Ranger Archive
Thread: an Idea on new Ranger skill.
Ok... Let me think about this:
Essentially you want a skill that removes aggressive spawns along a path to some specified location?
- Something that removes the very critters we generally attack...
- A command that removes all the challenge of getting from one location to another.
Isn't the journey part of the fun?
- Enlighten me.

"What this would do it make a path around aggressive spawns so they won't aggro."
The issue is that this is not possible with the dynamic spawn system that is used by SWG, as others have pointed out above.
- The only way to "evade the spawn" would be to not have the spawn at all, and that would lead to my dilemma.

NRaas wrote:"What this would do it make a path around aggressive spawns so they won't aggro."
The issue is that this is not possible with the dynamic spawn system that is used by SWG, as others have pointed out above.
- The only way to "evade the spawn" would be to not have the spawn at all, and that would lead to my dilemma.
I posted a soultion to that problem. It's not hard to program in princaple, and could work as a "mouse" drawn system instead of a hand drawn system. But of couse it would be more difficult than a basic "mouse in a maze" program to place in SWG. What will they use to /find things in player cities? Will someone have to draw those too? I think a more dynamic solution would be better for that too (aka the mouse solution above).
"I posted a soultion to that problem."
The problem with the mouse droid idea is that spawns can appear at any time.
- So the mouse has laid out a path around the existing spawns that curerntly exist within 100m or so, and the group starts moving along that path.
- Suddenly the spawn system drops a brand newlairs right in front of you, spawns the creatures, and the Ranger gets beaten to a pulp for leading the group into a massacre.

Even with adynamic pathing system, some form of spawn suppression would need to take place, which would make the worlds significantly less challenging.
We have already had complaints that the adventure planets being too sparsely populated, and therefore it being too easy to get around on them...
- With this system, the same problem would arise, making it too easy get around on a supposedly difficult planet.
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Perhaps I should ask the question of why this system should be implemented?
- I would have thought that Rangers would have sufficient natural skill to lead groups safely around existing spawns without additional aid.
I keep being drawn back to the request for a waypoint when using /areatrack.
- Where is the skill in the game if everything is done for you?
Kaabezza wrote:
Of course we could all just run around naked. That would scare off most aggressive stuff
Works for me!!!
"To avoid the sudden spawns"
Well... That appears to bemore of a fundamental problem with the way the spawn system works...
- It should probably be fixed for everyone rather than just those with a special skill. =)
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Where werethose Krayt Dragons hiding before they jumped out of the grass and pummelled my crew? =P
NRaas wrote:"To avoid the sudden spawns"
Well... That appears to be more of a fundamental problem with the way the spawn system works...
- It should probably be fixed for everyone rather than just those with a special skill. =)
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Where were those Krayt Dragons hiding before they jumped out of the grass and pummelled my crew? =P
Aww, but it would have been cool to have a new skill
"Suddenly the spawn system drops a brand new lairs right in front of you, spawns the creatures, and the Ranger gets beaten to a pulp for leading the group into a massacre."
I hate it when this happens. It's my major cause of death. Perhaps there should be a spawn que system where there's a check on an area to see if there are player running there?
"We have already had complaints that the adventure planets being too sparsely populated, and therefore it being too easy to get around on them..."
I've seen this problem but only on planets that are over-hunted, Dantooine comes to mind.]
"Tatooine is sparsely populated"
"Perhaps I should ask the question of why this system should be implemented?"
To avoid the sudden spawns, and to save some poor noob programmer to draw the paths to everywhere in player cities. The latter would be more of an everybody patch though.
"Where is the skill in the game if everything is done for you?"
Who needs skill when you can be lazy? J/K.
When I originally thought of this as a good idea, I was running with a group of idiots (my self included) and we ran right though a mess of reds (they popped about 100m in front of us). Everyone's camo broke. I was using my good stuff too. We were slaughtered in a matter of mins. It sucked hard
I just wanted to see what people thought about it.