Ranger Archive

Thread: Tracking the Elusive Vision...

NRaas
Fri Jan 09, 2004 1:01 am
#131

"hehe, I said that?"


LOL, I tookthesentence"slightly" differently.


"I know a great fishing hole on Rori, which may help"


Thanks, I think I will need it once this is complete.





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Tqnz
Fri Jan 09, 2004 1:21 am
#132

I don't know if anyone has brought this up yet or not, but here I go anyway...


I think the advanced camps Rangers make should support combat in some way, like a base of operations idea that people have talked about earlier. What I would like to see is a satilite map of the imediate battle ground. This could be very useful to Squad Leaders who could coordinate the attack from the base, or a group wanting to track animals. I think this should be available at the master level since it's a very good area track. It could be an object the Ranger uses in the base and his area track skill would be used to determine it's effectiveness. I think if this was available at the master level people would be willing to give up recieving less camp types as they progress through the tree knowing that they would get the ultimate camp at the end. For manufacture it should have some cross dependency on artisain classes since there is no way you can make a sattilite dish from Hide, Meat or Bones.


I think this idea goes well with the support class of a Ranger, and I feel that the Ranger class should be similar to modern Rangers in the military.




--------------------------------

T'qnz Valtmir - Kettemoor
SWG Underworld. A community of underworld / criminal role players
www.swgunderworld.com
NRaas
Fri Jan 09, 2004 1:40 am
#133

"or a group wanting to track animals."


One issue I see regarding this:


The MASH camps are supposed to repel dangerous creatures. In theory this would mean forcing the spawn system to not spawn creatures in the vicinity of the camp.



  • That process however would not be condusive to a hunting party goals.

Now I can see the Hunting blind concept fitting what you are looking for here, rather than the large camps.


As well, during tracking a team can wander quite a distance from any particular location.



  • A smaller and more versatile camp type that uses fewer resources would be far more effective than a single large camp.




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Calculus_Entropy
Fri Jan 09, 2004 1:57 am
#134






NRaas wrote:


Actually, I like the idea of camoflauging one's self as a local fauna (creature). It is listed in the SotP. That way an opponent could still engage if he suspected the creature was not acting "properly".


I thought StoP sounded funny....


"As it stands, Rangers are not good hunters, compared to all elite combat classes."


Well... We are not good killers, and a couple combat bonuses should improve that.


But remember, hunting is also about finding the creature, and in that regard we should be king.


DOH, I misspoke,but you got the gist of what i was saying.


"Camps have no application to creature hunting except for the base camp idea, and should remain far removed from actual creature hunting"


Oh, that is new suggestion. Ihave beenwriting the treatise with the idea of including the MASH camps in our perview.



  • How does everyone else feel about this idea?

Without those camps, are there sufficient ideas to fill in the Camping branch?

I can see where this will lead, as I believe I may be the only one who thinks this way. I just don't think turrets and trenches have any place in creature hunting. I am curious what you have to say about MASH camps, as the only ones I have seen are on the show, and they had no defenses except I-CORE. Do you think a new thread is in order here?







Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Accaba
Fri Jan 09, 2004 2:37 am
#135

I read all the posts in these thread and I guess we have 4 main Visions

1. being a better Creater Killer (Ranger weapon, new trapps, to-hit-bonus, harvest BHM from 1 creature etc.)
2. getting a better equipment (camp moduls, crafting experimentation in camps, mission terminals etc.)
3. getting more abbilitys for PvP (trapps against NPC and players)
4. becoming more and better abilitys in the envirement (hunter cabin, tracking, faster running, become a "friend" of the natives, good camo kits etc.)

Im sure, the devs will give us not all of this. It depends now, in which direction we would like to go. We can make a Vision-Mix of all that, or we can go in to one or maybe two visions much further.

For me, I dont see any chance in Point 3. I prefer point 4. It would give us new possibilities. And 1. and 2. maybee just a small amount of visions, like harvesting all from the creature, good trapps and camp-moduls.
BlakkStar
Fri Jan 09, 2004 3:35 am
#136

If we are ultimate creature hunters we should have knowledge of their attacks and how to combat it. therefore i suggest we be given def mods such as def v dizzy, def v poison, def vs disease etc.......



And 10 melee and ranged def doesnt cut it...




Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
alphaforge
Fri Jan 09, 2004 6:49 am
#137

Ok time for next burst of babble.


How about climb trees. This would be very useful to ranged combatants because they could pick off many different animals at range from a fairly safe position. For melee combatants this is our chance to rest and heel up so we don't get killed if we get mass aggroed. Even if we aren't allowed to fight with ranged wepons this would be a good CYA kind of skill while alone.


How about a trap that produces noise, flashes or smoke and noxious smells. This could have the same effect as the lure style trap without actually having to pull the creature away. Or it could be used as an escape trap for a group. Not sure how it would work within the game mechanics though.




Dea'll --- Flurry
Accaba
Fri Jan 09, 2004 7:25 am
#138

What about a trapp that makes the creature incapped/sleepy for 60 seconds? It wouldnt work immidietly. The best one we could craft would do this 10 sec. after we hit the creature with that trapp. In this 60 seconds, no one can damage the creature, but there would be time for a little rest or for fight against other creatures. Also, we could use this trapp once in 5 minutes or something like that.
SodakOwii
Fri Jan 09, 2004 8:03 am
#139

Well i have a few things that could b improved on in the ranger tree and these are just suggestions:



1. Ranger specific weapons, from all the books and articles ive read rangers are like private BHs therefore they should be granted their own arsenal such as Disruptor rifles etc.


2. Rangers should not be just creature oriented, They should be able to make camps with trenches that give defense against ranged, and also pilbox type encampments that would give defense against melee.


3. Rangers should have the ability to acctualy trap animals with a cage and hold themin their inv (this would allow A. BEs to not travel from planet to planet searching for rare animals B. stockpile animals and kill them for meat or other respurces in a safer enviroment and C. Let animals loose in populated areas thus giving it a feeling that the ranger can communicate with the animal in order not to attack the ranger or group members.)


Thats my oppinion of the ranger profession, i appologize if things were already said in the previous posts because i only read the first and most recent page.




Sodak Owii
BH, Brawler, Fencer, Master Scout, Ranger
Retired Commando, MCH, Smuggler, Master Marksman, Master Brawler, TKA,
Master Ranger(Bria)
Tibbullus Petronius-Alliance Starfighter Pilot(Ahazi)
Drako/Okard/Cathon on tempest
CavemanGamer
Fri Jan 09, 2004 8:48 am
#140

I'm not trying to pick on anyone in particular, but a lot of these ideas would require the devs to redesign new aspects of the game.


I fear the NOTHING would get done in that case.


The devs have already made it clear the that they have 38 professions to worry about.


Do you think that if there is a problem with the Politician or Jedi profession that they wont get more love from the devs than us?


We rangers have been redesigned once already... meanwhile, chefs and droid engineers and other have been begging for dev attention for 6 months.


Then, of course, you have the issues that affect far more than 1 profession, like the combat system rebalance and changes to the GCW.


Let's face it - the devs are busy.


Ifour "vision" for the profession involvesanything outside the scope of the current skill set, I doubt anything will get changed.


We need to keep our expectations in check, and present the devs with a list of really simple changes to the profession which can best define the "vision".




Calculus_Entropy
Sat Jan 10, 2004 1:37 am
#141






CavemanGamer wrote:

The devs have already made it clear the that they have 38 professions to worry about.


We rangers have been redesigned once already... meanwhile, chefs and droid engineers and other have been begging for dev attention for 6 months.





BUT, we are coming up again in the cirlce of life. Who knows how hardcertain changes will be? If we don't ask, we certainly won't get any love from the devs.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
monkeysan
Sat Jan 10, 2004 10:43 am
#142

Ranger camouflage should at least be able to provide some level of masking of Jedi from Bounty Hunter tracking equipment.


NRaas
Sat Jan 10, 2004 2:14 pm
#143

"How about climb trees."


Woo wee... I have a suspicion the game system is not set up to handle doing something like that, and changing it would be a rather large undertaking.





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