Ranger Archive

Thread: New Ranger Ability: Call Creature

NRaas
Tue Sep 23, 2003 9:32 am
#14

"I am all for animal calls. I would rather see lures as an ability rather than a "trap""


The suggestion of animal calls was brought up awhile ago.


How exactly would a Ranger direct the call to one single creature ina herd? Without luring the whole pack of creatures onto your position?


Directing it to one creature would require some sort of affinity with the creature, and isn't that "illogical".





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Gelotri
Tue Sep 23, 2003 10:59 am
#15

In my honest opinion....and you know what they say about them...they are like butt cracks....everyone has one...This is a goofy idea and carrying it a bit far...I am a Ranger...Not Dr. Doolittle...



Gelotri - Shadowfire - Elder CL90 Jedi
EX Master Pikeman - EX Master Ranger - EX Master Tera Kasai - EX Master Marksman - EX Master Bounty Hunter - EX Master Creature Handler - EX Master Swords

***That which Does not kill us, only affects our HAx***
Ki_Gu_Lon
Tue Sep 23, 2003 11:44 am
#16

No one is talking about comunicating with animals... have you ever heard of a duck call?


Animal calls range a huge spectrum, from duck whistles and turkey box to bobcat and foxcallers. There are methods you can use to make these same calls using only you voice and hands.


Calls come in all differnt types, from scratch box hand held callers to whistles to scents and urine (yep, pee pee :smileysurprised to tapes that you play on a small radio. Sure, some of these came be implemented as a trap design, but there is no reason to restrict them to that.


I get the distinct impression that there are not alot of real life hunters here...




"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
Ki_Gu_Lon
Tue Sep 23, 2003 1:04 pm
#17

There are some consessions you have to make when dealing with a video game. Having an ability that calls the entire herd is self defeating. Why would you need to relocate an entire herd/pack?


How can anyone be behind a lure trap, but think that a lure call, that has the same effect, makes no sense? If the call makes no sense, then it is best to remove the trap idea as well.


You can bend logic to best implement an idea.


Before I am beat on about endorsing "illogical" ideas: Breaking logic is unacceptable.






I like the idea of an Animal Call to increase the spawn rate of a particular creature in the surrounding area.





This would be redundant with our Tracking ability once it is implemented.



"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
NRaas
Tue Sep 23, 2003 1:25 pm
#18

"How can anyone be behind a lure trap, but think that a lure call, that has the same effect"


The concept of both lures are flawed in the same manner, I agree...


Perhaps I just like debating the point.


"This would be redundant with our Tracking ability once it is implemented."


From my understanding of /track, it will spawn one lair... Most likely using the mission system as an underpinning to perform the operation.


I gather you could do that over and over again for as long as you want...


We don't know what the expense of a failure with /track will entail, so using it repeatedly might end up being more trouble than its worth.


The animal calls, would have the same effect indirectly would only require one use.


----


Either way... as /track and the lure trap are both in the works already, it's a moot point.





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NRaas
Wed Sep 24, 2003 12:05 am
#19

"No one is talking about comunicating with animals... have you ever heard of a duck call?"


Duck calls generally call a number of ducks... Not one single duck from a flock.


Animal calls in RLlure a type of animal, not a one specific critter...


The lure is attempting to separate a single animal from the pack, in order to get around the assistive nature of the related animals.


----


On the other hand...


I like the idea of an Animal Call to increase the spawn rate of a particular creature in the surrounding area.





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Ypiana
Wed Sep 24, 2003 1:14 am
#20






Ki_Gu_Lon wrote:
Illogical yes, but is it more illogical than the Lure Trap that only calls a single creature?




Players are lure traps. Take Baz Nitch missions with only two people or no tanks. One player walks close to the Baz Nitch who's the loneliest of the group. When '?' comes over his head the player walks back towards his group. The Baz Nitch will usually follow you back and when he's out of the 'help' range of his buddies the players kill him. Works pretty good, but if we had something else to catch their attention it would be cool.


-- YP




I killed my parents... You're next!
/godmode 1
sbjnyc
Wed Sep 24, 2003 9:06 am
#21

Personally, I think "here kitty kitty kitty" works best.


It is very easy for any single player topull a single aggressive mob from a group even if their social (even baz nitches). It is much much harder to do with non-aggro mobs without using a certainexploit (actually I'm not certain it's an exploit but it seems like one). And then there is maskscent which can be used for this purpose.

mochloD
Thu Sep 25, 2003 8:36 am
#22






Ki_Gu_Lon wrote:

No one is talking about comunicating with animals... have you ever heard of a duck call?............I get the distinct impression that there are not alot of real life hunters here...






Im starting to think that as well. If there are 10 deer in a field, with a call it is possible to call out the buck in the group.


Our correspondent is right, duck calls tend to call entire groups of ducks to your location, but that is the nature of duck hunting. When hunting deer and other such animals, you want only one nearby. The more eyes they have to look means no shot for a hunter.


A lure trap is (from what ive been readin) being designed to do just about what im talking about..... only its going to cost resources. If the resource cost is anything like the Camo Kits, we might as well not have a Lure Trap.




mochloD'tmos
Order of Teras Kasi
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AgonThalia
Thu Sep 25, 2003 10:51 am
#23

mochloD

I am also a ranger on Lowca and I like the idea of a creature call. Ypiana raises a good point that I have also done...walk up to the creature and wait for the little "?" to pop up and then they follow you for a bit. It's inelegant but it works.

As for the creature call, here is my idea
it should be a skill in the same set as the camo line

Level 1
/callanimal
call animal +50
upon success of the act, attracts non agressive creatures to you and you need to be within 25m of the animal, however there is a good chance that you will pull more than one to you
a critical failure causes it and only it to aggro.

Level 2
call animal +10 (60)
upon success of the act, attracts non agressive creatures to you and you need to be within 30m of the animal, and there is a slight chance that you will pull more than one to you.
critical failure and it aggros

Level 3
call animal +10 (70)
upon success of the act, attracts a single agressive creature to your position and you need to be within 35m of the animal, once again there is a good chance that you will call more than one to you.
of course, critical failure and it aggros

Level 4
call animal +10 (80)
upon success of the act, attracts a single aggressive creature to your postition and you need to be within 40m of the animal, and there is a slight chance that you will call more than one to you
critical failure and it aggros

Master Ranger
call animal +20 (100)
upon reaching master ranger, you can call any individual animal to your postion and there is a VERY slight chance that more than one will approach
critical failure and BAM aggro

this is my humble proposal

Draknev
Lowca
Keren, Naboo (you usually find me on Dantooine or Dathomir)



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

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