Ranger Archive

Thread: Outdoorsman 2.1 Proposal

Ailsa
Wed Aug 25, 2004 12:20 am
#14

Ok, I am extremely impressed!


One thing I want to point out in regards to harvesting is that some mobs only have one or two resources to harvest. Being able to harvest all types of resources on these types of mobs is not that big of a deal. While I do like the idea of being able to harvest all types of resources from one kill, I believe there should also be a much greaterdifference in the amount of a single resourcethat a MasterRanger can harvestover what a MasterScout can harvest. As it stands now, it's not a great enough difference to be worth it.


Also, in regards to the /track ability proposal: Phenix1050, perhaps you feel it goes without saying and this is why it isn't specifically mentioned in your proposal, but there should be a chance to fail that diminishes as you approach Master Ranger. But even at Master Ranger status, there should still be a small chance at failure. As always, you should be informed if you fail so you don't think it's a bug. Without the chance to fail, I could see all kinds of exploitation going on.


Now, let me just give you BIG HUGE PROPS on your camping and trap ideas! If only you had been on the design team when this game was still in development!
Owen-Lars
Wed Aug 25, 2004 6:50 am
#15

Suggestion - Modular Camps


I love the modular camps ideas but i still think that we should be the wilderness habbitat builders. If you need to make a fortification you turn a ranger camp into a fortification or ask the ranger to make one.


No other profession should be skilled at wilderness survival and using it to their advantage and as such, cant create elaborate structures with varying uses.


When people go on npc hunts or raids we should be the people that others turn to. We would be able to construct massive base units that allow other players and outselves to ADD modules to depending on how we want it.


The squad leader's primary function is to lead the squad, to look out for his/her allies and command the combat situation, they do this well (will do), however they also function through delegation. They do not set up a camp or fortification kit, they ask the ranger to, all they do is add the modules to make it how they want, they leave the dirty work to us, i mean who knows wilderness survival better than us?


All in all i think we should remain the habbitat engineers or all verieties but allow others to enhance them based on their professions. We should be able to support a group in this way in any situation, we should work very well with a squad leader.



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Wed Aug 25, 2004 6:56 am
#16

Two harvests per corpse at Tracking II, and all three possible at Master







I think this needsa little work. The two primary harvestable sources are meat and hide, being able to harvest both is a massive bonus, being able to harvest our less desirable source (bone) aswel at master doesnt have the same 'ring' to it.


Also you have to take into account that dabblers will have tracking 2 so they will have the option to harvest the two best sources too. Id say put it at either level 4 frontiering then the all 3 options at master.



THORTAC BALCOR
The Lost Ranger
RANGER
frightwig
Wed Aug 25, 2004 7:51 am
#17


Owen-Lars wrote:
Two harvests per corpse at Tracking II, and all three possible at Master

I think this needs a little work. The two primary harvestable sources are meat and hide, being able to harvest both is a massive bonus, being able to harvest our less desirable source (bone) aswel at master doesnt have the same 'ring' to it.
Also you have to take into account that dabblers will have tracking 2 so they will have the option to harvest the two best sources too. Id say put it at either level 4 frontiering then the all 3 options at master.





I agree, most people are just after the meat and hides. The difference between 2 and 3 resources isn't much, since most would choose to leave the bone.

I say just give a /harvest all command which automatically places all resources in your inventory, and have this ability only at Master Ranger. A "/harvest all" or "/masterharvest" command or whatever, seems like it would be easier to add to our profession, as an actual skill or ability -- different from harvesting a single resource -- rather than the devs coding the ability for us to select two (or even three) resources.

So basically, at Master Ranger, we could /masterharvest and it would automatically dump all the creature resource into our pack. If you only want one resource, you can harvest it the normal way. If you want two or more, use "/masterharvest". I'm sure they can code it so we could harvest multiple resources individually - 2 or 3, depending on skill - but if it's "simplilfied" to a different and unique command that just gives us all the resources, perhaps it would be easier to eventually get this bonus added to our profession?

Also, I don't mind dabblers in our profession, but this should really be a Master Ranger only ability. Currently, the ranger profession lends itself to dabbling. I'd like to see some real bonus added for mastering the profession. (other than a dathomir camo kit)



kimi raikonnen Kauri
° [Carbineer] :: [Bounty Hunter] :: Imperial Storm Trooper
° [Imperial Pilot Ace] :: Storm Squadron
° [Imperial Pilot Ace] :: Black Epsilon
° [Imperial Pilot Ace] :: Imperial Inquisition

JBMat
Sat Aug 28, 2004 2:39 pm
#18

Two words -


Freaking Wow


No one shave the Bothan....yet.


JB
Sojourner
Sat Aug 28, 2004 7:58 pm
#19

Phenix, NRass would be proud!



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Aileili
Sat Aug 28, 2004 10:38 pm
#20

Suggestion:


Harvester Traps


  • Harvester Traps and Migration Tracking Tool schematics and certification (Ground Traps and Fishing Weir)aregained at Master Ranger (toprevent "dabblers").

  • The Migration Tracking Tool is used in the same manner as other Survey Devices to determine areas of concentration for a planets current organics.
  • Harvester Traps come infour varieties; Bone, Meat and Hide Harvesters as well as a Fishing Weir that can harvest Fish, Mollusk, and Crustaceans.
  • Harvester Traps are single use only. Once they have produced a predetermined amount of resources (experimental: suggested cap of 5000 units) they cease to gather more and begin taking damage until, either emptied by the trapper or destroyed by "neglect".
  • Harvester Traps must be "maintained" in a similar manner as other harvesters, except they are fueled by meat and/or floral bait.
  • Harvester Traps have a very low extraction rate (experimental: suggested cap of1000 units/ 24 hrs.) and the resources cannot be gathered from the trap until it has run its full course.
  • Each Harvester Trap requires one Player Lot to be placed.



Jace Rolo
Master Ranger of the Galactic Pest Authority
Professional Hunter for Hire
Landorien
Sat Aug 28, 2004 10:52 pm
#21

Hmm... Maybe it's just me, but the idea that ina faraway galaxy where commonphysical projectile weapons is more curiosity than weapon, the elite hunter still relies on bow and dagger, first inventedby native primateearthlings,to outdo everyone else.. It just doesn't sound quite right.


Something more universal like spears, or even "lances" maybe, but bow? naahaa.

Me, I'd rather have me one of those kraytkiller portable cannons, with extra heavy shield piercing and a sedativelaid harpoon or something to that direction.

I just don't like the direction of hunters that carry swords either. I mean, first you spend half an hour hacking it to pieces, and then you collect the hide which you can sell as dirty confetti. So, excluding the pikeman the melee professions make horrible hunter imho. Yeah, I'll just go kill that ancient krayt dragon with my bare hands.


There is such a thing as a scout blaster, so I'd love to see a Ranger Hunting Rifle for higher precision and a harder punch, although significantly slower than military rifles.

And did you mention the need for at least sometraps to affect humanoids? can't remember reading anything of that.



So, apart from the overly ambitious ideas for camps, me likes.




Landorin,
Leader of the Iron Gauntlet,
Imperial Inquisitor,
In service of the Empire.
Aileili
Sat Aug 28, 2004 10:59 pm
#22

This isn't EQ or some other fantasy based game. Also Wookies already have their bowcasters and fencers have daggers. I don't think a advanced SW ranger (versus a ranger or woodsman from a lowtech planetary group like Ewoks for example) would use a bow and arrow.






This always gets me riled up!

...



But seriously, have you ever seen the modern composite bows and arrows these days?! They are absolutely high tech, efficient, and silent weapons. Whats to say that the advanced technological Star Wars Universe could not produce even more sophisticated bows and arrows?


I always envisioned the "Trap Launcher" idea could be combined with the Hunting Bow idea to produce a High Tech Composite Bow that Weaponsmiths could make andRangers would become certified in at Novice Ranger. The arrows would be more efficient and longer reaching status effecting traps that would cause a small amount of damage. Rangers would gain the schematics for new arrows traps throughout the Advanced Trapping line.


The Composite Bow would be a container, like the Fishing Pole, that you could load with a single stack of arrow traps and fire with a /command.


Just an idea.



Jace Rolo
Master Ranger of the Galactic Pest Authority
Professional Hunter for Hire
BlakkStar
Sun Aug 29, 2004 2:01 am
#23

That was only one out of many issues. As I said before, when considering new weapons we have to look at the whole picture and not just part of it. Rangers are only one profession out of many. And if we want chnages they have to be changes that could be implemented without stepped on too many toes, while still giving us an edge. Having a projectile that simply causes status effects is okay if we leave out the damage part because then we step on the toes of the broken commandos. THey are already asking that grenades cause status effects and if u do the math grenades are their version of traps that cause damage (commandos=damage traps, combat medic=DOT traps, ranger=status effect traps*on creatures only). Also each of these professions are all asking for some sort of launcher to give their "traps" longer range and better accuracy. I know a few other rangers are behind the idea of traps on humanoids and not being limited to creatures.


Considering the number of riflemen rangers, why would u carry around a bow and arrow AND a T-21 if both of them are used to kill. Sorry but the bow and arrow is too EQ to me no matter how hi tech it gets. Wookies have a bowcaster, let them keep it. And for the record, I'm a TKM ranger and I use to like the idea of having a bow but honestly considering the lack of attention we get, I'd opt for simply a trap revamp along with a launcher that I could put traps it shoot out for better accuracy and range that work on humanoids as well as creatures. Oh and a droid doesn't count as a trap launcher SOE.



Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
Aileili
Sun Aug 29, 2004 2:53 am
#24

Well, in all honesty, I'd rather get away from the whole ranged "grenade" traps all together!

When I think of traps, I don't envision old furriers lobbing smokebombs at their prey. I see something more along the lines of the minefields we already have in the game. And I see them working just as well on humanoids as they do on creatures!


I just figured that theLauncher/ Bow idea would appeal to people on both sides of that fence. Ithas the same function as the"Trap Launcher" for the tech-savvy Rangers and the same feel as the Bow and Arrow for thenaturalist Rangers.



Jace Rolo
Master Ranger of the Galactic Pest Authority
Professional Hunter for Hire
Kiryoku
Sun Aug 29, 2004 6:50 am
#25

hell of a job, phenix... it looks great...


heh, i was hoping creature affinity would look more like this (summary)... but deep down, i'd probably be satisfied with the TN applying to mounts... especially of fred got his way, and everyone could use specials from mount...


only other thing i can think of off-hand: HTFB needs some art added, namely a punchbowl... take a dive in it, bothan... you've earned it..



kago

-------------------------------------------------------
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A 10/15/12/17/10/10/17 point FS Shipwright (ridiculous, no?).
Custom Starship Components
(5708, 467) Valinor, Dantooine
BlakkStar
Sun Aug 29, 2004 7:13 am
#26

"When I think of traps, I don't envision old furriers lobbing smokebombs at their prey."


That's just it. We aren't "old furriers" and shouldn't be designed with thatSOLELY in mind. We are SW rangers and by the looks of the literature of the SW universe, we are generally more in the direction of paramilitary groups that can thrive in the wilderness. Surely that archetypemay influence what the in-game mechanics for our skillset is but it by no means should be the model.If you want toRP an old furrier that is fine with me but personallyI'm a Ras'kan warriorhas trained to be one with the wild as trainedby my wookie master in the depths of Kashyyyk. IF I make money off of selling "fur" so be it. But I'm not Grizzly Adams.


"I see something more along the lines of the minefields we already have in the game."


I agree. This is the type of trap system we were promised in August 03. I'm fine with that and I hope we still get it. However I would still like to see an instrument that gives of range and accuracy in our thrown traps. Personally I would like to be able to trap a krayt dragon (and not just the juvenile).



"I just figured that theLauncher/ Bow idea would appeal to people on both sides of that fence. Ithas the same function as the"Trap Launcher" for the tech-savvy Rangers and the same feel as the Bow and Arrow for thenaturalist Rangers. "


IF we had a bow system that became our trap system then what would become of our scout traps? And would this also be in addition to the ground traps that we get? Firstly we make our own traps, but it we had arrows and made them ourselves, weaponsmiths would be up in arms. Then if there was a bow system, we would essentially have a redundant skill set that does minor damage that would prolly be too similar to commandos and more lthan likely only work on creatures. Call me a pessimist but I truly believe the bow would give devs more reason to make us creature only.



Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
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