Ranger Archive
Thread: another ranger class template ... my two cents
I've been reading the ranger forums for a while now trying to decide exactly what the class should have. I felt the outdoorsman proposal was a start, but it still didn't fulfill my desires for the class. Now that it looks like we may be getting close to a ranger revamp, I thought I'd throw my 2 cents into the discussion. Here is my vision of the class. I don't claim that this is completely my idea. I have taken the ideas presented in the forums and added my thoughts to create a class that I find interesting. I start by discussing a change to the class' prerequisites and then go into detail about the class' 4 branches. I realize I've put a lot of stuff in here and the class may look a bit uber to some, but I'm just trying to fit all of my ideas in here. The devs can take what they like and dump the rest or rebalance it however they see fit.
Prerequisites
Currently, the only prerequisite is scout. The ranger is supposed to be the master hunter, so it seems ludicris to me that there isn't a combat prereq. Therefore, one of the 6 basic combat branches (pistols, unarmed, rifle, etc) must be completed - it doesn't matter which one. This means that the requiements for ranger would be similar to commando and would allow for the addition of a ranger specific weapon, detailed below in the hunting section. Since most people who do ranger also choose one of the combat elite profession, this isn't a big deal. Adding this weapon may open up the blocks that they previously used for another combat elite class, but the weapon skills introduced in ranger don't provide as much functionality or protection as the other combat elites do.
Outdoor Weaponry
(projectile launcher XP)
Currently, the biggest problem I had with ranger is that for eating up so many skill points, it barely helped us kill our prey. A ranger specific weapon was needed, preferrably one that was utilitarian in nature. What I came up with is a variation of the trap thrower proposed in the outdoorsman treatise -- a projectile launcher. The projectile launcher is fundamentally different from other weapons in the game in that to do any type of serious damage it must be loaded with a consumable ammunition. The fact that ammunition is consumable helps to make up for it's utilitarianism.
Two types of projectiles can be loaded into the launcher at the same time:
1) Projectile traps -- One type of trap can be loaded into the launcher ( phenacine dart OR wire trap OR glow trap OR glow wire, etc ). These traps can be launched at an increased speed over thrown traps. The number of traps that can be loaded into a launcher should be determined by the skill of the weaponsmith that makes it. The range should be on the order of 15 to 40 traps of the same type. To load another type of trap, the traps must be unloaded into the ranger's inventory. This can't be done during combat.
2) Bolts -- bolts are basically small arows that are created by weapon smiths. There are different types of bolts to do different types of damage (ie, energy bolt, acid bolt, etc). Some bolts could posibly do status effects (i.e., poison bolt, bleed bolt). Rangers gain the use of new types of bolts as they work up through the advanced hunting branch. The ranger will be able to create a simple kinetic damage, light armor piercing bolt themselves from wood and metal. A bolt stack should be good for approx 1000-2000 uses before it is destroyed, depending on the skill of the weapon smith. Up to 4000 uses can be loaded into the launcher at one time. When no special bolt is loaded, the launcher wil shoot a relatively weak default kinetic damage bolt. All consumable bolts should have some armor piercing, or maybe make that dependant on what the weaponsmith uses to craft it. i.e., an optional slot in the scematic. Left empty there is no armor piercing. Using some common looted item the bolts gain light armor piercing. However, some rare looted items will give medium armor piercing. Like with traps, the ranger should be able to unload bolts from the launcher into his inventory when not in combat.
I just want to be clear, one stack of each type of projectile can be loaded ... one trap AND one bolt. Launching the traps would be handled as a special and the loaded bolts would shoot as a regular attack.
Ranged powerups will not work on a projectile launcher -- this functionality is built into the bolts themselves. I haven't decided if the launcher should have special attacks other than launching a trap, but my initial thought is no because the launcher can be used to deal so many different types of damage. That is, in effect, the special.
Since the prerequisites are similar to the commando in terms of skill points, the projectile launcher should be able to do damage on a similar in scale to the heavy weapons when a bolt is loaded. The launcher should be faster and do less damage, but over the course of battle the total amount of damage should be similar. Since ranger is mostly a PvE class, the launcher should have a built in to-hit bonus toward creatures and a disadvantage in PvP. However, these adjustments shouldn't be so huge that a ranger can't participate in PvP or they steal all the XP in PvE. As far as I'm concerned, no elite class should be able to do as much damage to creatures as a master ranger, but most other elite combat classes will do more damage to NPC's and players. In order to be really competetive in PvP, the player would still have to dedicate some skill points to a combat elite.
Having a weapon that is specifically for rangers will allow rangers to use their skill points a little more freely (now we are effectively forced to use them on an elite combat class), but since the damage protection provided in ranger is minimal, most players will want to continue in an elite combat class to gain more protection.
novice:
Projectile launcher certification
projectile launcher speed +X
projectile launcher accuracy +X
craft advanced kinetic bolt
use advanced kinetic bolt
launch trap
level 1:
use of energy bolt
use of electricity bolt
projectile launcher speed +X
projectile launcher accuracy +X
ranged damage mitigation 1
melee damage mitigation 1
creature to-hit bonus +X
level 2:
use of cold bolt
use of heat bolt
projectile launcher speed +X
projectile launcher accuracy +X
rescue
level 3:
use of blast bolt
projectile launcher speed +X
projectile launcher accuracy +X
rescue +X
creature to-hit bonus +X
level 4:
use of acid bolt
projectile launcher speed +X
projectile launcher accuracy +X
rescue +X
master:
use of stun bolt
projectile launcher speed +X
projectile launcher accuracy +X
ranged defense +X
melee defense +X
rescue +X
creature to-hit bonus +X
Frontiering
(camping XP)
The only useful feature of ranger camps is that they keep creatures at bay (atleast they're supposed to). Other than that, they seem to have nothing at all to do with the ranger class. Why would a ranger schlep a crafting station all through the wilderness? I believe the following changes to camp would not only make them useful to us, but would be a very intersting aspect of our class.
food items recieved from foraging should be more useful than they currently are. I'm not saying they should be anywhere near as strong as spices or food, but their effects should last longer (maybe 5 minutes instead of 30 seconds)
novice:
camping +5
foraging +5
high quality camp kit
level 1:
camping +10
foraging +10
Hunting Blind - A small camp that gives everyone in camp a low level /conceal. This would be additive to a rilfeman's conceal. Everyone in the camp must be grouped for the effect to work. The camp can be destroyed via three methods:
1) destroy is selected from the blind's radial menu
2) Any individual in the group leaves the blinds effective radius while any other group member is locked in combat
3) Any individual in the blind's effective radius recieves damage from a MOB
level 2:
camping +10
foraging +10
Stash - a permanent structure built by the ranger that takes one lot. This structure can be placed on any planet. Up to 25 items can be stored in a stash. Only rangers can use a stash. The stash is free of maintanence as it currently exists in the game. Instead, the stash must be 'repaired' with the materials originally required to build the stash. The resources used to repair the stash do not need to have the same stats as those originally used to build it, however the rate at which condition is lost is based on the materials used to fix the stash the last time. For example, if a stash is created with good materials and has an initial decay rate of 10 condition per day, but it is later repaired with weak materials, the decay may rise to 30. If good materials are used to repair it a second time, the decay rate would reduce again. Stash condition must be at 95% to redeed. Only three staches can be deployed at any time. Another idea for a stash is to require that it be made of materials local to the planet on which it is placed in order not to be noticed -- same idea as camo.
level 3:
camping +10
foraging +10
level 4:
camping +10
foraging +10
Portable Fortification - A camp the size of the field base kit that camp has all of the benefits of a field base kit. The camp does not disband at the beginning of combat. Everyone grouped with the owner of the fortification that stays within the effective radius of the fortification recieves a defensive combat bonus. The camp will not repel MOBs that were attacked, but defensive bonuses are not lost if a MOB enters the camp. Portable Fortifications automatically disband after 10 minutes. If the fortification owner recieves a death blow, the fortification disbands. Since this makes the ranger a high priority target, the ranger recieves a larger defensive bonus than the other members of his group (based on the idea that the other players would aid in protecting him to prevent the destruction of the camp).
master:
Camping +X
Hunting Lodge - a permanent structure built by the ranger that takes 2 lots. This structure can be placed on any planet. Up to 50 items can be stored in a hunting lodge. Only rangers can place a hunting lodge. There is no administration list on a hunting lodge. Only the owner can add and remove items. The hunting camp has all the passive benefits of the HTBF, but does not automaticaly include crafting stations -- if a crafting station is desired, it must be placed in the structure as one of the 50 items. Basically, it the asnwer to modular camping. Maintanence for a hunting lodge is handled in the same way as stash maintanence. When a hunting camp is redeeded, all items in the camp are stored with the deed. No items associated with the deed can be reclaimed until the camp is set up again. When this is done, all stored items reappear at the same location within the camp that they were dropped. Only one hunting camp can be placed at a time. If the condition of a hunting lodge reaches zero, the camp and all items in it are lost. I realize this would upset some of the architects, but since the storage is so low, a ranger would still need a architect made dwelling.
Additional:
One idea I've head passed around, which I'm not yet sure if I support, is to have a ranger camp that allows people to summon their starships in JtL. If this were added to ranger, I would move the portable fortification to level 3 and make the portable shuttle port level 4. However, if this is added to the game, I think it should be given to squad leaders.
Trapping
(trapping XP)
First off, I think there needs to be a displayed stat that shows you what the maximum creature level you can trap is. This should also be applied to scouts.
I feel that the current trapping branch is next to useless.We get rescue (what does this have to do with trapping?) which most of us don't use because we have weak defenses. However, since it can come in handy and it is more of a combat move, I think it should be placed in outdoor weaponry. On top of that we only get two new traps. In scout we got 2 new traps per level.. Something doesn't quite add up.
novice:
flash bomb
level 1:
sonic pulse
trapping +10
level 2:
steel claw - a trap that is laid on the ground. This is the one trap I think should work on humans as well as creatures (haven't you ever seen someone in the movies get their foot caught in a bear trap?). It can be used in PvP as a mine field. Players caught in the trap suffer small amounts of leg (action) damage and can't move for a short time period. Basically a pre-placed adhesive mesh that causes action damage. Only scouts and rangers can see untriggered steel claws. Steel claws are indiscriminate. They will trap both your friends and enemies. Untriggered steel claws will disappear after 10 minutes.
disarm claw - this command allows a ranger to destroy a steel claw. The ranger can disarm claws set by opponents, or their own traps. Rangers are immune to the effects of steel claws (to allow them to get close enough to destroy them without setting it off).
trapping +10
level 3:
sticky goo - all creatures in area of effect temporarily stop moving. Basically an area of effect adhesive mesh.
trapping +10
level 4:
cage - trap a baby creature. This trap shows up as an item in yrou inventory that can be sold on a bazaar or vendor. This baby cannot be summoned. This baby creature can later be released. Then a creature handler can tame it. I'm not sure how Bio Engineer works, but if DNA could be sampled from babies, this could also be beneficial to their class.
trapping +10
master:
trapping +10
pitfall - This is a permanent structure that can only be used by rangers. It's maintanence is handled the same way as the stash (listed above). This structure is basically a creature harvester. The ranger can specify if he wants hides, meat, or bones. The trap must be baited (mechanism left up to the Devs) and the type of resource (avian bones, carnivore hide, etc.) is determined by what is used as bait. For example, baiting it with meat isn't going to get you herbivore hides. The trap would generate resources based on two things:
1) The bait used
2) The number of creatures that usually spawn in the area that would be attracted to that type of bait. I.e., if a pitfall were set to harvest herbivore meat in a corner of the planet where there are no herbivores, then no meat would be collected. This type of trap isn't meant to replace the good old fashioned hunt for resources, but to augment it. Resource generation rates should never be too high -- maybe 2k collected in a day. Only two of these structres may be placed. The pitfall must be cleaned of resources every 48 hours or the 'animals might escape' thereby losing all the gathered resources.
Field Bioscience
(scout XP)
I like having /areatrack, but it's features are very limited. Beyond scoping out what is in the general area, it is useless. To me, tracking means I have a particular target in mind and I use my outdoors skills to find it, be it a type of creature or a particular player. By developing outdoor skills, a ranger will not only learn to notice the tracks of the cratures that pass by, but he will also gain the ability to track them over large distances as his heightened senses pick up every clue. Therefore, I propose that tracking be broken into two different commands: /areatrack and /track. /areatrack will work the same way that it does now with one addition - when you reach master you will gain the ability to choose a creature/NPC/player within the areatrack window and get a dynamically updating waypoint (like the arrows/distances in the group menu). Only one of these waypoints can be active at a time. /track, however, will be more of a 'I know exactly what I'm looking for, now where is it' approach to tracking. It will work in two ways:
/track <playerName> - if a player is on the same planet the ranger will be guided directly to the player. However, 4 to 7 fake locations will be given before the real location. This will simulate the ranger actually tracking th player down. This will give rangers some interaction with bounty hunters. The /track <playerName> failure rate should be dependant on the skills of the person being tracked. A dedicated crafter or entertainer should be somewhat easy to track, those with combat skills should be a bit more difficult. Rangers
/track <creatureName> - this will basically act as a portable mission terminal - except that it won't offer any pay. It will spawn a creature of the desired type somewhere on the planet. Then it will give you a waypoint to follow to find the creature spawn. However, like when /track-ing a player, it will first give you 4 to 7 fake locations to simulate the process of tracking. There should be no CL cap on /track. If a ranger with little or no combat skills wants to hunt down an ancient krayt and then try to solo it, it's their funeral. However, that ranger should be allowed to /track the krayt without being in a large group and then call all of his friends to help him hunt it. /track should not always be successful. The success rate should be based on the CL of the creature being tracked. For example, a ranger should be able to always /track a Durni, but /track should fail fairly often with respect to ancient krayt dragons or giant dune kimogilas. However, it won't fail immediately -- the ranger should lose the trail after reaching 2 or 3 fake location waypoints. All creatures for which missions can be obtained through a mission terminal should be fairly easily tracked ... even enraged rancors. This feature wouldn't get much use if a ranger had to spend 2 hours tracking down a single spawn of enraged rancors when they could just as well get two enraged rancor missions with 5 minutes spent at the mission terminal. Especially since the mission terminals would pay.
RANGERS WILL NOT BE ALLOWED TO /track FROM A VEHICLE, only on foot or mountback. If, in the process of tracking, a player mounts a vehicle, the player should automatically fail and recieve the system message "You have lost sight of the trail ..."
During the learning process the ranger will improve his ability to navigate rough terrain. He will learn more about the creatures he is tracking through long hours of observation. He will learn what to do to avoid spooking his prey so that he can get close enough to go in for the kill. When he makes a kill, he will improve his harvesting skills and as thise skills improve, he will get better at harvesting special 'loot' items.
With the removal of the wayfaring branch, /conceal and terrain negotiation lost their home. I never felt these two features gave enough functionality to deserve their own tree, so I've merged it with tracking/harvesting. I also added a loot harvest bonus for creatures with loot drops. There would be certain creatures that would have loot associated with them at generation, but only ranger characters would be able to retrieve this loot. This would be a high level feature. I realize that adding all of these skills together creates an uber branch, but I wasn't sure how to deal with it otherwise. I guess /conceal and camoflage kits could be placed with outdoor weaponry, but I think they fit the theme of field biosciences.
One last feature that I would like to see, but didn't add to the skill tree, is the ability to harvest tropy components. Animals that provide trophy components would have another listing under harvest on their skill tree (i.e. meat, hide, trophy ...). These components could be sold to artisans to create trophies or to enhance other schematics. Examples of pure trophies are fur rugs made from trophy hides or heads mounted on a wall created from trophy heads/skulls. An example of an enhanced artisan item could be a couch (the schematic would have to include a spot for optional loot items) that was enhanced with trophy bones to have ivory legs instead of wood. If this were included, I think it would have to be a level 4 skill.
novice:
/areatrack:animals
level 1:
/areatrack: direction
/conceal
creature harvest +5
creature knowledge +5
camoflage +5
terrain negotiation +10
corellia, naboo, & tatooine camo kits
level 2:
/areatrack: people
creature harvest +10
creature knowledge +10
camoflage +10
terrain negotiation +10
rori & talus camo kits
level 3:
/areatrack: distance
creature harvest +10
creature knowledge +10
camoflage +10
terrain negotiation +10
level 4:
/areatrack: players
/track: creatures
creature harvest +10
creature knowledge +10
camoflage +15
terrain negotiation +10
master:
/track: players
bonus loot harvesting
camoflage +10
terrain negotiation +5
In conclusion, I think these changes will make for a much more interesting class to play because it will differentiate rangers from scouts and promote interaction with other classes. It will also create the possibility to branch out into other fields since rangers won't be required to learn an elite combat class.
Once again, I want to reiterate that I don't expect to log in one day and automagically have this exact class. This is just a starting point for the devs. I just wanted to share my two cents. Under no circumstances do I claim that all of these ideas are mine. I apologize for not listing those whose ideas I've borrowed, but I've seen some of these so many times I'm not sure who originally proposed it. You know who you are. The ranger community appreciates your ideas.
One other random ideas for the devs:
As I understand it, the goal of the current skill system was to allow players to be their own type of hero/villian. However, the way the skills are set up right now doesn't really promote that. There aren't really any incentives to dabble in another field, especially when SP costs for novice as so rediculously high. I think each class should have 4 or 5 features that tie it into other classes. For example, a smuggler/ranger could spot stashes and steal from them or ranger squad leader could have bonuses to the portable fortification camp, or a doctor chef having additional bonuses to their food just because they have a greater knowledge of what is healthy. Then you might start seeing people that only do one or two branches in a tree instead of everyone trying to master 3 classes. Maybe they'd master in one and dabble in four. However, each class would have to tie into more than one class so that everyone didn't try to do that combination. Maybe add special weapons that could only be used if you have a particular combination of classes (i.e., combat medic and riflemen could use a disease launcher to disease creatures from a long distance, or something along those lines). I feel that would help to develop more variety in the player community.
very nice. I have always been a fan of the trap launcher... and you just made it much cooler
Im a little confused about the combat prereq: ie: the ranged support line would make sense in that line of reasoning, but all the brawler trees are for a different fighting style.
If a combat pre-req were put in, how would that benefit melee style rangers, and im not sure if I want to give up novice medic..
my only critique
otherwise, a well thought out and balanced idea. thanks, i look foward to active discussion on this.
(open to dissection)
This is something, obviously, that would be a revamp of the ranger lines. Rather than adding more skill points to become a ranger, add the skills, certs into the ranger lines.
If something like this were implemented, I would probably go back to being a ranged fighter.
PSK wrote:
Prerequisites
Currently, the only prerequisite is scout. The ranger is supposed to be the master hunter, so it seems ludicris to me that there isn't a combat prereq. Therefore, one of the 6 basic combat branches (pistols, unarmed, rifle, etc) must be completed - it doesn't matter which one. I dont' know if i agree with this, but I think most of us have this anyway.
Outdoor Weaponry
(projectile launcher XP)
Having a weapon that is specifically for rangers will allow rangers to use their skill points a little more freely (now we are effectively forced to use them on an elite combat class), but since the damage protection provided in ranger is minimal, most players will want to continue in an elite combat class to gain more protection. Good idea, or how about having a a few different version that can be enhanced with Rifle/Carb/Pistol skill sets if you choose?
Frontiering
(camping XP)
Hunting Lodge - a permanent structure built by the ranger that takes 2 lots. I would really like to see this as a 1 lot structure, partly cause I got a PA for a house
Additional:
One idea I've head passed around, which I'm not yet sure if I support, is to have a ranger camp that allows people to summon their starships in JtL. If this were added to ranger, I would move the portable fortification to level 3 and make the portable shuttle port level 4. However, if this is added to the game, I think it should be given to squad leaders. My thoughts are that the Hunting lodge would be the permanent structure with this capability and the SL version would be the temporary one
Trapping
(trapping XP)
Nice ideas! I like em
Field Bioscience
(scout XP)
/track - this will basically act as a portable mission terminal - except that it won't offer any pay. It will spawn a creature of the desired type somewhere on the planet. Then it will give you a waypoint to follow to find the creature spawn. However, like when /track-ing a player, it will first give you 4 to 7 fake locations to simulate the process of tracking. There should be no CL cap on /track. Yep, agree 100%
RANGERS WILL NOT BE ALLOWED TO /track FROM A VEHICLE, only on foot or mountback. If, in the process of tracking, a player mounts a vehicle, the player should automatically fail and recieve the system message "You have lost sight of the trail ..." Once again 100% agree
MonsosoLexius,
I suggested that the hunting lodge be 2 lots because of it's ability to store all it's items when redeeded. I figured this was a pretty big deal. I also didn't want to upset the architects. Also, it was supposed to be the upgrade from a stash, which is 1 lot.
I do and don't like your idea about having different versions of the launcher to correspond with the 3 ranged weapon types. It would be nice for the sake of continuity with marksman, but I'm not sure I like the idea of adding specials, since this is already supposed to be a strong weapon when you load a good bolt. However, I think I could support this is the default, weak bolt was used for purposes of the special. Hmm, I think I need to think about this one a bit more.
Kiryoku,
I didn't get rid of rescue, I just moved it to the combat tree (level 2). I felt was more of a combat move than a trapping move. ![]()
PSK wrote:
MonsofoLexius,
I suggested that the hunting lodge be 2 lots because of it's ability to store all it's items when redeeded. I figured this was a pretty big deal. I also didn't want to upset the architects. Also, it was supposed to be the upgrade from a stash, which is 1 lot. I caught that lol , still I have a PA hall for a house so would want the Hunting Lodge to be in line with a 1 lot Naboo house
I do and don't like your idea about having different versions of the launcher to correspond with the 3 ranged weapon types. It would be nice for the sake of continuity with marksman, but I'm not sure I like the idea of adding specials, since this is already supposed to be a strong weapon when you load a good bolt. However, I think I could support this is the default, weak bolt was used for purposes of the special. Hmm, I think I need to think about this one a bit more.
My quick (while sick) thoughts on the Ranger Weapon thing (now this is just kinda running out atm so I reserve the right to dislike them myself when I am well and reread it, lol)
The skills from Rifleman/Carbineer/Pistoleer (maybee special? I don't know) would work on the Ranger weapon or enhance our ability to use it. Likethe following examples:
Ranger/Pistoleer - Use the fan shot with the ranger weapon to hit multiple targets with the bolts at one time. The weapon is also faster when used by a pistoleer but has less damage??
Ranger/Rifleman(womem) - Use conceal shot to stay hidden while shooting. The weapon would be slower for a rifleman but have greater distance??
Ranger/Melee -Could be similar to a rifle (?)and this would alow the Melee player to have a weapon to useto enhance thier combat abilities, like aCDEFon steroids. Or how about the defences being better on a melee player?? I would like to hear some thoughts from some Melee Rangers on this (++looks at sig++ never done much melee)
Or even have the base attributes enhanced by some part of the Ranged skill set. Similar to Smuggler/Pistoleer BH/Pistoleer combinding skills. I dont want to leave out melee players and I was think either add to thier skill set with a ranged weapon or something similar.
I would love to hear some thoughts from soome Melee Rangers....
Phenix1050 wrote:
My only concern again is for the Melee proffessions.
Since they are going to receive bonuses with certain types of weapons, it may be nice to have a melee option too.
My idea was either a short bone sword or some type of hunting knife...one that could be imbued with special charges in the hilt. A poison charge would release poison, an electrical would make the weapon shock the animal/person.
This at least take into account the time/effort people have put into their character and allows them to play Ranger the way they would like. I know I'm a Ranged guy myself...I would hate it if I had to run up to an animal, use a Melee weapon, then if I wanted to use the prof I mastered, switch my location to use the Ranged one. Why should we ask a Melee-intensive Ranger to change THEIR way of hunting?? Well..... because...... I don't know!!
Just a thought.
After taking the day to think about it, I've decided it would be a bad idea to allow other specialized fighting styles (either ranged or melee) to effect how the launcher is used. I always kind of imaged it to be similar to heavy wepons in that there is only one branch that gives power to it, so it has to be particularly strong. The fact that it was in a completely different class (not considered ranged or melee ... maybe light weapon class?) removed the issue of overpowering by completely removing the possibility. The launcher should be a strong weapon on it's own account. We shouldn't have to push for similarities with other classes so we can overpower them.
One of the main reasons to have our own weapon is so that we don't have to get another elite combatclass if we don't want to. We would have the opportunity to master another novice profession or dabble in a artisan elite if we so chose. I mean, since many of us want to solo large creatures, wouldn't it be a good idea to master medic too? I realize stims aren't much use in the modern buff world, but when you're out there all alone and you get swarmed by a couple of ancient bull rancors ... I think I'd want to be able to heal myself from time to time. People who want to be better in combat could still choose another elite. Sure, that pistoleer/BH/smuggler is still going to beat you in a duel because he stacks pistol skills, but all he can do is fight. You can fight, camo, track, trap, etc. and if the launcher is done right you'll still be able to do more damage to creatures than he would. If all you want to do is more damage to PCs, why are you a ranger? As far as I'm concerned, a BH SHOULD be able to take us out because they put all their skill points into combat. If we could kill a BH and still have all of our outdoor skills, the floodgates would open and ranger would be the next TKM. I personnally like the fact that I don't see too many other rangers out there (though I think we could use a few more).
However, I do think it would be a good idea to have two styles of ranger weapon, one that worked at a longer range (between carbineer and rifleman) and one that worked at melee range. That way a ranger could easily switch from his ranger weapon to his chosen elite without having to change his distance. Both of these weapons would exist in the light weapons class and not have any tie-ins to other classes.
I see the melee ranger weapon as a pushblade/traplauncher construct that straps to the players arm (the art would have to be big enough to cover arm armor. It would give you a bionic arm look). The bolts would be shot out of the arm based launcher as the pushblade made contact with the creature. Or maybe we could just have one weapon with bonuses up close and far away, but a major disadvantage in the middle ranges. Far away you can aim it well andup close the bolts shoot when the pushblade makes contact with the skin. Since you're already making contact, there would be no need to aim. Sounds great to me!
Let me know what you think.