Ranger Archive

Thread: T-t-t-trapping! What do you think?

Calculus_Entropy
Tue Sep 13, 2005 8:20 am
#1


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
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Freaksta
Tue Sep 13, 2005 8:22 am
#2

Traps stay as they are, and I dont care about the rest. I love the current traps, just fix a few. If you want to make the crafted or not, I dont care, however, I do like crafting them, gives me something to pride about my traps.



t'rak vNar

Maxanto
Tue Sep 13, 2005 8:29 am
#3






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?



Atiro - Atreyu
Two Sides of the Same Coin
raziviWH
Tue Sep 13, 2005 8:35 am
#4


My thoughts on what traps should hit arestated in the "limiting us from 2/3 of the game" thread...4th or 5th page, cant remember which.


I think they should stay crafted items. We harvest bones, meats, and hides. We should need to used the items we harvest. I would feel greatly saddened the day that camp kits and cash are the only reasons I have left to click that dead huurton. Don't take my crafts away and give me 'magic spells' like the medical professions.


However! Experimentation to increase duration, effectiveness (chance to stick), and quantity...now theres a thought. This is something I would like to see. Why wouldn't a master ranger's wire mesh last longer, land more often, and come in larger bundles than a novice's scout's?


Any which way we land on this, just make it so all our traps work this time, eh? I would like to use my Adhesive mesh for more than just one more exp hit sometime before 2006, please devs?


Raz-



---------------------------------------------------------------------------------------------------
----My Sig----
Where have the Mutant Rancor DNA samples gone?
Where have the Rangers gone?
Where have the Animations gone?
Why were they replaced with insta-Jedi and partical effects?
Simple questions with bad answers...
Freaksta
Tue Sep 13, 2005 8:43 am
#5



raziviWH wrote:
Don't take my crafts away and give me 'magic spells' like the medical professions.






Word.



t'rak vNar

Phenix1050
Tue Sep 13, 2005 8:47 am
#6


  • 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.




    PHE'NIX ANTARUS
    BOTHAN ELDER RANGER
    BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
    BURNING H*TPANTS SINCE 2003


    This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
    groundcrew
    Tue Sep 13, 2005 8:53 am
    #7







    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



    Flakk Gun:Elder Ranger
    Improvise, Adapt, and Overcome

    "My camps may be gone and my cammo changed to Vanish....But I still have my rifle, I still have my love of hunting...and the outdoors, and THAT is what makes me a Ranger."
    Pizano76
    Tue Sep 13, 2005 9:05 am
    #8

    Definitely experimentation. I was a pre CU doc, and made kick a$$ med. I would like to be able to say the same thing about traps. It would actually give another purpose for the high end resources other than selling them. Plus, maybe my old crafting station in my house would do me some good again.



    Pizano Deathdealer
    Master Spy

    Pizan
    Wookiee Medic
    Freelance Pilot

    Pizano's loot vendor 3462 -5715 Just outsie of Mos Eisley Tattooine
    GothKasbun
    Tue Sep 13, 2005 9:31 am
    #9

    I think we should be able to trap anything. i like that one




    -Goth Kas'bun-
    <Elder Ranger*Elder Rifleman>
    Antarian Ranger until the END!

    plastictree
    Tue Sep 13, 2005 9:35 am
    #10

    if you can't craft them how can ya expirement?
    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.




    WookieLuv: TAIKO
    Auction Offerings @-5512, 3300 Free Trade City Mall, S.Theed Naboo.
    stop trolling, just because you got a post locked doesn't mean your special.
    Message Edited by GarVa on 11-21-2005 10:04 AM

    Oculus
    Tue Sep 13, 2005 9:42 am
    #11


    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





    Oku Kee'lus
    Master Ranger | Master Carbineer

    Cryos_Merovingian
    Tue Sep 13, 2005 9:44 am
    #12




    • 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.




    ___________________________________
    CRYOS MEROVINGIAN
    Elder Ranger

    Calculus_Entropy
    Tue Sep 13, 2005 10:00 am
    #13






    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.)





    Mine in yellow.



    Calculus Entropy
    Ranger Blue Glowie Emeritus
    Garindan used /areatrack to find Han.
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