Ranger Archive

Thread: A couple of Ideas, need feedback.

stratgan
Thu Jun 10, 2004 4:48 am
#1

Well, I will start by saying that I haven't backread all the messages in this forum, nor do I plan too, so please excuse my ignorance if the ideas I present have been presented by others in the past. I would appreciate any comments/suggestions/ideas to this post.


1) Creature Tracking Terminal.


We all know that area track can be a very practical skill, when it works. But it is limited in scope if only because we have to spawn the area we walk through for it to work. I propose there be "rumour" terminals added to the game, where specific creatures will spawn to your mission. I don't mean the normal creatures, I mean the big hunt creatures, such as krayts, giant duno kimo's, albatross peko's, ancient bull rancors, and any other kind of big game animals. We would not get a dime for the mission, just a spawn, akin to the bounty hunter marks. This opens up a good potential to have a skill tree similar to the BH investigation tree, with bigger and meaner creatures to track. The devs could replace the current tracking skill tree with "tracking" xp instead of scouting. I believe this is an idea which could be implemented rather easily, and would require a minimum of coding for the devs (seeing as they already have the bh terminal codes).


2) Camouflage Camps.


We can hide ourselves from creatures and certain npc's, why not be able to do so with camps. Imagine, you step in the camp, and you dissapear from the surface of the world. Anyone entering the camp would not be seen on the map, or perhaps, only if you are within 60m of it. This would be a Master Ranger ability, and would require perhaps many camo kits components to craft, but would be an awesome addition for the GCW, as people could employ rangers to set up these camps near their target bases, protecting them from the casual on-looker.


3) Semi-permanent Field camps.


This one I believe was talked about, I am sure. I believe that rangers, from novice to master, should be able to leave their camps unattended for more than just 30 seconds. Perhaps this could be incremented as you progress in the fronteering tree, from 5 minutes for novice, 10minutes, 20, 30, 45, and 60 minutes to Master Ranger. This would make camps a viable skill tree as they would be very practical while hunting krayts, or help stage special events in areas such as the Geo Caves.


4) Special nerf to havesting for scouts and harvester droids.


Ok, one of the main things I have seen on the boards was the fact that Master Scouts can harvest, with vegash, almost as much as a Master Ranger. So, why not just do a scout harvesting skill nerf, and perhaps limit the abilities of the harvesting droids to that of Master Scout maximum (so, about 60 creature harvesting bonus). I would just cut the amount in half, straight up. Thus, if a novice now gets 10 hides, its 5, if a Master Scout gets 70 hides, its 35. The Rangers would not be nerfed, as this is one of their professions' greatest abilities.


Well, those are my ideas, and I would dearly appreciate any comments you might have for these. Good hunt to everyone, and hope to see you soon.


Stratgan Ronilar - Intrepid Server.
stratgan
Thu Jun 10, 2004 4:50 am
#2


Well, I will start by saying that I haven't backread all the messages in this forum, nor do I plan too, so please excuse my ignorance if the ideas I present have been presented by others in the past. I would appreciate any comments/suggestions/ideas to this post.


1) Creature Tracking Terminal.


We all know that area track can be a very practical skill, when it works. But it is limited in scope if only because we have to spawn the area we walk through for it to work. I propose there be "rumour" terminals added to the game, where specific creatures will spawn to your mission. I don't mean the normal creatures, I mean the big hunt creatures, such as krayts, giant duno kimo's, albatross peko's, ancient bull rancors, and any other kind of big game animals. We would not get a dime for the mission, just a spawn, akin to the bounty hunter marks. This opens up a good potential to have a skill tree similar to the BH investigation tree, with bigger and meaner creatures to track. The devs could replace the current tracking skill tree with "tracking" xp instead of scouting. I believe this is an idea which could be implemented rather easily, and would require a minimum of coding for the devs (seeing as they already have the bh terminal codes).


2) Camouflage Camps.


We can hide ourselves from creatures and certain npc's, why not be able to do so with camps. Imagine, you step in the camp, and you dissapear from the surface of the world. Anyone entering the camp would not be seen on the map, or perhaps, only if you are within 60m of it. This would be a Master Ranger ability, and would require perhaps many camo kits components to craft, but would be an awesome addition for the GCW, as people could employ rangers to set up these camps near their target bases, protecting them from the casual on-looker.


3) Semi-permanent Field camps.


This one I believe was talked about, I am sure. I believe that rangers, from novice to master, should be able to leave their camps unattended for more than just 30 seconds. Perhaps this could be incremented as you progress in the fronteering tree, from 5 minutes for novice, 10minutes, 20, 30, 45, and 60 minutes to Master Ranger. This would make camps a viable skill tree as they would be very practical while hunting krayts, or help stage special events in areas such as the Geo Caves.


4) Special nerf to havesting for scouts and harvester droids.


Ok, one of the main things I have seen on the boards was the fact that Master Scouts can harvest, with vegash, almost as much as a Master Ranger. So, why not just do a scout harvesting skill nerf, and perhaps limit the abilities of the harvesting droids to that of Master Scout maximum (so, about 60 creature harvesting bonus). I would just cut the amount in half, straight up. Thus, if a novice now gets 10 hides, its 5, if a Master Scout gets 70 hides, its 35. The Rangers would not be nerfed, as this is one of their professions' greatest abilities.


Well, those are my ideas, and I would dearly appreciate any comments you might have for these. Good hunt to everyone, and hope to see you soon.


Stratgan Ronilar - Intrepid Server.
Klif_Hangar
Thu Jun 10, 2004 5:24 am
#3

My reply in yellow







stratgan wrote:


Well, I will start by saying that I haven't backread all the messages in this forum, nor do I plan too, so please excuse my ignorance if the ideas I present have been presented by others in the past. I would appreciate any comments/suggestions/ideas to this post.


1) Creature Tracking Terminal.


We all know that area track can be a very practical skill, when it works. But it is limited in scope if only because we have to spawn the area we walk through for it to work. I propose there be "rumour" terminals added to the game, where specific creatures will spawn to your mission. I don't mean the normal creatures, I mean the big hunt creatures, such as krayts, giant duno kimo's, albatross peko's, ancient bull rancors, and any other kind of big game animals. We would not get a dime for the mission, just a spawn, akin to the bounty hunter marks. This opens up a good potential to have a skill tree similar to the BH investigation tree, with bigger and meaner creatures to track. The devs could replace the current tracking skill tree with "tracking" xp instead of scouting. I believe this is an idea which could be implemented rather easily, and would require a minimum of coding for the devs (seeing as they already have the bh terminal codes).


Personally, I find the idea of a terminal to be really un-ranger like. I'd much prefer the implementation of the /track command, which would spawn a lair of the type of creature you specify from anywhere in the world, with a chance that thelair be for a different creature as described in Holocron's "Ranger feedback" thread and in the Outdoorsman proposal. This would allow us to hunt without returning to a city over and over again, and is more ranger-like to me.


2) Camouflage Camps.


We can hide ourselves from creatures and certain npc's, why not be able to do so with camps. Imagine, you step in the camp, and you dissapear from the surface of the world. Anyone entering the camp would not be seen on the map, or perhaps, only if you are within 60m of it. This would be a Master Ranger ability, and would require perhaps many camo kits components to craft, but would be an awesome addition for the GCW, as people could employ rangers to set up these camps near their target bases, protecting them from the casual on-looker.


I like this idea. I think the ideas of stealth other rangers have that place restrictions such as not being able to move could be implemented in this fashion.


3) Semi-permanent Field camps.


This one I believe was talked about, I am sure. I believe that rangers, from novice to master, should be able to leave their camps unattended for more than just 30 seconds. Perhaps this could be incremented as you progress in the fronteering tree, from 5 minutes for novice, 10minutes, 20, 30, 45, and 60 minutes to Master Ranger. This would make camps a viable skill tree as they would be very practical while hunting krayts, or help stage special events in areas such as the Geo Caves.


I like this one too, and it would make camps "mobile bases of operation" for hunting groups.


4) Special nerf to havesting for scouts and harvester droids.


Ok, one of the main things I have seen on the boards was the fact that Master Scouts can harvest, with vegash, almost as much as a Master Ranger. So, why not just do a scout harvesting skill nerf, and perhaps limit the abilities of the harvesting droids to that of Master Scout maximum (so, about 60 creature harvesting bonus). I would just cut the amount in half, straight up. Thus, if a novice now gets 10 hides, its 5, if a Master Scout gets 70 hides, its 35. The Rangers would not be nerfed, as this is one of their professions' greatest abilities.


I'd prefer they just boost Ranger harvesting levels as opposed to nerfing everyone else.


Well, those are my ideas, and I would dearly appreciate any comments you might have for these. Good hunt to everyone, and hope to see you soon.


Stratgan Ronilar - Intrepid Server.




Thanks for reading






Dyne Cloudskimmer
Antarian Ranger, Ahazi
Seraph00X
Thu Jun 10, 2004 5:32 am
#4

I agree with dyne for the most part. The terminals don't seem to have the "ranger flavor" if you know what I mean. I'm not wild about "camo camps", but I would really like to see us be able to take ourselves right off the radar even if we have to be prone, /takecover, /conceal in order to do it. Making /track find specific things would be really nice too.



cheers-
Serje Misre, Master Ranger, Kauri
Pas Ok'Lya, master schleper, Test Center

"Even though the Old Republic didn't work, I'd rather have a government run by beuraucrats than run by a dictator willing to destroy an entire planet in order to flush out a handful of dissidents."
Kiryoku
Thu Jun 10, 2004 7:19 am
#5

these are some really good ideas... i'm only gonna comment on a couple though...


1. creature tracking terminal


i really like this idea, but would like to recommend a few changes... give rangers the /track ability to locate creatures (something the devs have discussed at length), but put these tracking terminals in field bases... what the tracking terminals could do is give you abetter /track accuracy when you use them, or maybe make it where certain creatures (like krayts, giant kimos, et c.) globally trackable with the terminals...


2. camoflage camps


in the camping top 5 issues, this was one of the last things mentioned... but i want to clarify what was written there in light of what we learned from fanfest...

odds are, stealth (off radar from players) will not be implemented, so we won't have a way to disappear or make the camp not visible... but they are looking however for a way to increase the functionality of camps... from what i can tell, most of the things we want from camps could be made possible through establishing an "interior" to the camp (many NPC spawned camps have this now)... with an interior section (would probably require walls, so the entire camp would not function this way - nobody wants walled camps) people do disappear off of the radar if they stay inside for more than a minute or so... it would also be easier to code things like entertainers healing BF (it already exists inside most buildings)... i'm all for this, just know that it will probably require a change to the field bases so that there is an interior portion...


3. semi-permanent field camps


i also think field bases autodisbanding in combat is pretty silly.. all of the reasons for it have been removed from the game (creature calling in the wilderness no longer requires a camp)... for smaller camps this may be viable if the fight is within the camp... but it makes no sense for fighting outside of a field base...


4.harvesting


i think the formula for calculating harvesting bonuses needs to be reconfigured, rather than adjusting anything else... either that, or rangers need bonuses to things other than harvesting... i personally don't like the "creature hunter only" view of ranger, so i'd be fine if this stayed like it is and we got something to supplement our abilities elsewhere...



kago

-------------------------------------------------------
Skunkworks Ship Designs and Body Shop
A 10/15/12/17/10/10/17 point FS Shipwright (ridiculous, no?).
Custom Starship Components
(5708, 467) Valinor, Dantooine
Calculus_Entropy
Thu Jun 10, 2004 7:33 am
#6

You have some great ideas here. Some are permutations of ideas that have passed by before, but they are not identical, so they warrant discussion. My main comment is 'no nerfs please.'


The creature tracking terminal appears to be akin to the /track command we were tempted with waaaaaaaay back in August. The main difference is your terminal would focus on the biggies. I like the thought of being able to generate the big creature spawns!


I have never heard the Camo Camps idea before. It would be cool, but the devs will need A LOT of convincing to go for it.


A semi-permanent HTFB is the dream of all Rangers .


Great ideas here...keep 'em coming.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Thu Jun 10, 2004 8:01 am
#7

It appears that I replied to another version of this thread, so I will sum up...Good work.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Squidwalker
Thu Jun 10, 2004 8:56 am
#8






stratgan wrote:


Well, I will start by saying that I haven't backread all the messages in this forum, nor do I plan too, so please excuse my ignorance if the ideas I present have been presented by others in the past. I would appreciate any comments/suggestions/ideas to this post.


1) Creature Tracking Terminal.


We all know that area track can be a very practical skill, when it works. But it is limited in scope if only because we have to spawn the area we walk through for it to work. I propose there be "rumour" terminals added to the game, where specific creatures will spawn to your mission. I don't mean the normal creatures, I mean the big hunt creatures, such as krayts, giant duno kimo's, albatross peko's, ancient bull rancors, and any other kind of big game animals. We would not get a dime for the mission, just a spawn, akin to the bounty hunter marks. This opens up a good potential to have a skill tree similar to the BH investigation tree, with bigger and meaner creatures to track. The devs could replace the current tracking skill tree with "tracking" xp instead of scouting. I believe this is an idea which could be implemented rather easily, and would require a minimum of coding for the devs (seeing as they already have the bh terminal codes). Not to bad an idea. It's sounds similar to the idea of what devs are calling /areascan. It creates a WP to a creature, and hopefully it's the creature you wanted, and it's actually there. Thus it actually "creates" a spawn of a creature. I like this idea better, rather then going to town and using a terminal. No offence, but using some "rumor terminal" seems to take away from being ranger and being out in the wild all the time. But I would like to see this /areascan ability have a % chance to spawn the "non mission" rare spawn creatures, providing you are in the right region. So if I go to the krayt graveyard, and walk around using /areascan, I have a chance of spawning a krayt dragon. If I go down by Kadaara, along the mountains, and do /areascan, I have a chance of spawning a Peko Peko Albetross. This would have 2 functions. Be very cool, and fun for rangers, and give us a means of new income that is based soley on tracking. Most of these big things can't be soloed, so I don't seeing it being a huge problem of exploiting xp by solowing rangers. Especially if you got master ranger, you don't have much combat. So a group wants to hunt Krayts, they hire a ranger, and go to the graveyard. Currently I do this, and I track for krayts. But it only helps me find ones that spawned naturally. 3 out of 4 times nothing is out there to track.


2) Camouflage Camps.


We can hide ourselves from creatures and certain npc's, why not be able to do so with camps. Imagine, you step in the camp, and you dissapear from the surface of the world. Anyone entering the camp would not be seen on the map, or perhaps, only if you are within 60m of it. This would be a Master Ranger ability, and would require perhaps many camo kits components to craft, but would be an awesome addition for the GCW, as people could employ rangers to set up these camps near their target bases, protecting them from the casual on-looker. Hmm this could be interesting. The ppl inside would have to be locked from any combat though. Not able to attack or be attackable until they stepped outside of the camp.


3) Semi-permanent Field camps.


This one I believe was talked about, I am sure. I believe that rangers, from novice to master, should be able to leave their camps unattended for more than just 30 seconds. Perhaps this could be incremented as you progress in the fronteering tree, from 5 minutes for novice, 10minutes, 20, 30, 45, and 60 minutes to Master Ranger. This would make camps a viable skill tree as they would be very practical while hunting krayts, or help stage special events in areas such as the Geo Caves. This general idea is discussed often, and laid out in the outdoorsman proposal.


4) Special nerf to havesting for scouts and harvester droids.


Ok, one of the main things I have seen on the boards was the fact that Master Scouts can harvest, with vegash, almost as much as a Master Ranger. So, why not just do a scout harvesting skill nerf, and perhaps limit the abilities of the harvesting droids to that of Master Scout maximum (so, about 60 creature harvesting bonus). I would just cut the amount in half, straight up. Thus, if a novice now gets 10 hides, its 5, if a Master Scout gets 70 hides, its 35. The Rangers would not be nerfed, as this is one of their professions' greatest abilities. Don't nerf scouts and droids. Just raise the bonus give to rangers. Which is something we have been pushing for for a long while now. 1. nerfing gives bad attitudes, and isn't liked, and 2. giving us a bonus of 2-3 times, would serve the same purpose, and allow our droids to still harvest more then scouts droids.


Well, those are my ideas, and I would dearly appreciate any comments you might have for these. Good hunt to everyone, and hope to see you soon.


Stratgan Ronilar - Intrepid Server.









Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
MonsofoLexius
Thu Jun 10, 2004 11:10 am
#9

Adding to Squid..





stratgan wrote:


Well, I will start by saying that I haven't backread all the messages in this forum, nor do I plan too, so please excuse my ignorance if the ideas I present have been presented by others in the past. I would appreciate any comments/suggestions/ideas to this post.


1) Creature Tracking Terminal.


We all know that area track can be a very practical skill, when it works. But it is limited in scope if only because we have to spawn the area we walk through for it to work. I propose there be "rumour" terminals added to the game, where specific creatures will spawn to your mission. I don't mean the normal creatures, I mean the big hunt creatures, such as krayts, giant duno kimo's, albatross peko's, ancient bull rancors, and any other kind of big game animals. We would not get a dime for the mission, just a spawn, akin to the bounty hunter marks. This opens up a good potential to have a skill tree similar to the BH investigation tree, with bigger and meaner creatures to track. The devs could replace the current tracking skill tree with "tracking" xp instead of scouting. I believe this is an idea which could be implemented rather easily, and would require a minimum of coding for the devs (seeing as they already have the bh terminal codes). Not to bad an idea. It's sounds similar to the idea of what devs are calling /areascan. It creates a WP to a creature, and hopefully it's the creature you wanted, and it's actually there. Thus it actually "creates" a spawn of a creature. I like this idea better, rather then going to town and using a terminal. No offence, but using some "rumor terminal" seems to take away from being ranger and being out in the wild all the time. But I would like to see this /areascan ability have a % chance to spawn the "non mission" rare spawn creatures, providing you are in the right region. So if I go to the krayt graveyard, and walk around using /areascan, I have a chance of spawning a krayt dragon. If I go down by Kadaara, along the mountains, and do /areascan, I have a chance of spawning a Peko Peko Albetross. This would have 2 functions. Be very cool, and fun for rangers, and give us a means of new income that is based soley on tracking. Most of these big things can't be soloed, so I don't seeing it being a huge problem of exploiting xp by solowing rangers. Especially if you got master ranger, you don't have much combat. So a group wants to hunt Krayts, they hire a ranger, and go to the graveyard. Currently I do this, and I track for krayts. But it only helps me find ones that spawned naturally. 3 out of 4 times nothing is out there to track. I agree, I like the idea, but I also would like this to be incorporated into /areatrac (/areascan or other). To me that just adds to the game play. I also second the motion for this to work mainly on high end creatures. This would greatly increase a Rangers usefullness in the game. Want to Hunt a big guy? Go find a Ranger. In reference to the xp exploit, if the ability to use this is put in master Ranger, WE would not have many skill point left to over to exploit with, but could open up group xp exploits.


2) Camouflage Camps.


We can hide ourselves from creatures and certain npc's, why not be able to do so with camps. Imagine, you step in the camp, and you dissapear from the surface of the world. Anyone entering the camp would not be seen on the map, or perhaps, only if you are within 60m of it. This would be a Master Ranger ability, and would require perhaps many camo kits components to craft, but would be an awesome addition for the GCW, as people could employ rangers to set up these camps near their target bases, protecting them from the casual on-looker. Hmm this could be interesting. The ppl inside would have to be locked from any combat though. Not able to attack or be attackable until they stepped outside of the camp. Or even just render the Overt as Covert while in the camp (if you are not overt you cant atack, and allows for a sneal launch of an atack) for NPC's and PvE just fix the force field to work as advertised. Add some kind of delay for when you have been recently in combat, like calling a speeder in the wild or something


3) Semi-permanent Field camps.


This one I believe was talked about, I am sure. I believe that rangers, from novice to master, should be able to leave their camps unattended for more than just 30 seconds. Perhaps this could be incremented as you progress in the fronteering tree, from 5 minutes for novice, 10minutes, 20, 30, 45, and 60 minutes to Master Ranger. This would make camps a viable skill tree as they would be very practical while hunting krayts, or help stage special events in areas such as the Geo Caves. This general idea is discussed often, and laid out in the outdoorsman proposal. Yes, Yes, Yes should be able to have a base set up for hunts, etc.


4) Special nerf to havesting for scouts and harvester droids.


Ok, one of the main things I have seen on the boards was the fact that Master Scouts can harvest, with vegash, almost as much as a Master Ranger. So, why not just do a scout harvesting skill nerf, and perhaps limit the abilities of the harvesting droids to that of Master Scout maximum (so, about 60 creature harvesting bonus). I would just cut the amount in half, straight up. Thus, if a novice now gets 10 hides, its 5, if a Master Scout gets 70 hides, its 35. The Rangers would not be nerfed, as this is one of their professions' greatest abilities. Don't nerf scouts and droids. Just raise the bonus give to rangers. Which is something we have been pushing for for a long while now. 1. nerfing gives bad attitudes, and isn't liked, and 2. giving us a bonus of 2-3 times, would serve the same purpose, and allow our droids to still harvest more then scouts droids. I agree with Stratgan on this one. While I do not want to have to call for a nerf on anyone, even more so to our Scout bretheran, we need to be able to harvest much more. And I can see the implications of flooding a market with resources


Well, those are my ideas, and I would dearly appreciate any comments you might have for these. Good hunt to everyone, and hope to see you soon.


Stratgan Ronilar - Intrepid Server.















----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Nemo0
Thu Jun 10, 2004 11:32 am
#10

For the camo camp, that would easily be accomplished by making it a building. Just make it like a camo netting with a door flap. It would also stop tracking from working on those inside of it. This could be accomplished just by plopping down a house but a camp could be cheaper and more versatile (imagine if you could put access restrictions on the door--perfect hide out for Jedi on the adventure planets). There would be a timer and the usual TEF rules might need to be relaxed (there would be no way to have a covert doctor heal everyone without it, although it might need tobe a forced public building to allow that) but it would be a useful structure to have.


With the harvesting amounts, I'd be much happier if they just upped what Ranger has. Let Scouts work exactly as they do (which is probably the right level) and give Rangers larger harvests and the ability to harvest more than one resource type.



Lythender Nirou
Crazy Bothan


Seraph00X
Thu Jun 10, 2004 11:38 am
#11

ah ha! harvest more than 1 resource from a kill! I haven't heard that one before, but I like it!



cheers-
Serje Misre, Master Ranger, Kauri
Pas Ok'Lya, master schleper, Test Center

"Even though the Old Republic didn't work, I'd rather have a government run by beuraucrats than run by a dictator willing to destroy an entire planet in order to flush out a handful of dissidents."
MonsofoLexius
Thu Jun 10, 2004 11:48 am
#12


Or how about the ability to go overt in a HTFBK?





stratgan wrote:




2) Camouflage Camps.


We can hide ourselves from creatures and certain npc's, why not be able to do so with camps. Imagine, you step in the camp, and you dissapear from the surface of the world. Anyone entering the camp would not be seen on the map, or perhaps, only if you are within 60m of it. This would be a Master Ranger ability, and would require perhaps many camo kits components to craft, but would be an awesome addition for the GCW, as people could employ rangers to set up these camps near their target bases, protecting them from the casual on-looker. Hmm this could be interesting. The ppl inside would have to be locked from any combat though. Not able to attack or be attackable until they stepped outside of the camp. Or even just render the Overt as Covert while in the camp (if you are not overt you cant atack, and allows for a sneal launch of an atack) for NPC's and PvE just fix the force field to work as advertised. Add some kind of delay for when you have been recently in combat, like calling a speeder in the wild or something








----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Nemo0
Thu Jun 10, 2004 11:50 am
#13






Seraph00X wrote:
ah ha! harvest more than 1 resource from a kill! I haven't heard that one before, but I like it!





That's actually a quite old one here. But I think this is the wrong thread so I am moving my response.



Lythender Nirou
Crazy Bothan


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