Ranger Archive
Thread: Top Ranger Issue
"oops, mis spelled your name, sorry"
No Problem Ozo... Apparently it is quite a difficult name to spell. ![]()
NRass,N'Rass, NRaas, N'Raas...
I've even seen NNras. Though I suspect the poster was attempting to poke fun. ![]()
"No other profession has that limitation"
As an armoursmith i frequently had to use my house to store all the different resources and components, from Kammris iron to neutronium steel to lokian leathery hide. Admitedly the comparison suffers as I would always go home to craft, whereas a ranger would want to craft in the field. Still I don't see a real problem, with over 100 inventory slots available to you, and a little forward planning (you know you are going to planets x,y and z, you pick up a few materials from home, go travelling and craft camo suits as and when needed.) just needing planet specific materials is perfectly workable. After all carrying several camo suits for every planet is a little excessive, and even rangers have to go home from time to time...
Just a remark here.
As for the camo kits. I would understand having 1 planet resource required out of say the 4 or 5 needed for that kit. Having to have all the resources from that planet might be going a bit far.
Medic/Doctor/Combat Medic use some real weird stuff to make advance componets but they can still make stims without adv componets! There is a big differents between Good and None at all.
As for the Gilly suit or camo suit being consumable. THAT IS GREAT! It should be. Or say even like the fishing pole where in the fishing pole you have to add bait, on the suit you add some native resource to make it work there! I'm sure the Tailors would be up for it! They have a big problem with clothes having no decay rate. So everything they make last for ever. Giving them a consumable would be a big boon to both our professions.
As for Rangers being the true out doors man. I believe its high time that we got a Mobile home or camp that can store items just like a house and have low re-deed costs. We can make all these adv camps etc with crafting stations but not one with a foot locker for us.
I have 4 MSE droids with lvl 6 storage units in them to boost the amount of stuff I can carry. Rangers should be able to pack more than the normal joe! I don't want to be tied to a house or bank!
Just my 2 cents.
I don't know you guys. We keep focusing on the details and not seeing the big picture.
To wit: What, exactly, will camo kits do for us that we can't do now? I have been asking this question for two weeks and still have not seen an answer.
I rolled across Dathomir last night with 10 other guys, none of us with camo and very few using maskscent. And other than some players telling the maskscent guys to stop using it so critters wouldn't attack us, day one newbie avoidance techniques worked just fine on the toughest planet out there.
So what would camo kits allow us to do? Skirt red mobs by 55 meters instead of 65? Big deal.
There is, to my mind, only one camo effect that would justify the hassle, expense and inventory slots -- and that is if camo kits give us the ability to pull a single pack-assist mob from a group without agrroing the others. That's a worthwhile ability, in fact it's so worthwhile it should only be available to Master Rangers.
Otherwise they couldgive you everything you're asking for and in 2 weeks from now we'll be right back here having this conversation all over again: Why do I need camo kits?
NRaas, good job on this issue, I agree with it.
jmatt, just for an example ofhow conceal is useful, I went toyavin the other night and got a destroy mission. When I got out to the mission, it was surrounded by crystal snake lairsand kliknik lairs. I used conceal to allow me to complete my mission without bringing all those aggro mobs down on me. Now, admittedly I could have used maskscent instead of conceal, but the issue is that sometimes you need or want to go someplace surrounded by aggro mobs. When that is the case, "newbie avoidance techniques" just don't cut it. In my example, all the mobs were critters, but I have had similar situations with aggro npc's surrounding my mission, and conceal has helped me take it out. Thats why we need conceal in my opinion. Not to mention the fact that we can apply it to other players once its fixed and doesn't break as often. Thats all I've got to say.
Here is a suggestion on how /conceal could work:
For the Ranger have /conceal work like /maskscent without requireing the camo kits, this way a Ranger can always hide themselves like a Scout can.
What about the camo kit? Here is what you do with those, require camo kits to have the Ranger apply /conceal to group members. You would need a new command like /groupconceal which would allow you to conceal all of the members of a group (after all who wants to apply conceal to each person in a group of 20).
As for crafting the conceal kits if they work as described above you could make it so you either need to have enough charges to conceal everyone (20 charges total) or keep the resources to make them very costly and have 1 charge on a conceal kit work on up to 20 people at once.......thenthe amount of resources required be worth it.
I also like the idea of only having one planet specific resource required (out of the 4 or 5 total).
Well thats my idea hopefully I laid it out well.
My preference on the camokits is that they remain difficult to make but that they are comparibly effective. They seem to last a long time which is good, though I haven't timed it myself. My biggest complaint is they do nothing for NPC's. They should be equally effective against both creatures and NPC's.