Ranger Archive
Thread: Something on traps
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Owen-Lars
Sun Jul 18, 2004 1:34 pm
#1
Hey guys, just been thinking and reading the ideas we have brought forward regarding traps over the past months/year and want to run this idea past you to see what you think.
Obviously many posts have been made the best of which being the outdoorsman traps (ground based AND modular etc) in my opinion but all of which would require alot of work to implement. Since the chances are we will not get any major features implemented until next year at least we should be aiming for simple ideas that push ranger forward and give us some nice bonuses.
Ground traps, and new effect traps have all been discussed so i wont bore you with my personal opinions on those but the most common desire was to make us totally different to scout traping.The ideas to do this are very long and will likely never get implemented until next year so, what if we wernt so different to scout in the trapping department? What if the only main difference was our traps can effect whole groups? What if our traps have a massive chance of hitting our targets too?
Ok here are the traps i would have somewhere in the ranger tree (id also like your opinion on where you could place them in the tree)
Name: Glow Net (Varient of glow wire)
Effect: AOE Combat Defense Down
Notes: This trap explodes upon impact releasing a large net covered in a luminescent liquid that entangles the creature and any other animals in close proximity. The creatures are negatively effected by the netting reducing their melee defenses and the luminescent liquid makes the targets much easier to hit at range reducing their ranged defenses.
Name: Flash Bomb (Same as we have now)
Effect: AOE Blind
Notes: This trap unleashes a blinding flash that dazzles the target and all other creatures in close proximity. The blinding effect makes creature attacks less likely to hit due to decrease accuracy.
Name: Pheascene Charge (Varient of phaescene dart)
Effect: AOE Reduced Movement Speed
Notes: Where the scout based single target dart takes down a single target, this trap detonated upon impact throwing hundreds of micro darts in all directions effecting the targeted creature and all in close proximity.
Name: Adhesive Detonator (Varient of Adhesive Mesh)
Effect: AOE Snare/Imobilise
Notes: This trap detonates upon impact with the target creature spraying a super sticky liquid in all directions that hardens upon contactimobilising the target creature and all others in close proximity.
Name: Sonic Pulse (Similar to /warcry)
Effect: AOE warcry
Notes: This traps unleashes a deafening explosion of pulsing noise. The shear ferocity of the noise renders the target and all surrounding creatures unable to attack for ten seconds. (Also consider intimidate as a possible alternative to the warcry effect)
I think these traps would be prety easy to implement or change. They are basically copies of scout traps with an AOE effect and then the Sonic Pulse trap simply gets it's effects changed to something alot more usefull.
I like the idea of going this route because it seems alot more likely these would be implemented over a total system revamp for ranger. Im happy with being the AOE trapper. And besides, due to the fact our scout traps are still very usefull i think group and single hunting would work great with this ranger/scout trapping combo.
Message Edited by Owen-Lars on 07-18-2004 09:36 PM
Message Edited by Owen-Lars on 07-18-2004 09:36 PM
Eklectrick
Sun Jul 18, 2004 2:44 pm
#2
I think these are all great trap ideas. However, AOE traps aren't all they are cracked up to be. For the most part, solo and in a group, the thing to do is pull the creature off one by one for easy pickins. The AOE root trap you mention would be great for when things go wrong and someone aggros one too many and you need to give the group some room to retreat, but many of the other traps wouldn't be very useful. That is at least in the way I hunt.
What if the traps stayed basicly the same, but the ranger trap line gave us increased ability to experiment on our traps. Not only to increase the quality of the trap, or making more traps per unit, but the ability to combine two existing traps. So for example combine a glow wire trap with a phaescene dart to make a new trap that has the attributes of both. And let's say if the adhesive mesh trap (single root) with a flash bomb (aoe blind) you get a trap that is AOE and is both blinds and roots the creatures in the area. So basicly you get your idea with even more options.
What if the traps stayed basicly the same, but the ranger trap line gave us increased ability to experiment on our traps. Not only to increase the quality of the trap, or making more traps per unit, but the ability to combine two existing traps. So for example combine a glow wire trap with a phaescene dart to make a new trap that has the attributes of both. And let's say if the adhesive mesh trap (single root) with a flash bomb (aoe blind) you get a trap that is AOE and is both blinds and roots the creatures in the area. So basicly you get your idea with even more options.
PhatCohiba
Tue Apr 05, 2005 7:36 am
#3
I've just re-read what the CU will do to Combat Medic and I think that it is similar to what we would want from traps.
Currently CM posions will hit for health and can de-buff other stats.
I think it would be appropriate for Ranger traps to do the following to Players, NPC's and Creatures alike.
Temporary penalty on Terrain Negotation
Temporary penalty on Combat Speed
Temporary penalty on Combat Accuracy
Action De-buff by trap
Damage to health (aka a grenade)
Apply states like dizzy, stun, blind ect.
Lastly, just like combat meds the strength and effectiveness should be based on the quality of components. Maybe even including subcomponents or lootedcreature components.
Harvesting kliknik glands and rancor bilemight be a pain for a other profs, but for a ranger, hey we've deleted thousands of these.
My $.02
-eclipse.phat'cohiba
-tc5.phat
JascoSmlee
Tue Apr 05, 2005 7:42 am
#4
All I really want for traps:
- Rangers can usetraps against NPCs.
- Fix dizzy traps.
Anything more is a bonus! How simple does this look? ![]()
Vorpaks
Tue Apr 05, 2005 9:22 am
#5
I would really like, as a start, to be able to throw a trap on anything I am fighting. I completely agree with irott the SL Corr that Ranger skills should be similar to SL skills. SL are not gated to only allow them to use their skills against NPCs so why should we only be able to use our skills against Creatures? It makes no sense.
I really like the AOE Adhesive Mesh. Currently I toss a trap on every social animal in a pack, plink at one of them until the traps wear off, and then repeat. An AOE version would be much more efficient.
I am more partial to traps that reduce resists and armor ratings than melee defense. We have one of those traps and I have never really seen a big change in the amount of damage a creature is taking. Do they even have melee/ranged defenses? The ability to knock down the resists on a stoneskin, nova trooper, etc. would be very useful however. Or to have a trap that would make every weapon used to damage the creature during the duration of the trap have the armor piercing capability of the T21. I guess these would be called "debuffing" traps.
That is another question. Now we have all these nifty new terms. (or at least, new to me) Debuf, Mezz, DoT, Nuke, etc. Do we want to focus on one aspect of this? Like Debuf or Crowd Control? Or do we want to ask for a wide range - a trap for every occasion?
I know that Combat professions are being specialized to do certain roles - but we are not a combat prof right?
Maybe we can encompass them all.
I really like the AOE Adhesive Mesh. Currently I toss a trap on every social animal in a pack, plink at one of them until the traps wear off, and then repeat. An AOE version would be much more efficient.
I am more partial to traps that reduce resists and armor ratings than melee defense. We have one of those traps and I have never really seen a big change in the amount of damage a creature is taking. Do they even have melee/ranged defenses? The ability to knock down the resists on a stoneskin, nova trooper, etc. would be very useful however. Or to have a trap that would make every weapon used to damage the creature during the duration of the trap have the armor piercing capability of the T21. I guess these would be called "debuffing" traps.
That is another question. Now we have all these nifty new terms. (or at least, new to me) Debuf, Mezz, DoT, Nuke, etc. Do we want to focus on one aspect of this? Like Debuf or Crowd Control? Or do we want to ask for a wide range - a trap for every occasion?
I know that Combat professions are being specialized to do certain roles - but we are not a combat prof right?
Phenix1050
Tue Apr 05, 2005 9:59 am
#6
Mezzing and Debuffs both fall under the category of "Crowd Control" I believe, so I'd say Rangers should be a 4 in Defence (stealth gameplay and camo, even when broken, making us harder to hit), a 4 in Crowd Control (mezzes and debuffs) and a 1 in offence (can do damage by itself, but not too much).
I started a thread with a whole bunch of new trap ideas. Feel free to add your own or discuss my ideas.
Phenix1050
Tue Apr 05, 2005 10:00 am
#7
lol...nice job with the quick edit owen. had to be colorful, didn't it?
agent156
Tue Apr 05, 2005 10:03 am
#8
If you can talk them into it, please do. These would be a great hold over.
Owen-Lars
Tue Apr 05, 2005 10:10 am
#9
Paks Wrote:
"know that Combat professions are being specialized to do certain roles - but we are not a combat prof right?
Maybe we can encompass them all"
Someone has been playing there Druid recently 
I know what you mean though paks, thats why i like the idea of rangers having a mixture of ground based andthrown traps and wilderness attacks. It gives us the opportunity to dealdamage, crowd control, debuff and defend all at once.
Hehe yeah phen, cant beat a splash of colourhere and there 
Just so everyone is aware, this post is ancient hehe.
Vorpaks
Tue Apr 05, 2005 10:34 am
#10
Arg!
Well it is not really a necro post since it is in the geniuses thread I think? I knew I had seen this before but I thought you had just resurfaced it - I didn't check the date.
/bonk self
/bonk self
CuchulainnDarklight
Tue Apr 05, 2005 10:41 am
#11
looking at commando and the grenades on test centre, the grenades now cause "elemental" effects on everything within a certain radius. i assume this means friendlies too, and if it does AoE traps that work on your friendly players when you chuck them at a nearby critter may not be a good idea!
darmokVtS
Tue Apr 05, 2005 10:44 am
#12
CuchulainnDarklight wrote:looking at commando and the grenades on test centre, the grenades now cause "elemental" effects on everything within a certain radius. i assume this means friendlies too,
No real change to live there, grenades on live also damage friendlies including yourself if they are in the blast radius (the effect however is next to unnoticable in the world of 90% composite and heavy buffs).
CuchulainnDarklight
Tue Apr 05, 2005 11:37 am
#13
darmokVtS wrote:
No real change to live there, grenades on live also damage friendlies including yourself if they are in the blast radius (the effect however is next to unnoticable in the world of 90% composite and heavy buffs).
You got me wrong there mate, they do "elemental" damage, which is the new black this season, uhh, I mean the new DOT effect!
Go steal a thermal det from the frogs and have a look, they do damage plus a DOT of about 500 a tick if i remember correctly. So even with comp and buffs your going to notice something like that pretty quick under the in live system!
Not that I wear comp anymore, got a nice set of 77% kinetic that makes me look like one cool mother *cough cough* lover! Course I get 20 tells an hour going "whtas that your wearing its cool looking ", "Padded armour, mate", "Thats got crap protection!", "77% kinetic uberfool!", "Huh, Thats more than my comp armour, thats why I keep dying!", "No thats your low blast protection when nading fool, this only has 20% blast!", "Thats useless then!", "Only to nade monkeys!".
Cuchulainn Darklight, will not track, nor apply camo, nor use traps in hunts, nor take orders for organics, as these may well involve or, lead to,combat and I am categorically NOT a combat profession, unlike doctors and BEs who are combat professions and can hunt for their own organics, whilst I craft camps as a non-combatant for the thriving galaxy-wide market in luxurious outdoors living equipment!
Message Edited by CuchulainnDarklight on 04-05-2005 11:39 AM
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