Ranger Archive
Thread: The Next Iteration of Trapping
Maybe, instead of just having a few lines of experimentation, it would be better to have different effects that you can slot into a trap shell. You could have defense debuffs, accuracy debuffs, movement speed debuffs, duration enhancers, regen debuffs, quantity enhancers, bleed effect enhancers, etc (possibly with experimentable stats). You then make your traps by combining several of these effects in a shell (which might be something like a crossbow that also is a container, like lightsabers and crystals, or it could be a schematic with component slots). If you want a "blind" trap, you throw in several accuracy reducing components with a small number of defense reducing components (blind reduces accuracy by a lot and defense by a little). A "dizzy" trap would have several defense reducing components and a small number of accuracy reducing components.
I like this idea. One of the things I hate is having to wait out three trap throwing delays just to stick three states on a target. If we had customizable craftable traps that stuck multiple states, then we would lose multiple delays.
Nemo0 wrote:
Maybe, instead of just having a few lines of experimentation, it would be better to have different effects that you can slot into a trap shell. You could have defense debuffs, accuracy debuffs, movement speed debuffs, duration enhancers, regen debuffs, quantity enhancers, bleed effect enhancers, etc (possibly with experimentable stats). You then make your traps by combining several of these effects in a shell (which might be something like a crossbow that also is a container, like lightsabers and crystals, or it could be a schematic with component slots). If you want a "blind" trap, you throw in several accuracy reducing components with a small number of defense reducing components (blind reduces accuracy by a lot and defense by a little). A "dizzy" trap would have several defense reducing components and a small number of accuracy reducing components.
Here's a thought.
Instead of making power experimental, how about one of the boxes of the Ranger trapping line grant the proficiency with the trap launcher, have regular traps only be experimental with the count per stack, and allow the trap launcher to add an increased debuff to the state it applies, and perhaps allow the trap to be experimented on in duration. The trap launcher idea still needs to be decided upon either affecting the trap's ability, or being a weapon first and a means of using traps in combat second.
Again, I still think that traps themselves should be made fully experimentable (including effectiveness/power). of course, you don't get any experimentation points until Novice Ranger and then you have to climb the trapping tree to get any good at experimentation, just like any other profession.
As far as the trap launcher goes, perhaps there could be two of them. One at novice ranger that only fires one trap (but can shoot 65m), and one at Master Ranger that fires two traps at once.
The purpose of having multiple experimentable lines is to force players to choose. Either you make a lot, or you make them powerful. If you add the power to the launcher, then everyone will simply be making as many traps as they possibly can and sticking them in the launcher. No differentiation = boring game, in my opinion. My system promotes nukers to use the trap launcher to nuke, by making the states as powerful as possible to aid in a quick kill, and also gives tankers a way to help in their tanking by allowing them to make their states last longer so they can tank more effectively.
Ranger_Nizzle wrote:
Amazing idea. However, our trapping abilities should revert to being exclusive too, atleast in my opinion. I don't think that's too selfish of a demand.
I agree. I hated seeing some of our abilities handed out to everyone with a gun, especially after we were told that our traps were too overpowered for PvP.
I'd like to see some new traps as well. A trap that reduced or temporarily stopped altogether the target's health regen would be nice. I'd love some sort of trap state that increased my chance to score a critical hit. Since roots and snares are no longer 'ours,' I wouldn't mind seeing some new states that are.
al-djinn'i
Master Ranger
good idea with the critical hit increase!
I really like that one. Another one of the ideas I had for a PvP trap was to massively increase the warmup timer on all specials when the trap is in effect.
Nice thread, although I would have one, well, not coplaint, just observation I guess.
Crossbows are my domain.![]()
I am Wookiee. Wookiee am I. I make and use bowcasters. The first fish or doggie I see using a bowcaster-like device, well, I'll just scratch on him. ![]()
bowcasters aren't crossbows. they use magnetically acceleration, as far as I know, firing a combination of a metalic slug and energy bolt. crossbows use wiring to shoot a bolt forward.
the idea was outlined a while before, so you may or may not be familiar with the entirety of the idea. If you've ever play Oddworld:Strangers' Wrath, that is the type of crossbow I am talking about, one which is mounted to the Rangers' wrist.It is not a hand-held unit, so you can also equip a normal weapon.
Besides, there's really no need to be defensive about an idea like "crossbow". If it makes Ranger a better profesion for the other species, and also improves the viability of the Wookiee Rangers, then the appearance or the general concept of a "crossbow" shouldn't be Wookie-exclusive. If the game is made better by the addition of a doublecrossbow for all Rangers, then it should be added.