Ranger Archive
Thread: T-t-t-trapping! What do you think?
This is just a simple discussion thread about trapping. I want to get an idea of what people think should be the future of trapping.
So, I envision a couple of ways to fix trapping:
- Traps stay as they are and become 'skills'rather thanneeding a crafted component
- Traps stay as the are, but you can experiment duration, effectiveness, etc.
- Traps stay as they, but you can use them on anything in the game...creature, NPC, PC
- Traps get experimentation and you can use them on anything
- Traps become skills and you can use them on anything
- And, of course, modular trapping
- Please add any other scenarios you envision
So, tell me what you think, or what I am missing.
Calculus_Entropy wrote:
This is just a simple discussion thread about trapping. I want to get an idea of what people think should be the future of trapping.
So, I envision a couple of ways to fix trapping:
- Traps stay as they are and become 'skills'rather thanneeding a crafted component
- Traps stay as the are, but you can experiment duration, effectiveness, etc.
- Traps stay as they, but you can use them on anything in the game...creature, NPC, PC
- Traps get experimentation and you can use them on anything
- Traps become skills and you can use them on anything
- And, of course, modular trapping
- Please add any other scenarios you envision
So, tell me what you think, or what I am missing.
If they fixed the broken traps and set the accuracy and speed according to skill I would love them... Use them on anything? I am still torn by this. I think if it works on a rancor, why wouldn't it work on one of those pesty bothan?
raziviWH wrote:
Don't take my crafts away and give me 'magic spells' like the medical professions.
Word.
Traps get experimentation and you can use them on anything
This, in my opinion, is the best solution. I don't wanna be dumbed down, I want to have to make more decisions that affect my gameplay. Do I go ahead and sell this stack of great hide and use the money to buy a new gun, or do I use it to make a few very nice traps? Decisions that have a consequence are seriously lacking in this game. Make a mistake on a quest, and end up helping that dark Jedi on Dant? Oh well, just go reset the thing and do it all over again.
Bah.
I say give me decisions that affect my skills and make me choose, and have to live with the consequenses.
Calculus_Entropy wrote:
This is just a simple discussion thread about trapping. I want to get an idea of what people think should be the future of trapping.
So, I envision a couple of ways to fix trapping:
- Traps stay as they are and become 'skills'rather thanneeding a crafted component
- Traps stay as the are, but you can experiment duration, effectiveness, etc.
- Traps stay as they, but you can use them on anything in the game...creature, NPC, PC
- Traps get experimentation and you can use them on anything
- Traps become skills and you can use them on anything
- And, of course, modular trapping
- Please add any other scenarios you envision
So, tell me what you think, or what I am missing.
Traps, craftable with expiramentation, useable on anything, and instead of having individual traps you make a set of generic components ( Example: Trap housings, Darts,Wire mesh, glow goo, adhesives, ect )then mix them to do what you want.Max of 4 states applied by one trapbut with a slight efectivness cost per state.
I think that would be pritty cool.
Message Edited by groundcrew on 09-13-2005 08:54 AM
Message Edited by groundcrew on 09-13-2005 08:54 AM
I like the usable on anything attackable.
Id also like to see groups of non-scout/non-ranger
grouped WITH a ranger being able to use the traps.
Have ALL traps work on ALL targets and it's effect
(Chance) increase based on skill. i.e Master Ranger has
a 95% of sticking.
Traps get experimentation and you can use them on anything
Add speed mods and fixing the states/damage traps that don't do anything and we're set
- Traps stay as they are and become 'skills'rather thanneeding a crafted component
Like the dude said about the magical spells, this idea is no good!
- Traps stay as the are, but you can experiment duration, effectiveness, etc.
Not a bad idea... at least we could experiment onuses! 2 use adh mesh drives me nuts.
- Traps stay as they, but you can use them on anything in the game...creature, NPC, PC
I think using traps on NPCs as well as creatures should be a ranger skill only, not scout, and help to differentiate us a tad bit from scouts.
- Traps get experimentation and you can use them on anything
If they're going to work on NPCs, I don't think experimenting on them to accomplish this is the way to go.
- Traps become skills and you can use them on anything
Take your magic spells to different game!
- And, of course, modular trapping
Wow, I had thought about modular camping, but not modular trapping. Not too sure how this one would work, but it had potential. Up above me someone was talking about crafting a casing and then mixing in different components. That's a pretty DAMN cool idea. You could get certed for a casing that has 1, 2, and then 3 modules and then you could mix in some adhesive mesh, lecapine, and good ol' stink for a combo trap. Also, you could get certed for casings with AoE effect and once you hit Ranger, you could get certed for traps that affect both NPCs and creatures. Holy nifty idea batman. However, I doubt this will go through since we're not a crafting profession and I would venture to guess that this pushes us further in that direction then the devs would like. Still, combine this with modular camping and that'd be soooooo bada$$.
As a BASELINE improvment, they need to fix adhesive mesh and add another trap, 2 or 3 to the Ranger line.
Mine in yellow.
Cryos_Merovingian wrote:
- Traps stay as they are and become 'skills'rather thanneeding a crafted component
Like the dude said about the magical spells, this idea is no good! (For the record, I am definately not for magic traps!!!)
- Traps get experimentation and you can use them on anything
If they're going to work on NPCs, I don't think experimenting on them to accomplish this is the way to go. (I meant you could experiement charges, effectiveness etc, and use them on NPCs/PCs, NOT that you HAD to experiment to get them be used NPCs/PCs.)