Ranger Archive
Thread: /Submerge
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BlakkStar
Sun Aug 08, 2004 6:10 pm
#1
Greetings
I got this idea while heading toDantooine PC to attend the Great Ranger Meet today. Being a noob character, my attempts to avoid aggro failed while being over 40m from a pack of huurtons. I burst ran but the little buggers were persistent, and then as I was just outrunning them a pack of huurtons spawned on top of me. I was getting away but at the last of my /brustrun, huurton pup was left and was almost successful in incapping me but he lost interest. At any rate, when i lost my burstrun I had swam across a river to hopefully cause them to lose interest. At that point I had the idea for the /submerge command.
/submerge would allow rangers to submerge themselves in water and thus cause all aggro to cease and lose interest. No attacking would be allowed from this position and the submerge would be timed. Also I think that after the timed period is up that /submerge should not be allowed for a certain period, somewhat like /burstrun. Furthermore the /submerge command would only work while in a swimming position in water, instead of simply standing in water.
I think that the command should also be stationary versus causing one to /submerge and still be able to swim/travel in the water freely while submerged. I'm thinking that this command could also have some merit in pvp, causing a player to lose the enemy as an attackable target but then again don't wimpy Jedis do this anyway? 
What do you think?
DaveG
Sun Aug 08, 2004 8:19 pm
#2
It would be an interesting idea if it also prevented other rangers from tracking a /submerge'd person too.
ATemA
Mon Aug 09, 2004 6:17 am
#3
Hi all
Thats a great idea
I also think that it would`ve to be somekind of timer.If the max time submerged is exceeded,perhapes a slight decrease in the HAM barrs.
...track me if u can...
Dark_0ne
Mon Aug 09, 2004 6:28 am
#4
I think this should be an automatic ability gained when wearing Composite armour ....... 
hehe - swimming in comp ? don't think so !!!
but as a stealth option - sounds like a good plan
Calculus_Entropy
Mon Aug 09, 2004 8:30 am
#6
/drool....
This is a VERY interesting idea
....do we want to develop this idea a bit?
Gelotri
Mon Aug 09, 2004 1:17 pm
#7
In Ranger fashion....can we spearfish too? maybe catch the little buggers in our teeth...Grrrrrrr
Springbok
Mon Aug 09, 2004 4:20 pm
#9
Difference from jedi's is the ranger would not LD herself in the process. 
To go into further depth perhaps only make this ability able against certain creatures. A reptile in general, or insects, spiders, or most avians (not including the albatross') would not willingly go into water. However this would not stop your huurtons, large herbivores, banthas, Thunes, would not have an issue, especially in that they can still stand where you are submerged. I would say cats can still attack you as well. We would have to build a list of what animals we believe would lose interest, rather than hop in and kill underwater.
In addition, perhaps any animal within 100 meters of a coast line or beach etc. would still follow you into the surf, as they are used to that type of habitat, despite their class make up, aka reptiles (enabling a certain Galapagos effect). Perhaps all Creatures on Lok could not follow you into the water, whereas all the creatures on a water dominated planet, such as Talus, could follow you in despite your being /submerged.
Npc's-Could they still attack? Would they lose your track?
PC's-Would the ylose you on radar as previously asked? Could a jedi / ranger go in, /submerge, and get out the other side, effectively "losing" a tracker droid?
All good possiblities.
Jasse
Mon Aug 09, 2004 5:31 pm
#10
Good one!
Pitching in my thoughts around this great idea.
I'd be for a timer to it, and then steady ticking down of your HAM. Sort of like 20 second timer where everything is ok, at 21 -40 secs your HAM ticks down,some alternatives come to mind:
1. HAM (one bar/all bars?) would tick down from max to zero (regardless of curret HAM level - buffs dont help your lung capacity argument). Your ranger level would determine the durations.
2. Maybe better: It would be based on Mind and ranger level. Your Mind pool is affected and the amount affected is based on your resist (focus or willpower, I forget...) to mind as per usual damage calculations, stronger will to hold breath longer. Ranger level determins the "unafected" period and the time between the Mind "ticks". Carefull balancing needed so that Mind buffs don't turn you into a fish.
3. Same as 2, but without the resist factored in. Mind affected, Ranger level determining timers. Starting to see alot of balancing problems with 2......how do you keep a buffed up char from indefinate submerge whilepreventing "instadrowning"of an unbuffed char (nerfing buffs comes to mind
)
4. Constitution might be a natural factor to consider as well as Mind for total duration in some way, but multiple HAM bars/secondary HAM considerations might make this too complicated.
A timer to prevent "auto-repeat" of the skill would need to be in place as well, based on Ranger level and I think moving should be prohibited or atleast reduce timers (first most feasable).
As for PC/NPC/Animal effects:
- Like the idea about different creature type responses, or atleast different chances of it working based on creature type/ferocity or other factors.
- NPCs could swim (%chance based on ranger level? - how well did you fool them) after you but not attack you as per usual,and same % chance for ranged NPCs of loosing their target and a high defence bonus (try firing bullets into water, swing a sword into/under water, I think laserswaste energy fast in water,flamers..., acid dilutesetc) fornpcs on shore/wading.
- PCs cant be fooled(?),but suffer the same penalties as NPCs (or rather we get the same defence bonuses)
Jolandir
Mon Aug 09, 2004 6:43 pm
#11
I think this is nice idea, but you can use reeds to breath in fairly deep water (If you have one on you of course). But I agree this could be cool.
Jolandir
BlakkStar
Mon Aug 09, 2004 7:28 pm
#12
Since Owen seems to be the post-Nraas idea expander, I commission him to handle make this idea presentable to the devs. 
Until then I want to throw out some ideas concerning /submerge:
1. Basic mechanics- /submerge is similar to /burstrun in that it lasts for a certain period and then has a cooldown period afterwards where it cannot be reactivated (i.e. "You come up for air. You try to catch your breath.") Aslo this command can only be activated while in the "swimming" position in water versus simply standing in water.
2. Stationary or Mobile?- I initially imagine that this should be a stationary technique but after some consideration, I would push for us to retain mobility underwater as well.
3. In PVE- a. while in combat with an attacking creature, using /submerge while in the water in "swimming" position, will cause all mobs to /peace and lose interest. b. while in combat with an NPC, using /submergewill cause an extremedecrease inenemy accuracy (renderingyou unhittable)andand completelycease the deathblowingability.
4. In PVP-while in combat with a player, using /submerge while in the water will cause a severe decrease in enemy accuracy.
5. In PVE and PVP for creatures, NPCs and players, prior to combat, using /submerge will cause the use to be untargetable/unattackable.
6. Mon Cals should be able use last longer and/or have a shorter /submerge cooldown than any other races i.e. bonus to Submerge Efficiency. (Good idea Calculus)
Ok those are my6 cents.
BTW, I have to admit the aspect of finding more usefulness for water, is another part of this that I like. Maybe I read something wrong or for a different game but I thought that there were going to be water worlds and more interaction with the water terrain, prior to the game's release. Im almost postive that I saw something attesting to the bonuses to swimming for Mon Cals. I dunno maybe it was all a dream.
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