Ranger Archive
Thread: Ranger Sumit Pack
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Owen-Lars
Fri Aug 20, 2004 3:39 pm
#1
There have been many posts regarding whatwe think should be fixedetc to bring upin the sumit calc will be attending soon. The focus of this thread over the others is to give calc your own personal 'pack' of information that if you were therem you would be handing to them. It could be new abilities you want, roles you want to define, attitudes you want to address or even something different like asking for sp changes etc.
Instead of asking for this and that, you can add your own layout pack for what you would ask if you where there and what 'statements' you would try to make. Hope you have time to add your opinions on how you see ranger.
I think we need to make sure the devs know what roles we as a community want ranger to have both in the creature centric regard, groups and the Galactic Civil War. So on that note i would like to put forward a pack specifically regarding how we as rangers would fit into the various aspects of SWG covered above.
Calc no doubt you will have a collection of ranger ideas at your disposal to advance on my headers if you wish, those ideas that may not be covered right ive added notes available at the end of the pack highlighted in yellow. This just gives you something to get an idea of what direction im aiming for. NOTE: all abilities are only covered beifly, their advantages/disadvantages could be covered at a later date.
Here is my:
'Calc's Sumit Pack': Roles Of A Ranger
1: Creature Centric: (This idea is based around the PvE side of ranger playing them as hunters and explorers. The various roles incorporated under this header ephasise some key features of what will make a ranger unique, worth the skill points and exciting to play in regard to creature hunting)
Ultimate Hunter
- Damage Multiplyers
- Defenses
- Creature Toughness
- Traps and their usefulness
Master Of The Wilderness
- /areatrack and its effectiveness
- /track as a beast and big game hunting tool
- Camo functions and bonuses (note: 1.1)
- Pathfinding Mode: Increased run speed at cost of defense and offense (note: 1.2)
Master Survivalist
- /forage and its possible alternative implementations (note: 1.3)
- Modular Camps
- Inate Resistances
- Harvest Bonuses
- Hunting Lodge
2: Groups: (This idea is based around the PvE GROUP side of ranger. What the ranger's role is in groups, how is should be seen and what skills shouldhe bring to the group table.Again very PvE centric but this isnt due to not having a role in PvP, its because i have another heading for that) 
Ultimate Hunter
- Damage Multiplyers (Impact On Group Hunts)
- Defenses
- Creature Toughness
- Traps and their usefulness (Group Support)
Pathfinder
- /areatrack and its usefullness to find group targets
- /track for group 'boss' level 'big game' hunts
- Camo for ranger and group and its impact (note: 1.1)
- Pathfinder Mode: Allows ranger to scout ahead at the cost of offense/defense (note: 1.2)
- Modular Camps and group impact
Group Controller
- How traps can control the creature
- /rescue and how it can divert agro off hurt allies
3: GCW: (This idea is based around the PvPaspect of rangers and how they can influence the GCW without actually providing damage increases in ranger tree to PvP combat. This very much plays to the 'support' aspect of a ranger psycy in that they become the 'recon' the 'spys' and the 'pathfinders' for groups. They rely on stealth, subterfuge and suprise tactics to bring an advantage to the group and provides certain facilities to advance their involvement through camp modules and uplinks.
Pathfinder
- Pathfinder Mode: Increased speed at the cost off offense/defense (note: 1.2)
-/areatrack and its impact on groups and GCW in regards to PvP
- Modular Camps: Specifically forward recon outpost modules and evacuation shuttles (note: 1.4)
Infiltrator
-/Stealth (note: 1.5)
- /Infiltration (note: 1.6)
- Ground Traps (note 1.7)
- Priority Mark (note 1.8)
Recon Unit
- /Stealth (note: 1.5)
- /Recon (note: 1.9)
- /Infiltration (note: 1.6)
- /Uplinkrecon (note: 2.0)
- /Distrupt Comms (note: 2.1)
NOTES:
(These are BASIC details covering the main features and in no way suggest a completed feature. I deliberatly only covered each point breifly to just capture the direction each skill/role will take ranger)
1.1: Camo Functions & Bonuses:
Camo will work in giving rangers the ability to move without getting attention from agressive mobs or npcs. It allows the ranger to move about the landscape without worry of being attacked un-intentionally. Camo can be applied to non rangers and it gives that person the camo bonuses of the ranger who applied it so the higher the level ranger who applied the camo, the more effective it will be. Information on how this will impact planet difficulty will be nice.
1.2: Pathfinding Mode:
This allows a ranger to move across any landscape at a much fast pace than normal. It allows them to cover great distances in a much quicker time and outrun potential threats such as creatures, npcs and players if the ranger needs to. This ability however has a severe cost. It reduces the offensive capabilities of the ranger significantly making pathfinding and combat more or less impossible, if not impossible at all. The ranger also may have a defensive disadvatage applied to this mode also making him much more prone to taking lots of attacks, possibly a 2x damage taken modifyer. These bad points would off set the rangers ablility to scout ahead, find out enemy possitions and report them back to the group leader(s).
1.3: /Forage:
Simply put forage needs to change, be it ways to naturaly reduces wounds, diseases and poisons or add to the resistances the ranger has already due to suvival roles.
1.4: Forward Recon Outpost Modules And Evacuation Shuttle:
The forward recon outpost is a module crafted by a squad leader at a certain level and when added to a field base or high tech feild base kit the 'tender' of the camp (whos camp it is) passes to the squad leader and he/she takes control. When added it allows the SL and group members to access a terminal that shows intel the rangers sends to it. Bascially when i ranger uses /uplinkrecon from another location or actually uplinks directly through the terminal other players can access the'intel' he/she has retrieved.
Members of the group (including the SL if he/she wishes)can view this 'intel' via accessing view from the terminal. Squad leaders also have another option open to them, 'command' which is also accessible via the terminal. This allows them to place waypoints on the 'intel' that the other people viewing can see, this allows the SL to co-ordinate his/her group with the intel provided. Think of this system visually as the survey radar view with a overhead map stretched over the top of it.
The Evac Shuttle works in a way that allows the squad leader to call for an evacuationand allows players to board a special shuttle that takes them to the camp where the evacuation shuttle module is installed. Camps will remain up in combat and for a very long time if they have the evacuation shuttle module installed. It has a very high cost associated with it but can be afforded quiet easily if the group combines resources. The main cost however is not in its crafting, its in its use. The ranger pops the camp, the module is installed then after you do what you need to do you get worn down and the battle isnt looking good in the slightest, the squad leader can call for an evac shuttle at an extreme cost to him/herself, after a 10 second count down, the shuttle hovers above the sl and any player wishing to board need to target the sl and type /evac and is instantly 'shuttled' to the ranger camp with the module installed. The players who use this function loose all their doc buffs and incure a 100 wound count to every stat.
1.5: /Stealth:
Fred went over this way better than i ever could so ill keep it short and sweet and a basic stealth system. This ablilty removes the player from the radar, from the overhead map and from the visual spectrun. He/she can run and walk around without being bothered much. It allows rangers to get into 'restricted' areas and set up traps for unsuspecting foes and use /recon however it does not allow for /uplinkrecon without the ranger becoming visible and thus attackable. The ranger is not a very tough person in PvP and relies heavily on the art of suprise. The bonus granted on first attack from stealth is questionable due to its very powerfull nature, perhaps the ranger cannot attack at all whilst in stealth or and suffers a 30 cooldown after turning it off? The only problem with this form of stealth is that enemies can counter by installing heat scanners, these are heavy cost items that have a good chance of finding rangers inless they are carefull and crawl around. To get past this sort of protection the range will have to follow the infiltration route listed below.
1.6: /Infiltration:
My favourite. Note you can only use this skill as overt. This skill shows the ranger as an overt member of the enemies faction allowing them to 'blend' in with the enemy. When this is activated the ranger is asked to input a name, this allows rangers to hide their identity from various sources allowing them to go unoticed in enemy territory. To the rangers faction members the ranger just apears as an overt rebel/imp. To the opposing faction however the ranger apears as one of theirs 
The ranger has 20 minutes to do what he/she has to do before the subterfuge fails. This ability allows the ranger to use /recon and /uplink recon and gain intelligence.
1.7: Ground Traps:
These traps are only deployable in stealth mode or camo'd. They allow the ranger to place a (1 at a time)static trap. Any player/npc/creature who wanders into the trap suffers the effects of that trap. This is the onlyranger craftedand used pc/npc trap, The justification for this is its impact on infiltration and stealth work and gives rangers a role in combat.
When in the apropriate form the ranger can deploy one of these bad boys. Depending on what trap the ranger has made those who fall into the trap suffer the effects such as, rooted/blind/dizzy (toxic mist pit), rooted/stunned/intimidated (noise maker pit), dizzy/KD (slippery plate trap). The traps floor dimensions are 5m square so are not too big to effect a whole group and require carefull placing and 'luck' for them to work well. A good example of them working well would be when in stealth mode inside and enemy base. The ranger sneaks in avoiding detection from the heat detecter by crawling. The ranger then places a toxic pit trap at the entrance to the base. He then signals to the group to attack, the group moves in, the of guard enemy come running from the barraks and fall into the pit allowing the attackers to use the element of suprise against them.
1.8: /Priority Mark:
This ability is simply in its use and implementation. The ranger whilst in either infiltration or stealth mode attaches a priority mark beacon to a target of his/her choice. The group then get a wp indicating the location of this mark so they know what the ranger has highlighted. Its use if for rangers to identify key threats to the group before the assault force arrives. For example they could priority mark an At-St or mark a Squad Leader for the opposing faction.
1.9: /Recon
This ability is great, it allows rangers to take a capture of the overhead map and then using other skills relay it somehow back to the Foward Recon Outpost module in the camp under the control of the SL. It will enable the ranger to be an effective tool in recon and inteligence. The recon command places a datafile in your datapad ready to use in a uplink.
2.0: /UplinkRecon:
This ablity ties closely into the Forward Recon Outpost Module and the /Recon ability. This ability sends the data you have captured in your datapad back to the module for review. When the ranger chooses to use /uplinkrecon he/she becomes 'tabable' by the opposition however not marked as red on the radar. The ranger can be attacked if the players decide the click and attack but this is the price you pay for sending data about enemies whilst they are around. It is advised the ranger finds a quiet area or place out in the wild to send the data as he she will be attackable to around 30 seconds.
2.1: /Distrupt Comms:
This ablilty allows a ranger to stop all radar systems working using electrical dust particles to cloud the radar. The effect is that there are literally hundered of red dots on the radar alltabable and possibly a cloud or dust storm effect to limit visuals. Although extremely costly to the rangers and bringing him/her out of stealth/infiltration/pathfinder modes it will allow the advancing assault team to 'charge' the base and use assault tactics.
Possibly this skill effect both attacking and defensive sides making it harder to see and target. Maybe the only people it doesnt effect is Squad Leader who can force you to switch targets and lock onto true targets. There is lots of possiblilities with this skill coupled with squad leader abilities.
Hope you like some of the abilities, they are not fleshed out yet but they dont need to be. They simply help portray the role of rangers in a PvP and GCW sense.
Message Edited by Owen-Lars on 08-21-2004 12:54 AM
BlakkStar
Fri Aug 20, 2004 4:14 pm
#2
U da man as always...
/salute
Message Edited by BlakkStar on 08-20-2004 04:15 PM
Breatai
Fri Aug 20, 2004 4:26 pm
#3
Damn it would want me to become a ranger if they could do this..
BlakkStar
Fri Aug 20, 2004 5:07 pm
#4
1.2: Pathfinding Mode:
I like this idea but it sounds to much like /forcerun and j3d-eyes would scream nerf til their teeth fell out. I guess the issue is, how fast would it actually be? would it be as fast as /burst? Considering the lack of combat viability in this mode, it should be the same as /burst.
1.4: Forward Recon Outpost Modules And Evacuation Shuttle:
I've been questioning the validity of an evac shuttle. It seems that it could be too easily exploited if there was a evac shuttle option mid-battle. As it stands now I think that a shuttle should just be a transport thatsquad leader could call (with ranger camp like u described before). I see thetransportmore asplayer-controlled interplanetary shuttle service with restrictions for mobility/organization purposes(could be added to 4th tier mobility skillbox) than as a mid-battle retreating technique. As it stands now there is already such acommand called /retreat. I envisionthis as the ranger scouting an area, setting up camp at an appropriate location and then the SL shuttling them in as a group. Be it PVP or PVE Im sure we have all had that experience of getting a group together to go hunting, base raidingor a simple killing spree and getting everyone to reach the destination, in and of itself is a difficult task. Well a SL transport would remedy that problem.
1.6: Infiltration:
While I like this technique, I can see others asking for it instead of rangers.In particularly, I can see smugglers making a claim (a valid one at that) at this ability over rangers. This techniquecould easily fit in the underworld tree as realistically one could make the point that a smuggler would definitely need the ability to maskhis/her disguise. Plus I can even hear someone saying that Han Solo (wearing Stormtrooper armor on Death Star) actually used that technique in the movie (Ep IV: A New Hope) as well as Lando Calrissian (posing asone of Jabbas guards)(Ep VI: ROTJ).
1.8: Priority Mark:
I love this idea but I see it being more of a SL ability than ranger. Although I sure will take
.
2.1: Distrupt Comms:
I LOVE THIS IDEA!!!! Honestly this is definitely inline with the whole concept of traps versus PCs. My only worry about it is its implementability. Otherwise very creative.
Can I give u more than five stars???
DeltaXi65
Fri Aug 20, 2004 5:07 pm
#5
Guys,
The summit is strictly combat balance - not everything.
B
Owen-Lars
Fri Aug 20, 2004 5:10 pm
#6
hehe
Defining our role will be important though 
Combat effects every part of a ranger in its variouss forms andthis is something that needs discussing. If combat is changing to favour groups, what is a ranger's role in groups? If combat is changing to negatively effect solo hunting, how is that gonna effect rangers and how will it effect our role?. Obviously there is lots to do with the revamp and gcw in there too but only because it helps paint a better picture of the overall ranger role.
Owen-Lars
Fri Aug 20, 2004 5:17 pm
#7
I've been questioning the validity of an evac shuttle. It seems that it could be too easily exploited if there was a evac shuttle option mid-battle. As it stands now I think that a shuttle should just be a transport thatsquad leader could call (with ranger camp like u described before). I see thetransportmore asplayer-controlled interplanetary shuttle service with restrictions for mobility/organization purposes
The evac shuttle would be called by an SL, however the only restraint is that i would land players back at their personal staging are (the ranger's camp). I think shuttling is something that has so much potential. For example squad leaders could arrange a personal drop ship to drop players into a hot zone 
Imagine defending a base and seeing 40 attackers in 2 groups load off 2 drop ships 
How amazing would that be hehe. Id gladly open my self up for guarenteed death if i could witness that hehe.
frightwig
Fri Aug 20, 2004 7:20 pm
#8
Well, I have a ton of ideas, but isn't calc (and the devs) only asking for concise and short ideas or wishlists? (ie. the sentence long suggestions)
Not that I don't think you have some good ideas, but I don't think we're going to see any major changes as that's not the point of the summit.
Not that I don't think you have some good ideas, but I don't think we're going to see any major changes as that's not the point of the summit.
Odajja
Fri Aug 20, 2004 8:46 pm
#9
Ok ill do that 1 sentence sudjestion..........READY TO WRITE THIS DOWN...............OK.......HERE GOES....
I WANT WHAT OWEN SAID!!!!!!!! There shoet and simple.....Happy?
Owen-Lars
Sat Aug 21, 2004 4:06 am
#10
Hehe this isnt a script, simply a set of ideas that sums up what role i want to see ranger. All it does is capture the roles that id like to see for ranger in regards to combat and GCW.
Phenix1050
Sat Aug 21, 2004 9:19 am
#12
DeltaXi65 wrote:
Guys,
The summit is strictly combat balance - not everything.
B
geez, the guys helps to get rid of one teeny-weeny survey device and now we can't get rid of him.
don't you have some monkeys'to make
DeltaXi65
Sat Aug 21, 2004 5:03 pm
#13
Phenix1050 wrote:
DeltaXi65 wrote:
Guys,
The summit is strictly combat balance - not everything.
B
geez, the guys helps to get rid of one teeny-weeny survey device and now we can't get rid of him.
don't you have some monkeys'to make
Man, I miss it over here. I don't lurk in the Ranger forums nearly enough anymore.
B
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