, and the new stuff they'll be getting. There has to be a tradeoff for all of that stuff. I don't think that tradeoff should mean that we have no offensive capabilities in our tree, but I also don't think a Ranger by themselves should be a killing machine. We should NOT be a stand-alone profession, in that Ranger, by itself, won't allow you to go toe to to with someone in PvP. I see us as a tactics-based combat class. Stealth and guile overcoming raw power. But by itself (i.e. not with a combat class) ranger should be pretty weak. A Ranger/doctor should have a few offensive capabilities, but they shouldn't be as powerful (in terms of damage) as a Rifleman/Doctor. But then again, we're not all about damage, we're about state attacks and controling an area, and stealthily moving in.


I'd love to hear some more opinions...especially from some old-timers.




PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Wilhelmy
Tue Mar 29, 2005 8:53 am
#10



Ok first of all not only us but even the devs have to think is what is a ranger in todays society that we live and what was a ranger centuries ago.... to get what ranger would be in a futuristic world like star wars .... so before we get to SWG a ranger today is a member of the armed forces but not only as an ordinary profession part of infantry like a rifleman is but as one of the elite special forces in the army ... now a ranger got to be all that because of years and years of learning training and developing survival technics not just in the wilderness and foreing terrains but also on foreign territory such as bases cities ,....


Now those are surviving technics now we get to the roles .... a ranger primary role today would be recon which may include recover and assault.


Now lets go a little bit to some of the roles we have on SWG




Tracking: now you are able to track basicly any lifeform but you only get direction and distance, have to unmount everytime while a surveyor is able to track resourses while mount. The way I see it as a master ranger this should not be an issue at all ! another thing and i believe this have to do with the animation .... a ranger when it tracks looks at the horizon to see where things are now we all know that a ranger tracks by studing the terrain for possible ground vibration fallen objects footprints smell,... so i would see first the need to wider range, the need to actual special waypoint, being able to track while mounted ! different animation in the case would be something like the Lord of the rings the Two towers like when aragorn ( a true ranger) put his ear on the ground and felt vibration and also by sampleing the terrain was able to ping point where the orcs were.


Cammo: a little effective against other creatures. Now, one of my biggest disapointment on this is the fact that we use camuflage on the armed forces and it is not just to hide from wild creatures but to hide from enemies, now the way I see cammo should be agree with what everybody has been proposing taking you out of the radar but one thing you are all forgeting is that a cammo kit is also suppose to make you look different or more a like the enviroment. the way i see that is everytime you put a cammo kit on you should also be hard to see by anyone around you and to that i propose the Predator invisibility device so, you would not be completly invisible but you would be hard to see looking like a moving glass sculpture. Also with that the abilitie to decise himself as Imperial or rebel by wearing factional uniform and having a different simbol for a certain ammount of time (would be good for a quick getaway when pvp is effective lol)


Traps: Ok, come on we all know if i make a hole on tthe ground and cover with leaves anyone not just creatures will probably fall. So, it is not just used for creatures but humans as well I hope the Dev team gets this one above all lol


Weapons: Currently none. Now bounty hunter and smmugler have their own little pistols why cant we have our own little rifle tree (since rifleman ranger is the best combo)


Frontiering: I would propose we change this title to jungle or foreing terrain training 1, 2, 3, 4 tittle being Jungle surviver or Foreign terrain master or surviver. here we could include all the creature knowledge terrain negociations, forageing camps, surviving tool creation ability (really like that proposal) of course we could divide in 2 trees like stealth and jungle training or foreing terrain training.




well here are my suggestions it was not perfect like i wanted to putted out but im at work right now so is hard to type and get a lot of details on subject though i believe yopu can all understand where im comming from and where I want and we all want our profession to go


Hopefully CSR will get this ! as well as Gizmos Force ranking Ideas for a future Jedi revamp that you are all welcome to check it out at








Gizmo's FRS Jedi revamp Proposal




thank you all


later

Message Edited by Wilhelmy on 03-27-2005 10:06 AM

Phenix1050
Tue Mar 29, 2005 9:26 am
#11






Wilhelmy wrote:


Ok first of all not only us but even the devs have to think is what is a ranger in todays society that we live and what was a ranger centuries ago.... to get what ranger would be in a futuristic world like star wars .... so before we get to SWG a ranger today is a member of the armed forces but not only as an ordinary profession part of infantry like a rifleman is but as one of the elite special forces in the army ... now a ranger got to be all that because of years and years of learning training and developing survival technics not just in the wilderness and foreing terrains but also on foreign territory such as bases cities ,....

Now those are surviving technics now we get to the roles .... a ranger primary role today would be recon which may include recover and assault.

Now lets go a little bit to some of the roles we have on SWG


Tracking: now you are able to track basicly any lifeform but you only get direction and distance, have to unmount everytime while a surveyor is able to track resourses while mount. The way I see it as a master ranger this should not be an issue at all ! another thing and i believe this have to do with the animation .... a ranger when it tracks looks at the horizon to see where things are now we all know that a ranger tracks by studing the terrain for possible ground vibration fallen objects footprints smell,... so i would see first the need to wider range, the need to actual special waypoint, being able to track while mounted ! different animation in the case would be something like the Lord of the rings the Two towers like when aragorn ( a true ranger) put his ear on the ground and felt vibration and also by sampleing the terrain was able to ping point where the orcs were.First off, just say no to Waypoints. Dumbing down the game is NOT what I want for Rangers. A true Ranger doesn't need a freaking WP to tell them the exact location of a creature. You have a compass and a map that tells you your exact location. how hard is it? Second--this is Star Wars, not LoTR.

Cammo: a little effective against other creatures. Now, one of my biggest disapointment on this is the fact that we use camuflage on the armed forces and it is not just to hide from wild creatures but to hide from enemies, now the way I see cammo should be agree with what everybody has been proposing taking you out of the radar but one thing you are all forgeting is that a cammo kit is also suppose to make you look different or more a like the enviroment. the way i see that is everytime you put a cammo kit on you should also be hard to see by anyone around you and to that i propose the Predator invisibility device so, you would not be completly invisible but you would be hard to see looking like a moving glass sculpture. Also with that the abilitie to decise himself as Imperial or rebel by wearing factional uniform and having a different simbol for a certain ammount of time (would be good for a quick getaway when pvp is effective lol) If you still send information to the client, there are packet-sniffers that will tell people where you are and make your invisibility moot. You can't have "some" invisibility. any MMO with stealth will tell you that packet sniffers defeat all attempts unless you don't send any info at all. Secondly, wearing different factional uniforms....where exactly do Rangers get justification for this? Seems like a smuggler skill.

Traps: Ok, come on we all know if i make a hole on tthe ground and cover with leaves anyone not just creatures will probably fall. So, it is not just used for creatures but humans as well I hope the Dev team gets this one above all lol

Weapons: Currently none. Now bounty hunter and smmugler have their own little pistols why cant we have our own little rifle tree (since rifleman ranger is the best combo) Because Ranger should be accesible for all professions. Making one combo better is the best way to kill us as a profession. Which is why I discussed opening it up to MORE professions. That was one of the main points of my post.

Frontiering: I would propose we change this title to jungle or foreing terrain training 1, 2, 3, 4 tittle being Jungle surviver or Foreign terrain master or surviver. here we could include all the creature knowledge terrain negociations, forageing camps, surviving tool creation ability (really like that proposal) of course we could divide in 2 trees like stealth and jungle training or foreing terrain training.


well here are my suggestions it was not perfect like i wanted to putted out but im at work right now so is hard to type and get a lot of details on subject though i believe yopu can all understand where im comming from and where I want and we all want our profession to go

Hopefully CSR will get this ! as well as Gizmos Force ranking Ideas for a future Jedi revamp that you are all welcome to check it out at




Gizmo's FRS Jedi revamp Proposal


thank you all

later





My comments in blue.


Please, while I enjoy discussions, please make your own thread if you're not going to discuss the ideas presented here. Your ideas basically go against what I wrote, with no logical connection to my vision of Ranger. I'm all for discussing the differences, but try to respect that this is basically discussing what's going to be in the next Outdoorsman proposal, so I'm asking for direct feedback to the ideas i presented.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
CuchulainnDarklight
Tue Mar 29, 2005 3:43 pm
#12






Phenix1050 wrote:





CuchulainnDarklight wrote:

Well Phenix hits the mark as usual, apart from one point, why no specials for our weapon!




Because we aren't supposed to be a pure combat-dealing profession. The trade off for not having specials is abilities like stealth, trapping (ground traps) camping, etc, etc.


Consider smuggler, if you will. They don't match Rifleman in terms of power, but they have other thing to make up for it, in terms of spice, slicing, selling faction, and the new stuff they'll be getting. There has to be a tradeoff for all of that stuff. I don't think that tradeoff should mean that we have no offensive capabilities in our tree, but I also don't think a Ranger by themselves should be a killing machine. We should NOT be a stand-alone profession, in that Ranger, by itself, won't allow you to go toe to to with someone in PvP. I see us as a tactics-based combat class. Stealth and guile overcoming raw power. But by itself (i.e. not with a combat class) ranger should be pretty weak. A Ranger/doctor should have a few offensive capabilities, but they shouldn't be as powerful (in terms of damage) as a Rifleman/Doctor. But then again, we're not all about damage, we're about state attacks and controling an area, and stealthily moving in.


I'd love to hear some more opinions...especially from some old-timers.






Im just saying that with specials, within the confines of the Cu that have been outlined to the community, i.e. wind up and wind down times, the idea of not having specials doesnt sit right, If they are too powerful as you suggest they may be, they can have long wind up and wind down times. And they will be more useful in conjunction with my other ranger skills. There is really no point to a weapon if you cant do different things with it. Im not talking about 10 different attacks like a normal elite combat profession, just 2 or 3. Of the top of my head -


1. Poison tipped. Ranger dips arrow tip into container of poison, takes aim, fires, and begins to ready another shot.


2. Weak-point. Ranger aims carefully at the weakpoint of the creatures anatomy, fires, and begins to ready another arrow.


3. Explosive charge. Ranger carefully attachs a small charge of Tibanna gas to the arrow head, aims and fires, then begins to pull a new arrow from his quiver.


In fact, looking at those 3 "Weak-point" now becomes a special like "aim" for marksman. Delaying an attack to find the weakspot will cause more damage upon a hit and can be used in conjunction with the other attacks to make them more powerful, but as a tradeoff much slower.


Ill think about this some more, see what I cna come up with - Got to convince luminarys like you!!


And i really dont see us as a stand-alone profession, except against creatures who are more stupid than NPCs and players (well some players anyway). Im not talking Krayts here - but rancors certainly.


N.B. I am not fixated on a weapon, I think everything else needs to be fixed to, as camps are useless, mask scent is better than camo, and traps are really hit and miss.


With these working and a weapon we should be able to do what we are meant to do (creature-hunting). I dont mean make us creature centric- but make us capable of doing what our profession description sayss we should do! With these skills that we have against creatures, we can fight in all other areas.


I see our combat as a mix of sneaky attacks utilising camo, slow but effective bow-shots, and the use of the correct trap and the right moment. This will not make us more powerful or less powerful than any other combat profession, in any arena,just different. With combat skills that are indicative of the rangers path as a wilderness, survival type.


An example of how other combat styles differ would be me as a Master pistoleer walking up to a squad of 10-20 stormies and killing them with 5 fanshots from my DE10 (got to get them lined up in front of you though), compared to a Master Rifleman shooting them one by one and taking ages to do so. Now compare us in a hunt against a Krayt. The Riflemans T21 powers through the Krayts health while i look down the barrel of my DE10 to see if it isnt blocked cause i dont seem to be doing anything!!!


That shows that different skills and weapons will always be more effective in certain situations (which i believe is what the CU is trying to achieve to a greater extent from the press releases). Combat skills should never as you say be "equal". We should be different, effective to some degree, in most areas, but more applicable to some than others. In this manner i see ranger asa kind of one target killer, using his many wilderness survival and combat bow skills he hunts down and kills big game with brains as well as brawn.


A good 20th century analogy would be 2 snipers stalking each other through a war- torn city or landscape. they use cover and concealment, line-of-sight, even smell, in conjunction with booby-TRAPS to cover their positions whilst they try to outsmart their prey. Thats us fighting sentient creatures. When we as Rangers fight non-sentients it should be like the hunter stalking his prey, concealing himself, using lures, traps, and a weapon to get the kill of his intuitive, elusive prey.


If you dont think this kind of combat fits the ranger description and would be fun well, I dont know what to say!


But anyway, keep up the good work Phenix!






...has mastered the Pilot profession
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Nemo0
Tue Mar 29, 2005 4:26 pm
#13



Phenix1050 wrote:
if traps did more damage, and could cause death, I'd be with you. But, i thought about it-- and forcing a Ranger to choose between damage and states is actually a unique idea and is exactly what seperates us from "pure" combat classes. You can dizzy a creature...or hurt it. But not both. TACTICS, my man.





Allowing a Ranger to choose between damage and states is what adding an extra combat profession should bring. If you want more combat options than you can get with only traps, you pick up a combat profession to complement Ranger. Otherwise you will get a jack of all trades and a master of none profession. As long as you can kill stuff that you should be able to kill with nothing more than your trapping skill (as is currently possible, a CDEF does the damage), you don't need more. Adding a pure damage option is likely to make the other skills less powerful so, if you do decide to pair Ranger with a combat profession, you are likely to lose out on the skills that matter. Those that don't choose to pair Ranger with another combat profession can still be effective but they lose out on some tactical choices. The skill system is there to give you another layer of tactical choice. If you want the tactical choice of doing damage or using traps, you pick up a combat profession. If you are happy with just the tactical choice of traps for combat, you choose whatever else you want to go with Ranger.



Lythender Nirou
Crazy Bothan


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