Ranger Archive

Thread: Something on traps

Ooska
Wed Jun 01, 2005 7:26 pm
#14


Are those traps ground based? I am a strong supporter to ground based, baited, sneaky, traps.



You craft it and set it. Then you could bait creatures/NPCs/Players into it. YOu could shoot at a creature until it charges you (or bait your trap). Conveiniately you set a trap between it and you! BAM! It goes off. Thevictim is now slower, or weaker, or whatever. The trap would be less and less visible in PvP depending on the Lvl of the Ranger that set it.

I would find this very.......satisfying. (and fun) It would catch the whole Master of The Wild concept. I would love to see this added into the game. Input?




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QuietBlade
Thu Jun 16, 2005 2:40 pm
#15

I love the area trap idea. When you are in a group your group kills the beast before you can get 2 or more traps off. (talking about reg grinding), but with area traps, you could get XP from all beasts affected by the one throw. Great idea. Hope it comes soon



Traddok


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OGSWGeek
Thu Jun 16, 2005 6:28 pm
#16

Ground traps shouldn't b hard to implement just a tweek of the code for mines. Which opens a whole new area for expansion of rangers (trap detection and disarming.) IMO smugglers should b able to detect and disarm mines (they afterall the thief class of SWG.)


AOE traps would b nice and again shouldn't b hard to implement with a tweek of the code for grenades. Traps should also affect everyone, basicly traps should b the SWG version of status grenades/mines (blind, dizzy, stun, defense down, slow, root, etc.)


For now I would just b happy if traps worked. I am currently trying to take a new account up scout to ranger and am basicly being forced to use my token respec to bypass trapping scout/ranger.


Only answer u can get out of a CSR is to watch the forums for more info


Feefers
Thu Jun 16, 2005 10:11 pm
#17

Ooh lemme try some...

Name: Herbivore/Carnivore Lure
Effect: AOE pull effect
Notes: The lure could in theroy replace /rescue or be used by itself, it's a unique trap in that it doesn't need to be targeted it merely travels the 45m from your person to where it lands, there a mixture of pheremones and meatz (or grainz depending on thing you are trying to pull) attracts the creature to the trap until distracted or the lure runs out of bait. There's only one schematic for this trap but depending on the ingrediants used the product may vary. (So if you use milk and flowers, it'll be herbivore but if you use meat and bone it'll be carnivore)


Name: Tranquiliser serum
Effect: Targetted de-aggro effected
Notes: The Tranquiliser serum provides the ultimate in dealing with a creature, shooting it full of tranq and just walking past it, the tranquiliser serum would have the effect of attempting to make a aggro creature de-aggro and peace out of combat. Hostile actions would make the creature attack (possible with increased ferocity as it works the tranq out of it's system.)

Name: Porcupine shell
Effect: Targetted damaging trap
Notes: A trap that ... does damage? A jest surely?! Nope loaded with sharp spikey bits this primitive cluster bomb impacts on a target and hits it hard causing bleeding and substantial damage to the health pool.

Name: Nightsister shade
Effect: Targetted instant death effect (with "pollution" making creature unsuitble for harvesting)
Notes: Nightsister shade is grown from a deadly plant on Dathomir (named components from a deadly planet, great!) that required incredibly careful handling (Master Ranger only??) to ensure the deadly contents do not contaminate the indivdual using this trap, on impact most creatures will die instantly, however the toxin is so powerful it pollutes the hide, meat and even bones of the creature.

Name: Thunderclap
Effect: AOE aggo effected
Notes: The opposite of a tranuiliser serum trap, the thunderclap makes a loud noise that startles most creatures into blindly attacking the apparent cause.
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