Ranger Archive
Thread: Ranger Revamp: The Proposal
Felisconcolori wrote:
Dariane_Kamutsovy wrote:
Correct me if i'm wrong, but Ranger class is supposed to be a combat class?
If so, the current revamp is called a combat revamp?
Hence, Ranger should be considered.
It's only logical
Message Edited by Dariane_Kamutsovy on 01-20-2005 09:40 PM
This is ONLY my opinion, and I very well could be wrong, but..... IMHO, you're wrong. And here's why.
Ranger only grants a combat modifier of "creature to-hit" bonus. Further, Ranger derives from Scout, which has no combat abilities. Neither Scout nor Ranger gain any weapon certifications beyond basic CDEF and C12 grenades; all characters have these certs. (I don't count traps as "certifications"; they are useless against NPCs, and their usefulness against creatures is debatable.)
Further, all "elite" or "hybrid" combat classes include some or all of Marksman or Brawler. In this way, all combat derives from Marksman or Brawler. Without Marksman or Brawler, you cannot use any weapon with proficiency save for the CDEF (or C12 grenade, when you can find it). Similiarly, most (not all; most notably BE) crafting professions derive from Artisan. Scout seems to be a harvesting profession, along with Ranger (Scout Supersized). By itself, it is not capable of surviving long in combat. In fact, without Marksman or Brawler, you are up the creek with no paddle in most all combat situations. In this way, and because of its pedigree, a Ranger is NOT a combat profession in any significant way. Without a secondary profession, as a Ranger, you will die. Most horribly.
How do I know this? I am now a MBE-3324CH-MScout-0010Ranger. My only weapon is the CDEF, my pets, and some guildie provided C12s. Since adopting this spread of skills (for reasons and rational, PM me), I have been incapped 4 times tonight alone, and died once. I narrowly survived running from an Imperial inspection by green-con stormtroopers because I can burst-run around them in circles. Since dropping Pistoleer to pursue Ranger, I have seen the world anew, from a combat perspective. It looks a lot like it did almost two years ago, when I started this lovely world.
lol green-con stormtroopers
I was reading my original Primo game guide and I saw something interesting in the scout explaination: Rancher
(pqge 166 under master scout)
How about make milk a critical component in some of the high level food buffs for flavor or something like that, and allow master Rangers the option of creating pens (using our lots and requiring weekly repair skill. Foraging wood and vines to repair the fences. and having the animals' milk placed in a pen inventory.
Allowing perhaps a basic pen at master scout up to a fully automated pen at master ranger (kinda like the high tech camp)
Of course this would be cool, and allow the Master scout/Ranger the ability to "capture" a creature and place it in the inventory until he gets back to the pen.
Also, Gillie suits (for sniper/rifleman) scout/ranger specific backpacks (the kind that draps lower over the buttocks and gives you a bonus to your inventory space)
Traps wise, I would like to see a trip wire trap that removes the leg of a animal, making the creature unable to chase and eiaser to kill.
Harvesting: I would want 4 options:
hide
bone
meat
harvest all: giving me the ability to get 30% hide/30% bone/40% meat on an animal
Give the ranger the ability to make frontier armor. such as kinetic bone and hide armor without needing Artisan. With stats specifc to a rangers needs +maskscent/camo, ect.
And the ability to make a ranger specific hand wepaon, out of bone, like Wolverines claws perhaps, or a single horn/spur that would gouge and tear close quarter combat.
just some fun thoughts at 5 am!
The Corral
-edit- Decided to make it clearer what I meant by "this"
Message Edited by Sauth on 04-27-2005 05:04 AM
I still think we should get a revamp like the Image designers..
We just had a rebalance of professions but its the Rangers that got screwed royally.. meaning we are the only ones that need a novice master profession to continue...
Message Edited by Amoteiu on 05-02-2005 09:23 PM
Huntseeker wrote:
I totaly agree with Wildbill here Post on the CU forum Any lost of skill points just diminishes ranger as a proffession, however, what I would like to see our revamp come along quickly and it to benifit us more than it currently does.
Agreed.
So how about doing Ranger like they did Squad Leader? Keep Master Scout as a requirement, and put in General Mods as is done in Master Marksman (that help out those that stop at Master Scout too).
This would put Master Ranger up on par with other combat professions. Master Ranger would have:
MD 65; RD 85; RS 35; RA 85
Compare to Ranged professions (general mods only):
Pistoleer: MD 80; RD 85; RS 25; RA 105
Carbines: MD 60; RD 75; RS 20; RA 105
Rifleman: MD 35; RD 100; RS 20; RA 105
Message Edited by Jaeryk on 05-02-2005 03:03 PM
I was just thinking of an old idea that's comes up from time to time in the Ranger forum and I've put some thought into it and felt it deserved another look becouse it's such a neat idea ifdone right and can revive alot ofnerfed professions as well as plenty others.
What we need is arevamp of the environment and how it effects player characters. There should be environmental damage (an encumbrance to ones health which gets worse with time) applied to all player characters when they leave the safety of a city, structure, camp, or a group where there is a player with a high mitigation from the environment such as a Scout or Ranger. The environments of alien planets should be dangerous to players without outdoor skills and knowledge. The severity and speedthis encumbrancebuilds upshould depend on a number of things such as the players race, the planet, time of day, clothing worn, food and drink consumed. Scouts and Rangers should have environmental mitigation built into our professions, so Squadleaders and Bounty Huntes may benefit also. Players without Scout/Ranger in their templates will be able to work around the enviromentaldamage and/or mitigate against it in a numbers of ways such as;
Grouping with a player with aScout/Ranger Template. Scouts and Rangers should have perament enviromentaldamage mitigation built into our proffesions and this should giveenvironmentalbonuses to all players who are in a group with them.
Food and Drink. Scouts and Rangers can further mitigate against harsh environments buy consuming or trading foraged food and drinks which will give a temporary buff to improve encumbrance to enviromentaldamage. More potent food and drink can be purchased from a Chef.
Clothing/Armor.BE's and Tailors can makematerial andclothingthathas built inbonuses to environmentaldamage. Certain clothing articles like dance costumes and Speedos should never have bonuses from the environment. Armorsmiths can buy materials from BE's or Tailors to make armorlayers that give protection from the environment.
Vehicles and Mounts can be used while traveling to reduce the amount of time a player character needs to be outside in the wilderness. A completely non-protected character who is on a long trip with his vehicle/Mount will have to plan a route which takes him/her through some metro areas, or stop at camps or public buildingsto reduce their encumbrance and recharge their health. Vehicles and mounts may also be created to give bonuses to environmental health encumbrance.
Cities, Structures, and Camps. As stated above, Cities, Structures, and Campscan be used to remove oneshealth encumbrace after spending time in the wilderness. Large Metro areas willreduce this encumbrance the fastest, maybe as fast as a minute and the basic camp kit willdo itthe slowest.
A Dancer or Musician walking from Bestine to their next gig in Wayfar in the mid-day Tatoonian sun while wearing bikinis and speedos should be encapped before they reach Wayfar, and unless someone with outdoor skills, clothing, food happens across them before their second encap, they'll arrive at Wayfar via the clonning chamber. Non-scout/Rangers will have to bring food, drink, protective clotihing, and maybe a speeder if they intend to make that journey.
Long duration hunting partieswill most likely need to bring a Master Scout or Ranger along as clothing, food and drink might not be enough to reduce the speed the encumbrance builds on them. Scout/Ranger group environmental bonuses, camps and foraged goods will save the day.
Scouts and Rangers will be affected by the environment too, but these professions are more resistant due to their training. Scouts and Rangers can stay out for longer periods then any other profession becouse we can simply put up a camp and forage for our own food and drink to reduce our encumbrance (although less effective than going back into town). A Master Ranger without any bonuses except what is given through his profession should be able to competely eliminate his/her environmental encumbrance by simply eating a foraged food or drink item every hour or so.