Ranger Archive

Thread: State of the Profession (Sep 12 / 2003)

Fred_Skinner
Fri Sep 19, 2003 11:33 am
#118

"I've heard people talk about playing gambling in the cantinas but haven't found a way to do that. It would really be nice to play that chess-like game from the original Star Wars (and greatest movie of all time) in our camp."


Check the hotels instead. The hotel next to the cantina in Tyrena, Corellia has them.




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


sbjnyc
Sat Sep 20, 2003 12:06 am
#119






NRaas wrote:

"Is there any way we could either remove that sort of lair from the list of places we can't camp or have it show up on radar?"


- I wouldn't think you would want to deploy a camp near one of the hidden spawn points anyways.


- Isn't that just asking for some beast to spawn right on top of the campsite?




One thing I wasn't sure about is if the hidden spawnpoints were intended or just broken lairs (ie underground so we can't see them). There should be no reason that we shouldn't be able to pop a camp down next to a hidden lair (if it were hidden what would stop us?). If field bases worked aggro mobs wouldn't be able to spawn. This is pretty much how it works IRL - plop down a big structure and the wild life moves off. The better the structure the more likely this will happen.
sbjnyc
Sat Sep 20, 2003 12:10 am
#120




jmatt wrote:

I have to respectfully disagree. While poison medpacks might make us more self-sufficient, it would make doctors irrelevant. If you don't want to get poisoned, use your ranger skills to examine the creature from a distance. It will tell you if it can poison you. If so, throw on a camo kit and go around it.




Right, doctors can make poison packs with a certain medical use skill needed. If the ranger gets this medical use skill he can buy the packs. Similarly, a doctor who gets Tracking I won't need the ranger at all.


But as far as avoiding poison with a camo kit, I find maskscent/conceal is more likely to get you poisoned than without it. Idon't use either anymore except in special circumstances.

NRaas
Sat Sep 20, 2003 12:12 am
#121

"One thing I wasn't sure about is if the hidden spawnpoints were intended or just broken lairs"


The hidden lairs are spawn points with no lair attached.


They give the impression of roaming herds and such things...


These spawn points work the same way as the lair ones, respawning a population of critters when the old ones are depleted.


However, I too have been plagued by the unseen lair, with no visible beast around...


Quite possibly the spawned beast was a stalker and has wandered off, or the spawn site is extremely slow at replenishing the herd.


"If field bases worked aggro mobs wouldn't be able to spawn."


- A good suggestion... I hate having an aggressive spawn site appear while I'm trying to heal in my camp.





Ranger Threads
State of the Profession
The Outdoorsman
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RogueKairi
Wed Oct 01, 2003 4:32 pm
#122

I have to respectfully disagree. While poison medpacks might make us more self-sufficient, it would make doctors irrelevant.


Not exactly. Not if this poison medpac is only useable by rangers themselves much like how the field base kit is only useable by us. Its quiterelevant for rangersto be able to craft such an item foraged herbs or maybe even harvested resources. I doubt this would severely render doctors ineffective, especially if the devs were to make the item suited to rangers only.


As NRaas has put it..


- It has been suggested by someone else, to add some foraged herbs that will perform the same effect.




ARAMAXIS
±Bounty Hunter±
Brryn Starwind
-Master Ranger Veteran -Teras Kasi Master Veteran -Master Doctor Veteran
There but for the Grace of God go I
NRaas
Wed Oct 01, 2003 4:38 pm
#123

"While poison medpacks might make us more self-sufficient, it would make doctors irrelevant."


If handled properly, Doctor goods would still have benefit over foraged goods.


Namely:



  • /forage is pretty random, so the chance of foraging a poison curative just when someone needs it would probably be rare

  • Most likely, all the herbs would be of the single use, non stackable variety

Both of these items ensure that the Doctor's multi use (and single inventory volume) kits will not be one-upped by anything we might find.





Ranger Threads
State of the Profession
The Outdoorsman
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RogueKairi
Wed Oct 08, 2003 1:01 am
#124

Dont know if this has been mentioned before, buta request forarea-affect traps to snare/slow downmultiple targets. Just the other day I saw a player take (read: try) on a pack of slice hounds. Naturally slice hounds are pack animals and he ended up running for his life. Now normally what I'll do is throw a trap to slow down ONE creature if its chasing somebody, giving them time to run away (of course this usually resultsin giving them a superioritycomplex andwhen the trap wears off, they're dead) I certainly dont have the speed to throw enough traps for 5 or 6 slice hounds chasing some poor guy using only a rifle to fend off these creatures. Can you put this on your list of requests? I'd like to see something like this.





ARAMAXIS
±Bounty Hunter±
Brryn Starwind
-Master Ranger Veteran -Teras Kasi Master Veteran -Master Doctor Veteran
There but for the Grace of God go I
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