Ranger Archive
Thread: Ranger Revamp: FAQ
FYI for the rest of us, and any Devs who might misinterpet, that means he doesn't like it.
Owen-Lars wrote:Yup
And i think its pants.
Or that he thinks it's trousers, in which case duly noted and move along.
i like pants.
i'm not so sure i like this particular setup, however...
can we call it something other than pants? perhaps...shrubbery? I'm not very fond of shrubbery.
You can beat shrubberies mate, we only with Herrings but then you would be chopping trees with them so its irrelivant.
Pants! Bag O Shete as the irish would say!
German actually
Owen-Lars wrote:
Serraphin Wrote:
Owen-Lars wrote:
Bah screw carbines. What is the point of limiting us like that?
Probably a Brit on the Dev team.
Very very low...................... Frenchy
Message Edited by Serraphin on 09-21-2005 03:28 PM
Yeah I agree, I don't like the idea of tying Ranger to a speciffic weapon line...
Also, from the sounds of the Ranger concept, I would have to say Artisan sounds like a better tie-in.
Of course, with "CL" meaning "Combat Level" instead of "Character Level"... that's not going to go over well either.
I don't know... I don't like the sounds of the carbine requirement.
I also agree whole-heartedly that area track should STAY either in Ranger or in Scout (Master Scout Box??).
The fact that, yes, it is a somewhat broken and not so wonderfully executed game-mechanic, YET it is still used and loved so widely by the player-base should tell you that it is worth keeping in and should not be removed for a possible replacement further down the road.
Leave it in and possibly fix/replace it when the time comes that a better idea is achieved.
I also like foraging and while searching lairs for stuff isn't bad, I still don't understand why you would want to remove /forage from the game.
It's just another little thing that exists in this game that adds greater depth/fun/originality.
Sure, if you set up plants and trees that could be foraged from (like some quests on Kashyyyk) then that would be amazing, but I understand the limitations that may exist for that big of a deal.
Just a few more of my thoughts.
- Omadda Szool
Kauri
May the force be with you.
Vorpaks wrote:
Will Rangers still require Scout xp to level their skills or will it be carbine xp under this new system? I am not sure whether or not the amount of Scout xp you get per harvest is related at all to your Scout skills, but if it is that should be looked at so that Rangers are not forced to level their profession on a 4000 Scout xp amount. If Scout xp is based soley on CL (I cannot remember this salient fact!), then it should be fine as is.
We are still looking at the Scout & Ranger XP issue. We've been slowly moving all combat related professions away from the "Use a Skill to Advance" and gone over to the "Kill stuff to Advance". How this affects Scout & Ranger I'm not able to say though. Clearly running around with Mask Scent active and skinning creatures is not the way to advance in Ranger. They need to advance by killing stuff the same as any other profession. Does this mean they use Carbine XP, probably not. Can we do it with just general Combat XP, I'd rather not do that as Combat XP causes awkwardness with many formulas. At this point I'm not sure what the answer is. (from Keldarin)
Owen-Lars wrote:
Well please can we have a couple of carbines as well as carbine offensive and crowd control abilities please?
As we are being nudged down that lane then we need abilities in our profession that support the role you are laying down for us.
If you are going to make us a full on combat profession with specialisation in carbs then you need to balance the other side of that decision and make sure we have abilities and weapons related to that specialisation.
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It is still very important to keep the skill sets well defined and the roles seperate.
The Carbine prereq does not have any implication that Ranger should have Crowd Control capabilities, that's the point of Carbineer. It does mean that a Ranger / Carbineer is easier to set up and that's perfectly fine. Prereqs can encourage certain template combinations but should neccessarily define a sharing of roles / abilities. Would it make sense that Bounty Hunter gets some Ranger Stealth capabilities because they share the Exploration 4 prereq?
I'm still trying to figure out a way to break the assumption that a Profession defines a complete character concept. SWG Profession does not equal a character Class in other games. The closest corollary would be that your entire Template (2.5 professions) is equal to a character Class. I'm always frustrated when I see arguments (like those in the Ranger, In Development thread) about how these abilities are "Smuggler" abilities or whatever. Most of the character concepts that are used as examples for why certain Ranger abilities should be put into other professions should actually apply to the character Template not the profession Skill Set. If you want to be a stealthy, underworld, smuggly guy then you would be a Master Ranger / Master Smuggler, if you wanter to be a stealthy hide in the corner to get your mark guy then you would be a Master Ranger / Master Bounty Hunter, if you wanted to be a demolitions and heavy weapons specialist you would be a Master Ranger / Master Commando. Those characters concepts are valid and possible in SWG you just have to take multiple skill sets to get your final profession template.(from Keldarin)