Ranger Archive
Thread: Battle armor stays!
Battle armor is ugly. except for the faction armor.
hope the will add a ranger armor scematic to armorsmith. something that looks more sleek and less clunky, or silly.
something like a cross between composit and scout trooper armor maybe
Frost1977 wrote:
Battle armor is ugly. except for the faction armor.
hope the will add a ranger armor scematic to armorsmith. something that looks more sleek and less clunky, or silly.
something like a cross between composit and scout trooper armor maybe
oh i disagree. Except for the helmet, padded armor is one of the best looking armors in the game. With the right colors, it looks very formal and dignified. And RIS is definately my favorite looking armor in the game. Even though it makes my snout look big, I love that stuff. RIS is definately not "ugly".
I'd actually say recon armor is the ugliest set, except for the Scout Trooper armor, which is the best looking Imperial armor. The Rebel Assault is their best looking, with the recon just being fugly, and battle being acceptable.
Blend In: (Camouflage Skill Mod) This skill allows the ranger to disappear in a crowd of humanoids in both Urban and Wilderness environments without the use of a camouflage kit.
Urban Stealth - At the Master Skill Box, this skill modifier trains the ranger how to be stealthy while moving about urban environments whilst under the cover of a holographic environment projector. This skill requires the use of a H.E.P, which can only be activated in an area void of humanoids. The optical illusion of the H.E.P. device isn't perfect and if a human were to watch someone become "invisible" they would easily be able to detect the small visual inconsistencies the device produces.
Stealing - With this Stealth skill modifier, Rangers may attempt to steal from any humanoid that they could attack under normal circumstances. The Ranger must be camouflaged or in "stealth mode" to attempt any theft. A botched stealing attempt will, at the very least, cause the Ranger to be revealed and to lose a measure of faction, if applicable. A successful stealing attempt will net either cash or loot items. Stealing objects from an NPC does *not* modify in any way the loot/cash the NPC drops when slain under normal circumstances. PvP stealing is supported by the system, but it is limited to only specially marked "steal-able" items. Steal-able items are clearly marked and currently only take the form of special mission and/or event objects. Steal-able objects are issued to players under the similar circumstances as other PvP events/missions/quests. PvP stealing is only possible versus players that one could already attack (factional enemies for instance) under existing rules.
And finally, although I don't actually want to see them limited to just players/NPC's:
Anti-Personnel Devices & Traps
This skill line provides schematics and skill modifiers that allow the Ranger to set traps aimed at NPC humanoids as well as other player characters in a PvP setting. Traps can be placed on the ground and are visible to everyone (unless they are concealed using the Conceal Device skill). Traps have a limited life-span and will be removed from the game at the end of their lifespan. Also, only a limited number of traps may be placed in a given area. Traps may never be placed within city limits.
In that whole document there are many descriptions which talk about our skills affecting "humanoids" but not a single mention of creatures.
I also keep hearing people saying that battle armor is better because it's adaptable or gives more flexibility. But why does our profession deserve this liberty more than anyone else? What part of our profession means we should be able to survive better over a large range of combat situations?
Oh, and IMO recon looks way cooler than battle
Padded is sorta ok, though trooping through the mud in my formal wear.....
the rest is still ick, iIMHO.
I think something with paramilitary look to it would work, but there is nothing outside the faction armor that fits that.
Now i think i will just try to dabble into ranger.
WeiQuin wrote:
Who's to say that your combat profession doesn't allow for Recon Armor (like my character - Master Rifleman or Pistoleer (not sure what melee offers Recon certs)).
Ahem....Carbineer? Commando?
Fencer, Swordsman and Pikeman are all Battle Armor Cert'ed.
Or add Imperial Storm Commando Armor (Black/Dark Grey Scout Troop Armor) as Battle Armor!
And change that silly @$$ Padded Armor Helmet (Swooop helmet with protection would work pretty good).
oh, and I guess they could add something for the rebel scum too. lol.
Message Edited by Darknyt13 on 09-21-2005 05:09 PM
YT-2000 wrote:
I'll give you a reason why recon is a better option. We are NPC-centric now, and this is how I know:
- Mines will likely work against cratures, so that's not really a point.
- Wilderness camo will work against NPCs and creatures.
- City camo will also work against creatures in towns
- We'll still have scout pre-reqs to fight against creatures
- Blend in says we'll be able to blend into a crowd of humanoids. But there are humanoids in the woods (Nightsisters, etc.) This skill will likely also hide us against creatures.
in the end, it looks like all that's changing is that some skills will work against NPCs, some skills (scout skills) will work only against creatures, and some skills will work against both.
Thus, we're really involved in both halves of the game. Battle armor is better.
This whole recon ewok battle make sense now.
Recon the Scout were wearing was capped at 8200 energy so when the ewoks started throwing rocks with little kinetic resistant the scout were overcome.
Make perfect sense, Battle armor for the win.