Ranger Archive
Thread: Ranger Revamp: The Proposal
My own dream:
- The creature repel on high-end camps will work.
- High Tech Field Bases will come with working garage facilities. Hey, if we can come up with two crafting stations out of twigs and berries, why can't we fix our bikes with few rocks? ![]()
- Traps will work on NPCs.
- All traps will be as functional as any other class' states, with at least one trap being top in the game for that state.
- Ranger camo and ONLY Ranger camo will render the Ranger/target invisible from PCs. Maybe even it's a Ranger-only skill. Novice Ranger has a short-lived, walk-speed only camo, which scales up with skill until Master Rangers can move at run speed with an unbreakable 5-minute camo, or breakable 10-minute camo.
- A solo Ranger will no longer be outharvested in units per hour by a Novice Scout with massive combat skills.
- We get a weapon and some defense mods.
Some interesting things so far, and several of them appearing over and over. Some of them I've been yelling and cussing about since Aug or Sept '03. The biggest thing for Scout or Ranger right now isnt really the lack of defenses, it's the apalling lack of areas where camps may be built. I think this needs to be changed so that camps may be placed ANYWHERE. Let's face it, if I wanted to, I could go set up a camp in my backyard, it doesnt matter if its near my house. It should NOT matter what is nearby, it should be built instantly. Period!!! Here's my ideas;
1. Ranger Traps; These traps can affect both creatures and humanoids. They may poison, snare, knock down, disarm, blind etc.
2. Ground Traps; Stationary traps that are "set and forget" like they have in so many other games. They may be pits, snares, explosive mines, or tranq darts.
3. Repellant; By mimicking such creatures as the merek and arachnoid, the Ranger is able to make a device which sprays painful singing venom in all directions, repelling all attackers. These repelled creatures, NPC's or players, go gray to the ranger while they are unable to respond, so they cant be attacked. You see, there's this guy called a "mail man", and he has this thing called a "can of mace"... just thought I would... throw that in there...
4. Ranger Weapons; At novice, the ranger can make a simple bow, then later on; a slingshot, crossbow, muzzleloader, and repeating rifle. There will also be other improvised weapons.
5. Ranger Schematics not useable; All Ranger items can NOT be made in a factory, they must all be made by hand, and require NO factory-run parts.
6. Tree Stand, Hunting Blind, and Advanced Hunting Blind; The Ranger builds a platform up in a tree, from which he may attack creatures without being harmed by melee attacks. The Ranger sustains a powerful damage bonus when in his stand, often killing his prey in one shot. The Hunting Blind is placed on the ground, and up to three players may get inside it. From the blind the players may shoot at creatures with a high camouflage bonus, perhaps avoiding detection completely. Even if detected, the creatures must tear through the blind to get to the hunters inside. The blind would have about 3000 hit points and variable armor depending upon resources used. The Advanced Hunting Blind is basically a field base draped in camo netting with wooden barricades all around, and 6 stands inside it. Up to 8 players ( a full group) can be in it, but only 6 may shoot from stands. There are also 4 turrets, one at each corner, which the Ranger may load with an actual weapon. For each player in a stand, one of the turrets goes away, returning the wepon to the ranger's inventory. There is a camo bonus, but not as much as the tree stand or 3 man blind. The Adv. huting Blind has 15000 hit points and 90% armor, so it will last a long time, and is a permanent structure taking up 1 personal lot.
7. "Forage" from Scout becomes "Rummage" for Ranger; Lets face it, "While the Scout may have been comfortable in the wild, the Ranger flourishes... Cities prove too confining for Rangers... (who) eventually choose to spend less and less time inside cities." Rangers are anti-social. We're talking about the Una-bomber here, and those homeless people you see downtown at night. Somehow, they are able to survive, day after day, even thrive, without having to work at a job. They improvise. Rangers are homeless guys, but they don't have to be bums, they can be more like "pioneers", or "hillbillies". Rangers should be able to rummage through all those random piles of junk you see in the NPC cities, and perhaps even around player owned structures, causing garbage containers to spawn. if the people in that house are rich, they have good stuff in the trash. The Ranger finds good refuse, and uses it to make neat stuff! Also, those random-spawn camps where they have dressers and boxes and stuff should be searchable.
Rangers should be able to "Beat Open" locked containers.
8. Wilderness Cabin; The Ranger has assembled enough foraged and rummaged materiels to build a wooden cabin which is placed just like a house.
9. Home Remedies; Mountain Medicine, the Ranger is able to concoct cures for wounds, poisons and disease. Are you ready for the invasion of the Snake-Oil men? hehehe
10. Iron Stove; The Ranger is able to make and place a cast iron stove in his cabin, with which he may make foods that give temporary buffs to various abilities, including (gasp!) Force Resistance. If anyone other than a Ranger consumes these foods and liquors, he has a 50/50 chance of having a bad sickness that can last a few hours.
11. Ranger Spear; The Ranger has watched primitive natives, and has learned from them, and can make a spear (yes, a polearm), which only a Ranger can make and use. He gets a powerful attack which is called "Impale", which pins a target to the ground, stopping combat. The Ranger may choose to sacrifice the weapon and flee, (the spear disappearing after 3 minutes), or heal up and withdraw the weapon, at which time the target becomes attackable again. In many other games, where there is a class called "Ranger", they are proficient with polearms, and may "Impale" with them.
12. Group Penalty; Solo, the Master Ranger has +110 melee def, +110 Ranged def (plus any mods from other profs), but in a group, for each member, he suffers a -10% penalty to defense, due to his being basically anti-social, and uncomfortable around other people. Also, the Ranger gains battle fatigue 20% faster when in a group. Other Rangers only produce a 1% defense penalty.
13. Big City Blues; This debuff causes a Ranger to suffer a flat -10% defense and accuracy penalty when in a municipal zone or city, as well as getting the "blues", accumulating battle fatigue of about 20 per hour. A Ranger in a cantina might be a constant source of Xp for Entertainers, but eventually he'll want to leave.
14. Ranger Armor; The Ranger is able to make improvised armor from foraged, harvested and rummaged resources and materiels. It doesnt last as long as commercially produced armors, but offers great kinetic protection by directly using creature armor principles. Only craftable and wearable by Rangers.
15. Ranger Mount; A Ranger can tame any mountable creature in the wild, removing it's combat abilities, and reducing it to level 0. In all other ways, it will remain a loyal "pet" as long as it is fed. Bordoks would be an excellent choice for this. Of course, "breaking a bronc" is never easy lol. Yeah, I mean full grown, go out and grab one. No more bikes, and having to go to them smelly garages heh heh.
16. Improved Foraging; Rangers should be able to forage in a way that is much more specific, and, for certain things, should be a sure find, like wood when there's trees all around, or dirt for making bricks or something. Much more like surveying and sampling.
17. Tracking; Being able to track players needs to be changed. The only thing a Ranger should be able to tell is if the player is male or female, and maybe species. If the player is in the Ranger's group, then thier name will show up.
18. Native Guide; By associating with the natives, a Ranger learns to communicate and even trade with them for goods unique to that group or tribe. The Ranger and any group-mates enjoy a faction bonus toward that group or tribe, prehaps preventing attacks for trespassing. Basically, the Ranger would have to use a camo kit, and go up to the Mokks (or who ever) and try talking to them (almost like milking creatures) from the radial menu. After talking to them a few times, you can trade with them. They may ask for certain things, and if you give it to them, you become a Trader with that tribe. It would be cool if your group-mates had to put thier weapons away for it to apply lol. Of all these things, this one has the most potential for RPG content. I can see Ranger-only Janta quests, and maybe new languages in the game, maybe more of a function for languages, where non-Rangers have to really work at it, maybe even buying a Guide Book from a Ranger and studying it for days and days.
19. Trading Post; The Ranger can build and place a Trading Post not less than 3000m from NPC cities (Coronet, Kor Vella, etc). While placed, and the Ranger is online, Trading Posts show up on the CTRL V planetary map due to the satellites spotting them from orbit. The Ranger must remain within 200m of the Trading Post structure or it will "close up shop". The Ranger can adjust the sign, and store up to 50 items in a rack which works like a vendor. All purchases from the Trading Post go into the Ranger's pocket as cash, not to any darn bank! A Ranger should consider building a Trading Post right next to his Wilderness Cabin so he can go back and forth to fetch hides and meat to sell. And Moonshine, lots and lots of Moonshine. But don't tell the stormtroopers over there. lol.
20. Anti-Everybody TEF (Feudin'); Yes, you read that right. The Ranger can name a player, and set his own faction against them, up to -5000. Kinda like guilds declaring war. The Ranger should be able to place, within 200m of his Wilderness Cabin, invisible traps that can be set off by players of negative faction (feudin'). Also, be polite when you go up to the ol' Rangers Tradin' Post, because when your on his property, he can shoot ye. An' go t' feudin'. But only if you got yer weapon out. Hey, the old guy's kinda crazy, but he's got that awesome 999 avian meat for sale, whattaya gonna do?
Basically, my ideas for Ranger are to truly make them self-sufficient, but not in any way that really benefits anybody else. With my ideas, they got it all, ranged, melee, opening locked stuff, making everything they need, healing, foods, armor,traps, poisons, etc. They have a way to make money like a merchant, but in a much more primitive way. They can go to war (feudin') like a guild. They can defend themselves against Jedi with thier folk foods. They can get mounts for transportation. They can make thier own housing (even if the roof leaks) and serve as guides in dangerous territory, taking the city folk out on a serious hunt. There is also incentive for Ranger players to avoid being around other players and in places where they might be. As far as I can remember, Master Rangers have always been rare birds, these days more rare than Jedi by a lot. I'd like to see the day come around again when people gasp in astonishment to see the crazy Ranger come down from the mountains, and kinda... stay away from him in the cantina.
BioEngine wrote:
FYI,the response that Devs would give about increasing our tracking range past 500 meters is this:
"The client cannot determine what is in that range, because only a certain area around the avatar will be given as information to the client. This is to prevent massive lag, or server latency, as a result of processing objects and coding outside of a necessary area."
Sounds familar - just like the response to our stealth proposal! Maybe Riflemen will get tracking too, sometime soon!
To justify the skill points Rangers need the following in a post CU world
Enough Weapon / Specials / Damage / Defense modifiers to be 1/2 as good as a second combat prof. Think of it this way. A Master Rifle is lvl 54, should be able to take out a lvl 54 creature. Now, this dude is also a master ranger. What combat skills has he added, what defense modifiers has he added, what weapons speed has he added to allow him to solo a lvl 79 creature? So Some should be added to this.
A master Ranger / Master Weapon, has no skills left to pick up a healing skill. I think they should have some mid-range Healing. These skills could be left to only work outside of combat. Maybe even a rez if combined with a tent or a bot or something to keep the hunting party intact.
A Master Ranger should be able to help in PVP. I like the faction base w/ recruiter. I also think a destroyable field base w/ turret, npc spawns, or defensive bonuses. The best pvp group should have 2 jedi, Master Doc / Master Rifle, Master CM / Master Carb, 2 double combat masters, a Squad Leader, and a Master Ranger. There should be some sort of magic when a well balanced group comes together that makes it very difficult to lose.
eclipse.Phat'Cohiba
Camps =
Ok here is an Idea make it when you goto a city and stay for say10 minutes you recieve an extra 1000 points to your ham because you are rested and entertained ..... Now if your in the wild you can do the same thing with a camp for say like 2 minutes and it lasts for say like 20 minutes ...... this will ensure that camps are used on a regular basis in solo and in groups.....
Considering there's that whole "inspiration" thing going on from entertainers nowadays anyway, I can't see why a buff to health would hurt our chances out there. As long as it's a Ranger-only camp buff, not Scout, then I think I'd be in full support of it.
Foraging Revamp:
The focus that I would like to see forage headed in is to support traps and camps with new items that can either be optional or required components or powerups. I would also like to see foraging linked to Ranger and Scout only quests, to be discussed later.
- New Items:
- Scrap Metal, perhaps an item that could increase the damage of some traps?
- Foraged Stones, to throw at things (further below in the creature knowledge section.)
- Animal Teeth, same thing with damage increase, but possibly a wounding ability
- Animal Horns, knockdown effect? They could be quite heavy hehe.
- Resilient Bark, increasing the range of a few traps, as it is lighter than bone?
- Poisonous Residue, increase the amount of damage or grant a poison-duration effect on a trap?
- Alterations:
- Increase the stack size of foraged fish bait with the increase of the foraging modifier.
- Addalootableschematic, that can only be crafted by a Novice Chef, that can combine two foraged items into a single edible item. This item (which should be a bowl orperhapsa modification of the already-existant Cooking utensils schematic) would have the sum of both foraged items' enhancement bonusesand last for 20 minutes, with a filling of 15. The way it could work is adding an item like a Bowl or something, with a storage space of 2, that acts like a viewscreen printer or a datadisk repair kit. You deposit the first forageable item, then the second, and when the second is deposited into the container they are combined into a finished item deposited in the player's inventory. The bowl is not destroyed inthe process, though. This item should not have any bonus above 100, so it does not necessarily have the potential to directly compete with Chefs, Doctors or Smugglers, but it might need to be tweaked a bit. This is only necessary if foraged item stacking, as stated above, is not possible. I find this method would be more appealing, though.
Creature Knowledge Revamp:
- Basic Changes
- Restore creature knowledge to it's original information display.
- Add features of Creature Knowledge information: Whether or not it is able to be trained as a mount, Every resource that the creature yields (some creatures I see only yield Avian meat according to the /examine info, and yes this was pre-CU, but they still were able to be harvested for Avian Bones,) whether or not they are within a radius of assist to another creature, what the regeneration rates of a creature are, and what the creature's landspeed is.
- Application Alterations
- Allow Creature Knowledge to add to the To-Hit bonus against creatures, and allow the creature to-hit bonus to apply with all attacks, not just the "Default" ones.
- Allow Creature Knowledge to provide a percentile bonus to avoiding a death-blow from creatures. Not a triple-incap, mind you, and this should not cap at 100% at Master.
- Allow Creature Knowledge to apply a bonus to creature milking and egg harvesting, if it "won't fly" as a result of creature harvesting.
- /Rescue becomes Animal Manipulation
- Box One: [Flush Out] If you have foraged stones in your inventory, this ability allows you to frighten small creatures, in a cone area in front of the user at a maximum range of 35 meters. This is meant to only affect "small" type creatures. This type is stated after harvesting a creature, in case it is an unfamiliar term to you. It is intended to split up a group of creatures, without initiating combat, to allow people to "pull" them individually and split up the creatures from their "area of assist."
- Box Two: [Feign Weakness] Attracts aggresiveness of creatures engaged in combat with the target player. This ability can also be used against a target creature, causing them to stalk the user but without initiating combat after a period of time longer than normal (and yes, they do attack after stalking for a while. I think that these are the creatures that might be insta-breaking our camo and mask scent.
- Box Three: [Frighten] This ability causes a non-=aggressive creature of medium or smaller size to run from the user. This enables a group to attack targets one at a time, and also causes a cone-area in which creatures affected will retreat from combat. Only creatures lower than the user's CL are affected (But I think a different type of check should be used. I am open to suggestions.)
- Box Four: [Challenge the Pack Leader] One creature every 30 minutes may be challenged. This ability enables the Rangfer to enter into combat with a target creature, and prevents nearby creatures of the same species from initiating combat with the Ranger until the fight is finished with the creature targeted by this ability.
Tracking Revamp:
- Basic Changes
- Fix the separating function of /areatrack.
- remove shuttleports from /areatrack information, as everyone can find a shuttleport.
- Correct the issue of NPCs on Kashyyyk that render as unattackable (specifically Etyyy) not appearing on the radar or under /areatrack.
- Display the results in an alphabetical order already!
- Allow tracking on mounts and vehicles, but only while they are not moving.
- Usefulness Enhancements
- Because the radar interfaceall but replaced /areatrack within 250 meters, because the radar can zoom out and the information can be displayed if you hover the pointer over the radar dot, we either need to be able to track over a farther distance, or the radar needs to be restricted. This skill does not need to be an extension of the basic user interface.
- Reveal Factional Bases under /areatrack person information, not including the added structures on them including the turrets.
- The /areatrack interface needs to show groups of creatures, separated somehow, so that the Ranger can determine how large of a group they are going to encounter.
- Note on the /areatrack results which characters are concealed, if characters using force cloak or cover are included.
Trapping Revamp:
- Basic Changes
- Restore traps to their proper function.
- Show the damage, range, proficiency, effect, and speed of traps on the trap itself. No more flavor text!
- Show trapping modifier of user on the traps.
- Because all but 2 traps in SWG can be found in the Scout trees, I believe we need more traps or more options during trap making.
- Add a Trap throwing speed modifier to the Trapping skill tree, which would allow a 1.5 to 2.0 second throw speed at Master or Trapping 4, whichever is more acceptable.
- Crafting Changes
- Allow experimentation on status effect duration, speed of fire, and quantity.
- Allow the crafting stage to have optional components for the above proposed foragable items.
- Allow a module and item to enable certain traps to be able to apply on NPC's instead of creatures, which should be the default target for traps in this system (creatures, that is.)
- Allow the +13 experimentation points at Master Ranger for traps, +6 at Master Scout, +4 at Trapping 4 of Scout, and +0 at novice scout. Resource quality should count for traps, but the important stats should be Decay Resistance and Potential Energy, averaged together to equal the percentage on the resource quality indicator bar.
- Give bonus to craft experimentation while in a HTFB, even if the station already has a bonus via an implanted crafting station through the modular system. This should be a bonus of +15, in addition to the station's existing modifier, and would hopefully work only on Scout / Ranger items to prevent exploitation of any sort.
Allow this list of already existant objects to be optional components in the modular design of trapping[Actually, it would be better to leave point #2 as it is without expanding. I will probably have another thread to detail what components already in existence can be used for.- In light of #4 under "Basic Fixes,"I suggest a "generic" trap schematic for both ground and thrown placement be made available to a Novice Ranger. This schematic would be molded into the Ranger's ideal trap, using the optional components, reasonable resource requirements as the base needs for each template individually, and to be able to experiment on the abilities that each component lends to the trap itself. (For example, I use Rancor Bile in this template, so I will be able to experiment on the strength or duration of the poison during that stage of crafting.)
Camoflauge / ConcealmentRevamp:
- Basic Changes
- Restore it to it's intended usefulness.
- Do not break on creatures that would not attack someone without camoflauge!!!!!
- Make the Camoflauge and Mask Scent modifier a percentage, because Owen has not received whether or not this is already the method used to determine the efficiency of camo or mask scent as of yet.
- Necessary Alterations
- Box Two of the Camoflauge tree: Ifa creature attacks a concealed Ranger, as long as the camoflauge is still active, the creature should have a significant debuff in it's melee and ranged accuracy, but more ranged than melee as they should be able to smell us / hear us when we are close to them.
- Make it work on creatures at least 10 levels above ours.
- Give us the possibiliy to achieve radar and visual concealment (as the Jedi have with their force cloak.)
- Addition: Fog of War
- This ability can only be used outside of an NPC city. It can be used in a player city or the wilderness.
- When a Ranger has camoflauged every member of their group, if they are still within the group they can activate an ability via radar scrambler (crafted by droidsmiths of course) that removes his group members from the radar of their enemies, and / or their own group members (I would prefer this to hide the radar blips from enemies, but if the Devs don't think it could work like this and still be efficient then I will accept the alternative.)
- This would give us usefulness in the GCW, of course, but it would also make us a necessary group member! This ability would not work on anyone within 15-25 meters of the player(s) in the group, and this ability could only be used if the Ranger is in the same group and has personally camoflauged their group members.
- As soon as a group member steps within said distance of any creature / npc / player, their radar signal would return to the radar of the person who uncovered them, and if the uncoverer initiates an attack the group member's radar signal is completely visable.
Creature Harvesting / Looting:
- Harvesting
- Allow a harvesting bonus to increase the stack size of fish, fish chum, mollusks and crustaceans harvested.
- Allow Ranger Harvesting to increase the stack size of eggs taken from a lair.
- Alter the creature AI to have a check versus concealment if someone is taking eggs from a lair, but only if they restore the mask scent and camoflauge abilities to their intended level of usefulness.
- Allow Ranger Harvesting to increase the amount of milk taken from a creature.
- Looting
- Allow Harvesting Bonuses to apply to looting components from creatures. Not the stats of the items, but the chance of looting one and / or the size of the stack.
- Allow Creature Knowledge to reveal what items can be looted from a creature, not what items will be looted from a creatuer (as that is impossible.)
- Add items, similar to those found on Kashyyykian creatures, that serve as optional components to our traps, camps and camoflauge.
Ranger / Scout specific Quests:
- Kashyyyk Quests for Rangers and Scouts to obtain schematics for the furniture of Wookie Civilizations. This is only for eye-candy.
- Chairs
- Tables
- Containers? (Backpacks, possibly)
- War Masks / Paint? (Paint could be applied by an Image Designer for additional Skin tatoos.)
- Camp fire appearance module for camps, assuming we get our module approach.
- Clothing? Perhaps we could obtain a schematic to give to artisans so that they can make new Wookie garments, or maybe they could be an animal hide cloak.
- Kashyyykian Rodian Hunters - The purpose of these quests is to appeal to any sense of overpowering our profession that the Devs might have by just "giving" these abilities to us, even though TH and Holocron fully support the Outdoorsman proposal.
- Quest for a series of ground-placeable trap schematics that can be traded, and the quest can be redone. Once the schematic is learned (and can only be learned by a Master Scout,) it is a permanent schematic. The trapping experimentation modifiers for this trap should be contained within the Ranger tree of trapping, but allowa +10 to it's experimentationat Master Scout.
- Permanent schematic for Rodian Hunter Camp Kit (with that cool stretched animal bone / hide combo as the roof!)
- Learn the secret of modular camps? If they don't want us to have modular camps as a basic skill revamp, then maybe they would give it as a quest? Tradable schematic, Master Ranger required to learn it, can only be crated in groups of 10 (this is subject to popular opinion and discussions / alterations as well.)
Animal Calls (Ranger and CH, perhaps Master Scout. This is not final, and is certainly open to discussion or suggestions.) [Revisions on this are still being considered. I will update it when I have completed the revisions.]
Dathomir - Predator-mimicry: A Nightsister asks you to kill a creature which has actually beentaking the lives of their precious Rancors. Kill it, and return with its tooth to receive the predator call, which will repel creatures outside of combat or cause them to retreatfrom combat. Retreat is new to me, but I believe I have never successfully damaged a retreating creature / npc yet.Naboo - Prey-mimicry: A Gungan Kaadu-tamer asks you to kill the Plain Tusk Cats that claim the lives of their Kaadus. The Prey-Mimicry animal call would attract creatures, but cause them to initiate an attack against you if they successfully break your camoflauge or mask scent. In combat, it would act as /rescue, drawing creatures off of the players near you though instead of one player. It is also an option to have this effect only one creature, or act as a true rescue and apply to all creatures attacking the target player.Endor - Companion Mimicry: The Ewok elder which you get this mission from will ask for you to milk an aggressive creature, which spawns as an enhanced or altered version of a creature already present. Return the milk to receive the animal call. It serves as a boost to camoflauge / mask scent success while remaining in close proximity to creatures in the area you used the animal call, and allows a higher yield of milk when obtaining it from a creature.There is a warm-up timer of 5 seconds, and a cool down of 15 seconds. The companion call cannot be used in combat, but the Predator and Prey calls can be used in both combat and out of combat. The buff timer should be 10 to 15 minutes for some of these calls.It must be equipped to use.- This has been reconsolidated into the creature knowledge section.
Camping Revamp (And the survival aspects of the survival tree):
- Cloaking
- Droidsmith-crafter parts, to the equivalent of a radar-scrambler.
- Ranger-made "shrubbed" enclosement. Basically, it would replace a fencing around the camp with dense bushes.
- Crafting
- Architect-made crafting station module, able to house any crafting station. Why we were assumed to know how to create a Weapon / Droid / General or Food / Chemical crafting station, I'll never know.
- Architect-made factory station, to combine our already-made traps and camp kits into a single crate, with the numerical limitations that they already have when we create factory schematics to produce our own crates. This is similar to a recycler, in that we drag the items onto the station within our camp, and it would have an output hopper that would contain the crate of items we had just deposited.
- Eye-Candy and Main Components
- Chair module
- Table module
- Roof module
- Technical module (crafting)
- Concealment module (2 of othem)
- Creature-repulsion module!
- Camp Light source module
- Display Module (either strung-up fish or a stretched hide)
- tent module
This is crafted into a single kit, and when the camp is disbanded it is reforemd into a kit in the owner's inventory. If the player wishes for a new camp, they must speak to the quest-giver for their task required.
- Survival Tree
- Somewhere in the Survival Tree, there should be a Poison Recovery, Disease Recovery, and Bleed Recovery abilities.
- These are in line with the Elite Combat Profession abilities Dizzy Recovery, Stunned Recovery, Knockdown Recovery, and others that I can't remember right now
. - Our recovery abilities should have a long cool-down timer, though, so as not to step on the toes of the healers yet again. I still think sticking with a 30 minute timer is best.
Other
- Ranger Specific Weapon Quest:
[*Note: This quest has been removed from the Kashyyyk-specific location, as I realize now that not all Rangers have RotW, and should not be expected to in acquiring something we all are way past due.]
- Instead, this quest is given by a Master Ranger NPC who can be found somewhere on Endor. Not the random location of the Moisture Farmer, but should not be given up front to avoid making the quest too easy. I'd like a vote on what race this NPC should be. I for one am voting Ewok (hehe, at least one Ewok in this game should have a conversation purpose.)
- Choose from a list of weapons, of every type (pistol, carbine, rifle, polearm, 2-handed sword, one-handed sword, Teras Kasi knuckler, and one heavy type weapon,) that theNPCtells you about. The weapon must be biolinked when completed. The components that you must obtain to give to the hunter, who will use them to craft the weapon, should be found using the Ranger's inherent skills, a few POI's like the Sarlacc pits, and perhaps another obscure item that we can complain about but use it as a way of saying "yeah, it was tough, but it was worth it
."
- Burst Run Efficiency
- Allow Burst Run to be a toggle at2000 Ranger, that takes more action than mind on a per second subtraction to keep the ability up.
- Fishing
- Allow fishing from vehicles. If they won't give us a boat, why not use that 5-person one? You know, the new vehicle that looks like a boat? Fun times when all 5 people are fishing together.
- Add more fish that can only be obtained in the "deeper" parts of a body of water. These new fish should have a lootable component that can enhance traps, and I will add these components when I decide what could be possible.
- Allow existing fish to have a chance at dropping a component that can enhance traps,as an aspect of the modular suggestion of their revamp. This loot drop would replace the chum bate in the instace that you loot a component that can enhance traps.
- Ranger Eye-Candy
- Ranger Hats, darnit! Make them wearable by all species, regardless of whether or not their hair / ears / head tails poke out of them. And no, that isn't an excuse for poor design
. It needs to be craftable by some degree of Tailor, and a quest-based schematic. It needs to grant a bonus to Trapping, Camoflauge, and accuracy VS creatures. - Modify the grenade-belted "belts" to allow our traps be placed within an optional module, that will show the graphic of the grenade as our trap instead. I'd like a belt or bandolier with Stink Bombs and "Kegs" attached to it. How about you?

- A hooded cloak with the appearance of an animal skin, with the head fully skinned past the underside of it's jaw.
Message Edited by WorriedViper on 06-26-2005 11:38 PM
I'm not a master ranger now, but back when the game first started it was my first elite profession mastered. I loved it back then. Well I'm back here to just put forth a few ideas that might give Ranger more flavor and to see what you new Rangers think of the ideas.
1. Ranger tracking revamp. My proposal -- Allow rangers to track in several ways. 1st -- The ranger can pick from 3 categories. PC, NPC, Creature. Once the ranger picks the category he can select a certain type. IE - Krayt Dragon, Rill, Womp Rat -- Jabba Thug, Valarian Thug, Tusken Raider -- For PC's I'd have them type the name of the pc they wanted to track and it would give a similar to a bh droid like, Target not on this planet...or target offline. But if everything goes well it would be like this.
Joe Smo uses Ranger track to find a Rill Trail -- You find Rill Tracks leading northwest -- They are a few days old.
Joe Smo walks or rides northwest a bit and uses Ranger track to find a Rill Trail -- You find Rill Tracks leading west -- They are a day old.
Joe Smo walks or rides again, uses track, -- You find Rill tracks leading north -- They are hours old
again, Minutes old -- and you can search the immediate area to find the target.
The mechanic could be just about the same for PC's but with the warnings when they are off planet or not online. I would like to see it where the ranger track actually allows rangers to spawn whatever creature they are tracking so that they are supremely useful when hunting for creatures, or npc's. They are after all the guys who we should go to for all our wilderness needs.
2. Traps for Use in PVP -- This would just be awesome, and I remember the threads calling for it when I was a ranger so long ago, needs to be implemented.
3. Camoflage useful in PVP -- Riflemen have cover that can be used in pvp and take them off the radar for a bit. Have ranger camo be used as a passive device that breaks on combat with players but can hide multiple people. Make it a separate camo than for certain planets as it is for pve so not everyone can apply it. You'd need a master ranger to do that.
4. More Accuracy and Speed mods in ranger. I havent checked it lately but I'm sure you guys don't get too much of that. Of course it shouldn't be that heavy, but it should add to whatever ranged profession you are carrying with you. Or make the Creature to Hit bonus a bit bigger and throw a sprinkling of ranged speed in the trees. Not much maybe 10-12 extra speed.
Just some thoughts from an old timer ranger. Good luck with the Revamp guys I'll be watching the boards expecting to see big things from you guys.
I love the ideas in this thread.
I would liketo add that i think it would be great to where after you picked your target for tracking (PC,NPC,Animal, etc) that instead of simply saying "35m North" it automatically made a waypoint for you , just like whe you are doing a "/find" function.
1 hit kill either ranged or melee
How it works:
Target a creature only within +-2 CL's of your own. Creature cannot be in combat already for this to work. If the shot lands, the creature dies. No wep or combat xp granted, no scouting xp granted from harvesting. 1 minute cooldown to prevent exploiting missions. This would be strictly for creature resource gathering. Move cannot be perfomed in a group.