Ranger Archive
Thread: The Outdoorsman...
I have an idea to increasethe value of ranger camps: anorganics processing machine. It would cure hides, season meat, and homogenize milk, resulting in +100 to all stats. The more elaborate the camp, the less time it would take to complete the processing.
As important as resource qualities are in this game,crafters would pay apremium for resources enhanced in this way. I can also see this making Rangers highly sought after for hunting parties.
Shades of EQ! I remember whole parties given wolf-form which makes you neutral to most NPCs. Theywould seek into enemy cities to slaughter the guards. The most annoying think was being unable to retaliate!
NRaas wrote:
"but it could get annoying seeing a bunch of people running around looking like gurrcats."
I know what you mean...
While we're in the brainstorming mode....
I'd still like to see traps work against humanoids, player or NPC variety. I think this would pop us back into a PvP role, if anything. Never understood why a tranquilizer dart works on an animal as big as a house, but doesn't affect a humanoid a fraction of the size. Same goes for things like movement and combat debuffs.
Taking the "ground traps" (read mines) and their application in this sense. While in PvP, you could effectively mine an approach to an area and slow things down a bit. If just the movement debuffs worked on the AT-ST (and AT-ATs if they are for anything other than "show") it would be a boon to the class.
I think this fits well in the militaristic vision some have of "Rangers." Advance recon troops with the ability to disrupt operations.
On a slightly different note... One of the reasons some of our utility has tanked is because of the advent of vehicles. It's not so much that the high rate of speed zaps us, it's the near invulnerability they give the occupant. If there was at least a chance for folks to get knocked out of their seat, then the demand for items like camo kits would rise. I mean, whers are those pesky tuskans using speeder riders for skeet practice?
Battle Fatigue healing
Please ![]()
A Ranger can stay out in the wild almost indefinately because it's home. This is supported by the camps because your wounds slowly automatically heal in a camp. However, battle fatigue can rise pretty fast, especially for melee fighters. What that means is that us Rangers still have to come in as much as other players because BF makes us useless in battle. So all it does is make us not need medical attention when we come in with the other players, but come in we still must.
I suggest having the healing modifier on every camp apply to battle-fatigue as well. Logically, battle fatigue would heal quicker then wounds, and quicker still if you're a Ranger. Some real numbers are hard to determine. It takes what,60 seconds to heal away 300 BF by a Master Dancer? If it's not correct, don't matter, I just mean to compare. In a high tech field base at Master Ranger, I'd say it should take 600 seconds for 300 BF. in the same time, a non Ranger would heal for say 240 BF.
What this does is allow a Ranger and his group to benefit from his knowledge and be at ease in the wild, allowing them to stay out longer then usual, without taking away the usefulness of entertainers. Because when you have 500BF, would you rather ride back to a cantina real quickand heal it away in 2 minutes or would you spend half an hour doing nothing in a camp letting it heal automatically? Other players don't have BF healing camps, so they'll be coming in anyway as usual.
Again, the numbers might not be correct, but the ratio is what I believe is right.
Anyone else agree or disagree?
The problem arises in my mind when you aren't talking about 500 BF, but rather something along the line of 30 or 40 BF. Something you might get from a single match with a high level creature that didn't kill you. If I only had that much, I'd rather pitch a low-level Ranger camp and wait it out than pull out my speeder, drive to town, /tip an entertainer and drive back. Even worse, if it's just a regular passive thing, you could sell a service where you pitch a camp near a fight, and go AFK. People come to heal BF and you don't even have to be there. Yes, it's the same thing that some entertainers do, but it's not our right to take it away.
By having a stage neccesary to heal BF, you ensure two things
ne, that entertainers will have increased usefullness out in the field (mind buffs in-between battles!!!) and you will ensure that none of their business will be stolen by an AFK Master Ranger. That's why I like the idea of keeping entertainers neccesarty to heal BF, but meeting somewhere in the middle and allowing entertainers to do it out in the field.
that only caters to groups however. No entertainer in the galaxy is gonna come to me when Im out and about. They'll let me know what cantina they're in and I still have to travel there. The point of my suggestion is that a Ranger should have the ability to slowly heal at least his own BF because he's so at home in the wild and to facilitate a Ranger staying out in the field longer then other players. This would in a smaller way extend to other players because of the camp, but I guess it's not bad if only a ranger gets the ability.
The situation you describe is pretty unlikely. Who bothers waiting for a lousy 30 BF to heal? 50 BF is nothing, not worth coming to a cantina or worth sitting in a camp 10 times as long. So the values applicable are the hundreds, in which case it would take a Ranger a pretty decent time to heal it away, and a non-Ranger an even longer time. It'd be better for a non-Ranger to ride to a cantina and find an entertainer. The only business entertainers lose is that of a Master Ranger, and there's not that many of them around to make a big difference.
Think of the solo ranger ![]()
Camo Kits should be effective against anything without force powers. It takes 29 different resources to have materials ready for every camo kit, so I have over a third of my safe deposit box wrapped up in maintaining that selection of supplies. With that kind of requirement and the cost of the individual kits, they need to be effective in the GCW, they need to provide radar invisibility, they need to have textures and effects, and while wearing one you should be invisible on Endor from people standing within 10 meters of you.
Traps need to be effective against any carbon based life forms, and anything with legs. There needs to be large scale traps for use on AT-ST's and AT-AT's. And there needs to be more of them.
Camps need to heal fatigue, plain and simple. Bases need to be bases that stay put. They should not be an inventory crunch, we have enough of that from the camo kits.
And we need hunting/targetting/defense bonuses vs. creatures that put us on par with bounty hunters vs. people. We need to be able to anticipate where a Kimogila is going to strike next and avoid it, we need to know the rancor's hunting pattern and be able to predict it.
What I find is ironic is that you can be master commando, and spend 2 skill points in Medic, and have your choice of master Teras Kasi/Pistoleer/Carbineer/Rifleman, but if the ranger wants to master a combat profession there's no room for anything else. As it stands right now, the capabilities of the Ranger don't make it much better than scout even after spending another 63 skill points on it. Basically Ranger skill points are worth a LOT less capability wise than Bounty Hunter and Commando.
This is not a wish list, this is a reality check. For a while now we've been listed as a resource gathering profession. If I wanted to do that, I'd have been a miner. A ranger is a hunter of life forms, we've spent a lot of time and energy into refining our ability to camoflauge, to track, to hunt, and to trap. I don't believe anyone here will agree that our tracking line is anywhere near as effective as the bounty hunter's investigation line. I don't believe anyone here will agree that our camoflauge line is any better than the scouts. And I don't believe anyone here will agree that our trapping line matches the disease/poison line of the combat medic. All these skill lines cost the same points, but the rangers are all so far underpowered to be made shameful, this needs to change.
There are only 2 combat professions that require more skill points to achieve than Ranger, and that's Bounty Hunter and Commando, and I believe that as such, Rangers should be the number 3 combat profession in the game. In order to achieve this goal, we should have a number of the items that have already been shot down by the developers.
Combat Medics need more skill points
Eklectrick, as I noted, it was brainstorming. Since there are serveral connotations to the term "ranger" I thought it might be good to look at our role in the game overall.
Since the devs are overhauling the combat system, it seemed a good time to re-evaluate our role in that combat. I see the use of ranger traps against humanoids as staking out a role as a PvP debuffer. Since the path to mastery of our profession typically leaves us a tad weak in the GCW, it seemed a natural extension to use our base skill set to neatly fit into that role.