Ranger Archive
Thread: Ranger Revamp: FAQ
AragornSoS wrote:
Of course, that does raise a new wrinkle for camo and trap crafting....
if the only way we can really control things like # of charges in a camo kit, or change things like fuse timer length, HEP battery life vs effectiveness, etc is thru crafting with experimentation...
and we CURRENTLY have the camps with built in crafting stations so we can craft w/experimentation on the fly...
and we're losing those camps as they all drop down to Scout (and maybe Master Scout for the HTFB)...
Rangers better start looking into what you can get in a combatdroid with crafting modules installed (or a harvest / crafting, trapping / crafting, whatever) !!!
Look, still some cool stuff for DEs. I imagine that it'll be close to a requirement for a Ranger to have a crafting droid they can pop out in the field, to be able to build the best HEP, camo and traps possible... If a DE wanted to be really smart and really making a killing, I'd think figuring out a "Ranger Special" droid would be a way to go, since it seems like lots of folks will be taking up Ranger. Maybe an Advance Probot w/enough combat skills to be a CL30, decent armor and attack, and whatever crafting modules are required to get a higher end crafting station in there (if possible)...
Calculus_Entropy wrote:
From Helios, on the Corr forum:
"Currently, all Ranger schematics are granted within the Ranger tree and for the most part only require simple resources using only OQ for all attributes. This was done so that the Ranger could be self sufficient and easily create the equipment that they will need to replenish constantly since everything is consumeable. It wasn't meant to be a full-fledged crafting profession, but because our Rangers are supposed to be more or less self-sufficient covert operation units they should also have the ability to manufacture their own equipment in the field."
Thanks Calc, its good to know it.
Edge-of-Darkness wrote:
Like a Cloaked Jedi: Will camoflaged Rangers be invisible? And will we be able to move while in this state?
Pretty sure it said we can move at master. Will will most likely be invisible, since I doubt they're going to turn us into a tree or rock, with this new system and all.
Dyrwen wrote:
Edge-of-Darkness wrote:
Like a Cloaked Jedi: Will camoflaged Rangers be invisible? And will we be able to move while in this state?
Pretty sure it said we can move at master. Will will most likely be invisible, since I doubt they're going to turn us into a tree or rock, with this new system and all.
Owen-Lars wrote:
Trapping & Devices
fghg
Counter-Measures
sdfs
Skill Tiers:
Traps
jkljhk
Camps
jhkhkjh
Stealth/Camo
ghjdg
Hunting
ghjf
Ill update as we go along and add more areas when/if needed.
Message Edited by Owen-Lars on 09-17-2005 09:45 PM
Here's some stuff I think we all need to see answers to - not sure if you want to add 'em Owen or what...:
- What are the actual Ranger pre-reqs at this time?
- What kind of experience will be used to level Ranger? If Carbines, why not model Ranger after BH or SL, where the pre-req could be 1 line of Scout (Trapping IV or Hunting IV) and Ranged Support IV from Marksman, but the actual Ranger boxes require Carbines XP. The precedent is in the game already, without needing to artifically gimp the class by limiting any possible diversity in template...
- If Explore IV / Carbines IV, why? What justification is there for hampering rangers so severely and forcing a respec scenario for the majority of Rangers in the game, as well as forcing essentially 1 or 2 "FoTM" type templates for Ranger as the only viable Ranger templates?
- If we are in fact moving from an elite to a hybrid class, what combat specials can we expect to see?
- If we aren't getting any combat specials... why? Every other hybrid gains useful specials in combat - either weapons specials, group buff specials, or "weapon specials" in the case of commandos (where the weapons themselves are considered the "specials")? ESPECIALLY if we're tied to a specific weapon line in marksman for a pre-req, and ESPECIALLY if our traps will not work against creatures nor will they work in or near cities or buildings (harvester fields were mentioned at one point), we should see some skills, mods, whatever in Ranger that somehow relate to needing that specific weapon for a requirement.
- If the answer to #4 is "Traps are your specials"... why are they limited to humanoid only and "wilderness" only?
- Why are traps not able to be used against creatures? This is simply continuing the same broken issue that Ranger struggles with currently (seeing the few weapons / skills we have severly gimped or completely non-functional depending on what we're fighting)
- Why are the only weapon we currently get (traps) limited as to where they can be placed and used? No other combat profession in the game is limited and unable to use thier weapons in a city, why should Rangers be? If it's a matter of reuse of the same code that allows or prevents you from building camps etc too close to another structure, then I'd propose that:
- the restrictions on that be reduced/removed OR
- rangers need to be granted actual specials that work with normal ranged weapons, as there are planets where you can literally go from 1 side of the planet to the other and almost never leave a city (NPC or player), meaning that there are HUGE areas in game where our only weapons and skills will be absolutely useless.
- Will there be a respec granted for all Rangers if the reqs remain Explore IV/Carbine IV (I'm actually not a fan of respecs at all, but think it would be MASSIVELY unfair to change the profession so much and NOT allow melee or doc Rangers to respec to a more beneficial template)?
Thanks for answering (hoping one of you does - Helios...?)
This just in from the official discussion thread, per Tiggs... good news on traps at least, looks like our traps will work on everything. I wonder if they are making the same for Scout, or if it will be Ranger only traps that work on everything...
Oh yeah, this is TWO posts now that I've gotten a Tiggs reply to. First was a reply to the discussion and speculation caused by my asking "so does the Master Ranger harvest bonus apply to me too as a Master Ranger?" a while back. ![]()
AragornSoS wrote:
Now that we've had a few days to stew and debate on several things, here's some stuff I think we all need to see answers to at this point:
- What are the actual Ranger pre-reqs at this time?
- What kind of experience will be used to level Ranger? If Carbines, why not model Ranger after BH or SL, where the pre-req could be 1 line of Scout (Trapping IV or Hunting IV) and Ranged Support IV from Marksman, but the actual Ranger boxes require Carbines XP. The precedent is in the game already, without needing to artifically gimp the class by limiting any possible diversity in template...
- If Explore IV / Carbines IV, why? What justification is there for hampering rangers so severely and forcing a respec scenario for the majority of Rangers in the game, as well as forcing essentially 1 or 2 "FoTM" type templates for Ranger as the only viable Ranger templates?
- If we are in fact moving from an elite to a hybrid class, what combat specials can we expect to see?
- If we aren't getting any combat specials... why? Every other hybrid gains useful specials in combat - either weapons specials, group buff specials, or "weapon specials" in the case of commandos (where the weapons themselves are considered the "specials")? ESPECIALLY if we're tied to a specific weapon line in marksman for a pre-req, and ESPECIALLY if our traps will not work against creatures nor will they work in or near cities or buildings (harvester fields were mentioned at one point), we should see some skills, mods, whatever in Ranger that somehow relate to needing that specific weapon for a requirement.
- If the answer to #4 is "Traps are your specials"... why are they limited to humanoid only and "wilderness" only?
- Why are traps not able to be used against creatures? This is simply continuing the same broken issue that Ranger struggles with currently (seeing the few weapons / skills we have severly gimped or completely non-functional depending on what we're fighting)
- Why are the only weapon we currently get (traps) limited as to where they can be placed and used? No other combat profession in the game is limited and unable to use thier weapons in a city, why should Rangers be? If it's a matter of reuse of the same code that allows or prevents you from building camps etc too close to another structure, then I'd propose that:
- the restrictions on that be reduced/removed OR
- rangers need to be granted actual specials that work with normal ranged weapons, as there are planets where you can literally go from 1 side of the planet to the other and almost never leave a city (NPC or player), meaning that there are HUGE areas in game where our only weapons and skills will be absolutely useless.
- Will there be a respec granted for all Rangers if the reqs remain Explore IV/Carbine IV (I'm actually not a fan of respecs at all, but think it would be MASSIVELY unfair to change the profession so much and NOT allow melee or doc Rangers to respec to a more beneficial template)?
Thanks for answering (hoping one of you does - Helios...?)
#1-5,8 and 9 Still being developed
6 & 7After player feedback and playtesting, we found that having traps only work on humanoids was too limiting and so now traps damage anything you could normally attack.
Im actually more excited about the rest are still being considered and in development ![]()
Im incredibly happy that traps can now work on anything but to be honest, i didnt have the slightest bit of doubt that this change wouldnt happen as soon as they or we tested the revamp.
Lets hope the pre-reqs get address and changed to something reasonable.