Ranger Archive
Thread: Defining Ranger: The Role-group Theory
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lammergeier
Thu Sep 09, 2004 8:53 pm
#14
a few things I noticed:
artisan is NOT the basis for all crafting classes: Doctors, CM's, and BioE's have all indicated that the lack of survey skills and merchant skills in their prerequisites is less than ideal. let's not forget smugglers, either, in this category.
/medicalforage is a joke. a bad joke. it should NEVER come up in a discussion of skills, except to highlight the total waste of code that it is.
artisan is NOT the basis for all crafting classes: Doctors, CM's, and BioE's have all indicated that the lack of survey skills and merchant skills in their prerequisites is less than ideal. let's not forget smugglers, either, in this category.
/medicalforage is a joke. a bad joke. it should NEVER come up in a discussion of skills, except to highlight the total waste of code that it is.
Sir_Perro
Fri Sep 10, 2004 9:29 am
#15
stratgan wrote:Thats is basically what I feel is missing in your post. Rangers, as they are designed, should be the backbone of this game's economy. They should be the main, and in my honest view, they only providers of organic resources taken from creatures. As it stands, thats how I believe the devs designed the Ranger profession, as a Crafter supporting class, not a combat-supporting class. That would go a long way in explaining why Rangers are so "useless" in combat roles, as they weren't specifically designed for such.
Just gonna play Devil's advocate on this one... but, remember how Artisans have Survey/Sample as a tool to support their mission in swg's life?
Well, we're Rangers, we have loads of Creature Knowledge and, from a Role perspective, we SHOULD know how to kill a creature faster. This alone would, effectively, make us designed for combat, at least when fighting creatures. I'm sorry, but Creature Knowledge ONLY boiling down to having more information displayed in /examine is not enough, we should get a bonus to damage or something when fighting against creatures.
This bonus should be extended to our group as we gain more skill in the Ranger profession. After all, the group is fighting with someone who KNOWS creatures, right?
Again, from a Role Playing perspective, I don't see this knowledge/bonus trickling down to PvP, only creatures. However, as I stated in another post, our Creature Knowledge should enable to us to brew the BEST potions (poison, dissease, etc.) usable against Players, NPCs and Creatures, even if we cannot use them ourselves; CMs would come to us to get the best components for their stuff, effectively supporting your view of the Ranger as the backbone of the game's economy
Just my 2 credits.
BlakkStar
Mon Sep 20, 2004 5:34 pm
#16
Heh I originally made this post when trying to figure out why I didn't believe "ranger weapons" to fit in-game. Now it seems Phenix made his Hybrid-Class Theory to support why we should get ranger weapons. See what this ranger weapon argument is doing to us????
Listen to me rangers. I tell you now that a ranger weapon will tear our beloved communtiy apart!
WE MUST REJECT THE EVIL AND BECOME PURE AGAIN!!!!
Message Edited by BlakkStar on 09-20-2004 05:35 PM
Message Edited by BlakkStar on 09-20-2004 05:37 PM
Phenix1050
Mon Sep 20, 2004 9:57 pm
#17
well at least i don't necropost my own threads...lol
no, the point of mine was to show why Rangers should have combat bonuses. I was an idiot and focused only on the ranger weapons. The idea was to much more broad than that. I'm going to fix it. It should make more sense in a few minutes.
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