Ranger Archive

Thread: Ranger Revamp: FAQ

Jrileydag
Tue Sep 27, 2005 11:33 am
#170






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)...









I currently have a complete crafting droid with all the crafting station modules, the private crafting module and a sotrage module. I used to use this fella when I was a master artisan, now I use him to experiment on the number of uses on a camo kit or to create a schem for an equipment factory to make crates of camo kits or traps.





Atetsiohi Edeu
Elder Ranger
The Wandering Druid of Chilastra

-JungleKing-
Tue Sep 27, 2005 2:03 pm
#171


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.



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Edge-of-Darkness
Thu Sep 29, 2005 11:58 am
#172

Like a Cloaked Jedi: Will camoflaged Rangers be invisible? And will we be able to move while in this state?



Renidaz Drethon-Naritus
-{Mandalorian, Pistoleer, Bounty Hunter}-
(ggg[[[[[[[[[[ggggl[gggggggggggggggggggggg)
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I kill people that wear those5

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Dyrwen
Thu Sep 29, 2005 5:25 pm
#173



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.




000000000000000000Dyrwen Sy-X
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Imperial Master Ranger.
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Rolfie
Fri Sep 30, 2005 4:40 am
#174

Some very nice questions. Can we get an answer?





Rolfie Master Ranger, Bantha Poo FTW

Edge-of-Darkness
Fri Sep 30, 2005 6:28 am
#175






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.





k, just wanted to be sure



Renidaz Drethon-Naritus
-{Mandalorian, Pistoleer, Bounty Hunter}-
(ggg[[[[[[[[[[ggggl[gggggggggggggggggggggg)
5
I kill people that wear those5

"Always a pleasure to meet a Jedi"

link to the page where I made my sigature
(OBS!! Professional clicky maker, hook me up if you need a clicky done)

BioEngine
Fri Sep 30, 2005 7:22 am
#176






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




Now, I'm no 1337 d00d, but do those strings actually stand for something?




Account active 'till November 10th, contact me on forum name:
Stamina
AragornSoS
Fri Sep 30, 2005 12:18 pm
#177

Here's some stuff I think we all need to see answers to - not sure if you want to add 'em Owen or what...:



  1. What are the actual Ranger pre-reqs at this time?

  2. 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...

  3. 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?

  4. If we are in fact moving from an elite to a hybrid class, what combat specials can we expect to see?

  5. 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.

  6. If the answer to #4 is "Traps are your specials"... why are they limited to humanoid only and "wilderness" only?

  7. 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)

  8. 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.

  9. 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...?)





Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
Dyrwen
Fri Sep 30, 2005 5:00 pm
#178

Placeholders.

(probably)




000000000000000000Dyrwen Sy-X
000000000000000000
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0
Imperial Master Ranger.
000000000000000000Meat Manager
000000000000000000Hide Heretic.
000000000000000000Bone Busybody.
000000000000000000
00000000000000000
0General PAC Man
000000000000000000Penny Arcade Clan
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AragornSoS
Mon Oct 03, 2005 10:33 am
#179

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:

  1. What are the actual Ranger pre-reqs at this time?
  2. 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...
  3. 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?
  4. If we are in fact moving from an elite to a hybrid class, what combat specials can we expect to see?
  5. 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.
  6. If the answer to #4 is "Traps are your specials"... why are they limited to humanoid only and "wilderness" only?
  7. 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)
  8. 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.

  9. 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.





Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
Rolfie
Mon Oct 03, 2005 10:46 am
#180

Ah a glimmer of hope starts to shine through 6&7 very nice.





Rolfie Master Ranger, Bantha Poo FTW

Owen-Lars
Mon Oct 03, 2005 10:56 am
#181

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.





THORTAC BALCOR
The Lost Ranger
RANGER
AragornSoS
Mon Oct 03, 2005 11:05 am
#182

Yup. The fact that they are still in development / working on it is, IMHO, good news for us. It means it's not set in stone, and hopefully they're taking a good luck at the discussions here as well as some of the ideas thrown their way on the main discussion thread.


I also have to wonder if them making traps able to hit anything might be a precursor to making Trapping vs Exploration one of our necessary lines... who knows, speculation FTW!



Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
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