Ranger Archive
Thread: Ranger Psychology
Not only do I not mind, I was going to do something similar myself, as soon as I got away from work.
Owen-Lars wrote:
Would anyone mind if i made up a rough brainstorm document of how i would like to see ranger tree set outtomorrow?
I dont want to seem like im saying this is what should happen so im better off asking first.
succinctly put...
nothing more to add to what you said
Calculus_Entropy wrote:
I just noticed something interesting....In the thread about lessening the requirements for Ranger (a la BH), the main response was to improve the skills we have. Fair enough, and I agree whole-heartedly. BUT whatmany did say was that all of our skills improve upon Scout skills. But we all hate that we are 'Super Scouts.' I am generalizing, of course, but I just found that interesting. Interpret it how ever you see fit.
We were stating the facts of how it is, not exactly how we "want" it to be. You can leave our skill lines as they as far as comparing to scout ones, and still revamp/add to them to way improve ranger. I think most all the good proposals from players, Outdoorsman and many others, use the current skill lines and basic premise that exists now.
Klif_Hangar wrote:
I completely agree with Vorpaks. The best analogy for what I'd like to see ranger be is the doctor profession: Doctor is essentially a super-medic, but in addition to the enhanced medic skills doctor provides (better woundpacks and stimpacks), it also has some unique skills like buffing, rezzing, and state/dot healingthat make it more than just a super-medic. Currently, ranger just has the enhanced scout skills (better camps, improved terrain negotiation and creature harvesting, new traps, etc) without many unique skills analogous to the doctor only skills (areatrack is really the only thing like this in ranger at the moment). I'd like the same type of thing for ranger in relation to scout that doctors have in relation to medic.
You know what, you're right. Medi to Doc is just like us scout to ranger. But that just ticks me off even more considering the doc is fully fleshed out, is really cool(if youre into it) has great potential and lots of usefulness. What smart group doesn't go into high end content with out at least one dedicated doc? None right? So it should be for a single person or group going onto and hunting on advanced planets. They should really want if not insist on having a ranger along. Because of what they bring to the party.
Not to mention that the doc not only can do make better stims and would packs, and actually heal better then a medic. But the difference between a doctor and medic is MUCH MUCH greater the the difference of ranger to a scout. Our camps are really not that much better, and ALL camps are worthless. Imagine if suddenly would packs were useless? Our traps are not only not better then scouts, but actually worse then scout traps. And our trapping skill mod doesn't even come close to a docs healing mod over the medics. Our TN mod goes up almost twice of a scout, but as I have said, how many actually crawl around here?
The only things that really show us any improvment over scout is harvestsing, creature knowledge, creature to hit, and camo.
Now:
1. harvesting is the best one, and even it doesnt carry us over enough as much as some of the doc skills.
2. creature knowledge? Not sure so maybe someone can help. Does it compare to say how much more say the diagnosis skill improves in doc? or does it? It shows us more, but IMHO not seeing an actual level anymore, just seeing the /con is worse. Make it so with master ranger "creature knowledge" we see the actual level the creature again like was in the game a while back. Because now anything 10 levels or more above me says the same thing.
3. creature to hit, we don't even know if it works. But either way, I assure you, I don't see enough of a difference in dealing damage to creatures then any other master combat. Infact I'm worse usually because they have more points in combat.
4. camo is not the same thing as mask scent at all. Not sure if this is bad or not, but I do like the /conceal skill, and how it's supposed to be different then mask scent. But its just not more effectively different then mask scent to make it worth it. Now what if the stim E's weren't much better then a stim C or Stim B? Don't you think people would throw a big stink?
Now Calc, thanks for bringing about a post that brought this to the light. Doc is the same skill points as us. Doc to medic is very very similar to ranger to scout. Now why can't we use this as amo to get us not just some attention, but a revamp, and in the next 3-4 publishes? Why can't we just point out, that the "super medic" is way more worthwhile, needed, useful and worth the skill points, then the "super scout" is?
Calculus_Entropy wrote:
More Ranger Psychology...many of the guys seem to be hugging Paks...I wonder why...
/hug Paks
It is so clear now....
group hug on Paks!!!!
/hugs Paks knee (can't reach any higher) ![]()
Calculus_Entropy wrote:
I just noticed something interesting....In the thread about lessening the requirements for Ranger (a la BH), the main response was to improve the skills we have. Fair enough, and I agree whole-heartedly. BUT whatmany did say was that all of our skills improve upon Scout skills. But we all hate that we are 'Super Scouts.' I am generalizing, of course, but I just found that interesting. Interpret it how ever you see fit.
It means we are all a bunch of self-haters
LOL, just kidding
/bigwookieehug Rangers
Sorry if I shed on you too much during all the hugging.
And about the drool too.
And don't worry, I'm a Master Creature Handler, all my fleas are very well behaved.
And I agree with Phen that Doctor is a good analogy for discussing skillpoints spent for abilities recieved, but we shouldn't let it leak into the suggestion that we don't need those abilities to be combat-related.
Message Edited by Vorpaks on 07-08-2004 11:25 AM