Ranger Archive

Thread: Alternate Proposal to Ranger Weapon Idea

XRXTypeO
Wed Sep 17, 2003 1:06 am
#1

i like the idea, as long as it didnt stack with specials, and didnt work with heavy weapons

anti people/armor weapons just dont seem like they would be something a ranger would know how to use to hurt a doggie more, but maybe it isnt an issue, maybe just not stacking with specials, tough call.



XRX
master ranger
master CH
Typeoxrx
master doctor
2100 combat med
Shorty
2000 squad leader
1130 pistoleer
Elminnster
Wed Sep 17, 2003 1:08 am
#2

Just make us do more damage against creatures, not give us special attacks... just let us do more damage against creatures, because a ranger knows how to kill creatures better than anyone else...



__________
Sises Orine

Resource dealer - Vendor in Polaris on Naboo, 3km north of Theed Star Port.

Master Medic, Artisan (0-0-4-0), Master Doc, Merchant (3-2-1-2), Brawler (0-4-0-0).
Ether_Sunrider
Wed Sep 17, 2003 4:38 am
#3

/sign


I think it would be great to have such special attack on Master Ranger Level!



Eter Solwalker


Naritus Medic/Carbineer/Ranger




Eter Solwalker
~ XenoBiologist~
~ Master Doctor/Master Carbineer~
Looking for a reliable buff vendor at very affordable prices? Visit the MQ Xenobiotics Buff Vendor at Mos Quito Mall! Tatooine -3374, -6336

Fwad
Wed Sep 17, 2003 5:53 am
#4

I'd prefer if they'd just give us a boost inthe traps department instead of giving us added weapons skills. Heck, they can even give us advanced traps that work exactly like the Scout traps but are more effective if they can't come up with any new ideas. Sure traps to target humanoid NPCs sound great but since I hunt primarily creatures for harvesting I'd like to see more effective (single target) traps. Give us advanced versions of the Glow wire or P-Darts or something that reduces the damage a creature puts out by weakening them physically (similar to the way P-Darts effect movement, have these traps effect to-hit or damage rates). Anything to boost the traps line and make it more effective then just tossing P-Darts all day to slow the creatures down.



~~~ Necromulus Dustrider / Taru ~~~
Elder Jedi / Master Shipwright
(Ret. Master Bounty Hunter, Carbineer, Creature Handler, Marksman, Pistoleer, Scout, Smuggler, Swordsman, & Squad Leader)
Happiness is like peeing your pants: Everyone can see it, but only you can feel its warmth.....
NRaas
Wed Sep 17, 2003 7:27 am
#5

"CreatureShot and CreatureBlow"


- Something similiar has already been added to the list under Creature-to-Hit.


- You can see the newest list via my signature.





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SolrFlare
Wed Sep 17, 2003 9:51 am
#6

Just now saw it, thanks I've been "out in the wild" so to speak the last week or so campnig my arse off trying to achieve master ranger. I'm still trying to get a little caught up on the stuff that happened while gone.



------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
jmatt
Wed Sep 17, 2003 10:05 am
#7

CreatureShot and CreatureBlow. Two attack skills given at the same time to, say, a master ranger.


I like it! There's our Jewel!

Joth_Kyles
Wed Sep 17, 2003 11:36 am
#8

I think it would have to be a significant damage increase, since I can already pull 5x damage out of legshot2 or mindshot2. How much of a bonus are you talking about? If it isn't at least 5.1x (ie greater than what I can already do) it's just wasted code to me.



Joth Kyles
PA: Ronin
Rank: Rikushoho (Major General)
Master TKA / Medic / Smuggler / Pistoleer / Scout
American by birth, rebel by choice, southern by the grace of God.
NRaas
Wed Sep 17, 2003 11:53 am
#9

"I think it would have to be a significant damage increase"


- Since most combat skills already have "increased damage" commands, I wouldsuggest either:



  1. Innate Critical Hit chance based on To-Hit bonus that occurs duringregular attacks

  2. A command that increases the damage of the regular attack for a duration based on the To-Hit bonus

- Now this might not mean much to those professions which can spam special moves through out the entire battle...


- However the melee players don't have that option, and rely on the regular attack moves much more frequently.





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SolrFlare
Wed Sep 17, 2003 12:36 pm
#10

While I think the idea of having some special weapon for rangers is a neat idea, I think problems arise when you give a class like us an exclusive weapon when we aren't a weapon based profession. Our primary form of attack needs to be in unique traps.


That said, I think we all agree something would be nice to increase the damage we can deal PvE critters(and maybe Organic lifeform pets). I think the idea of the "elephant gun" was on the right track, but the approach is wrong. If we give a weapon to Rangers, that not only hurts meleers, but will quickly raise outcry from the other weapon professions. It would also, if in the case of an elephant gun, force one combat profession to likely be the "best and only" choice for Rangers.


So what do we do? Answer:


CreatureShot and CreatureBlow. Two attack skills given at the same time to, say, a master ranger. What do these attacks do?


CreatureShot - amplifies the damage of whatever ranged weapon that is equiped by a large percentage at the cost of a significant delay time; this attack is only effective on creatures. Think of this as sort of a Creature Overcharge Shot. This attack works for *all* weapons.


CreatureBlow - same as the above only for melee users.


This way its perfectly fair. People with no combat skills at all will be able to usethese with their"newbie" weapons to help compensate by approaching base advanced profession damage at the cost of delay. Those who have invested time into a combat profession will be able to use these attacks to deal significant levels of damage, but again, at huge delay costs that may not make it worthwhile over periods of time.


By making these attacks simply "amplify" both the natural damage and delay times of any weapon, it also leaves if perfectly balanced with the current system. Pistol users will still fire faster using this attack(although the delay will still be slow) but Rifleman will do even more damage at the cost of the delay. Those with no combat skills will be able to brawl or use a newbie cert weapon and deal damage against creatures that is comparible to the base damage of the more advanced weapons, but at the cost of having huge delay time disadvantages.


Also, by making it a Master Ranger only skill, it serves two purposes.


1) It gives the Master Ranger more "bang for the buck" which is something we all think it needs


2) It helps to balance out this powerful feature. Since it would require a huge amount of skill points to aquire(being all the Scout and Ranger skills) that means that even if someone were to devote the rest of their skills purely to combat, they would be limited simply by the pure number of skill points they would have left to spread.


Finally, by being PvE(and possibly PvP against organic pets) specific, it would thwart any complaints from the PvP crowds due to its specific application. In other words, people with this skill wouldn't be able to unbalance PvP by using it for One shot kills against other players and NPCs.


Thoughts? I really think this could work.




------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
Kairo
Wed Sep 17, 2003 2:24 pm
#11

Why not just give us "favorite animals" instead, or in addition. It could work the same leveling system as camo kits. By that I mean, at Wayfaring I we get camo kits to Naboo, Corellia, and Tatootine. So at Tracking I we should be able to chose our "favorite" hunting animals (from a trainer) for each of those planets. "Favorite" animals giveus an automatic (sizable) bonus to damage to that creature. The downside, would be that we have to choose a "protected" animal that weonly do a fraction of damage to, and receive more damage from said creature. By the time you reach Master, you wouldhave a favorite and protected animal for every planet.


They can balance it byrequiring the favorite and protected animal be close in level range so I don't pick my favorite as a Bollebol but my protected a chuba.




Kainite Windsor
Accountant: "Here's your Tax Refund!!!" | Warmaster: "Campaign Finance Reform This!!!" | Urban Planner: "I'll Grant You Some Zoning Rights!!!" Tera Kasi Master: "Don't hurt me!!!"
North Beach, Naboo
Starsider
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NRaas
Wed Sep 17, 2003 2:46 pm
#12

"Why not just give us "favorite animals""


- Ah, a pull from the good old D&D guide.


- I like the idea, though how to choose the animals is a slight issue.


- A new interface would have to be added to allow you to select the animal pairs (favorite/protected).


- Possibly the pairings would need to be predefined by the developers to ensure balance.


- The choice would require a long duration timer to be set up... To ensure you didn't flip the selection whenever you pleased.


- It would have to be limited to the planet you are on... Otherwise you could choose a protected creature that is on another planet (if the pairing was our choice).


- Most likely the protected creature would need to be an aggressive beast, to ensure that people simply didn't choose creatures they would never attack anyways.


- The idea has merit, but it is extensive.


- I will make a note of it.





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Ki_Gu_Lon
Wed Sep 17, 2003 3:51 pm
#13

I played D&D.


I liked D&D.


Please don't make this D&D in space...


I do like the passive critical hit bonus to attacks idea. That sounds like the most reasonable idea so far, distantly followed by the enhanced-damage special attack idea.




"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
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