Ranger Archive

Thread: Ideas for Ranger

jibberjabberfp
Tue Mar 02, 2004 9:01 pm
#14

Well, another idea.
Im still a little fresh on ranger, but like it so far. Latest thing is rescue... so the creature attacks you.
I can see it being useful if you are grouped with some newbies and maybe pets, and as a tk, i might be able to handle it, but here is what i would prefer with Rescue:

If you fail, it continues to attack the current target
If you are completely sucessful, the animal stops attacking (like you both go into hiding)
If you partialy succeed, then the creature attacks you instead

IMO, the trap tree needs a fix, its last on my priorty with rescue and only two traps, i am not a 'trap' person that much. It should have a trap each box, and rescue as i described.
EbeLightcloud
Thu Mar 04, 2004 11:23 am
#15

I like the idea of having a nightvision application. Something of this nature would definitly be of benefit on such planets as Dantoonie and Endor. These two planets always seems to be extreamly dark. I would have the range for such an application set out to 64m. (I believe thats the default of the radar).


At Master Ranger, I would like to see the Field Base also with a mission terminal, and semi-permenant, as I read having it not disband unless you exceed 2000m.


When examining game I would love to be able to see the stats (OQ, PE, ect.) also incorperated at master. I think this would make our profession more sought out by just about everyone else in the game.


Ebe Lightcloud


Master Ranger, Master Markswoman, Novic Medic




Master Ranger...er...Spy
Master Riflewoman...er...Spy
Tibli
Thu Mar 04, 2004 11:57 am
#16

I am still all about the hunting lodge/cabin idea. I think that If anyone could throw up a building on a restricted planet it should be us...... So take up a bunch of lots for something the size of a small house, and only let us up one down at at time. That would be the greatest things since chef's learned how to make brandy





Tibli Srictahio, Master Ranger
Imperial Sector Rangers
Phenix1050
Thu Mar 04, 2004 12:01 pm
#17

disappearing off radar is cool idea...but hard to implement since it makes you IMPOSSIBLE to attack...the radar is directly connected to your presence...you'd pretty much be logging off, as I understand it. Which means to take us off the radar a LOT of code would have to be re-written. An alternative: white dot. Take the error that made jedi invinciple in PvP (they couldn't be attacked, even with a TEF) and turn it into an awesome skill.


trap launcher. you have NO idea how cool that could be. honestly, my keyboard is now saturated with my saliva from the drooling.


but my flavorite (spelling mistake intentional, damnit!!) idea is modular camping. man i love it. It has some drawbacks of course, but honestly, that's the idea i have wanted more than anything, since it creates a great amount of interaction between other classes. Yeah, we can still go out and hunt solo (or alongside friends) but when neccesary, we can whip out a camp that'll be so rediculously cool, Bounty Hunters will crap their armor in shame. (there ya go JBMat...fresh material to work with) hehe


anyway....

peace, love, and Rangering. the capilization of Rangering...is KEY.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
DWolfe
Thu Mar 04, 2004 7:36 pm
#18

The idea about disappearing off the radar has already been shot down, partially for the reasonPhenix gave. The new favored solution is to make us a yellow dot, and remove our names from above our heads; still attackable, but not instantly recognizable as an enemy.


Trap launcher is an idea I'm still for, but notintensely so. It would be niceto havemy traps were useful at my optimum range, though.


Modular camping is getting a looksie from the Devs. It might actually become a reality, though that's going to depend on the Devs, of course.




~Daracca of Valcyn
Corellian Defense Front - Information Officer
Rifleman - Shoot straight, conserve ammo, and never cut a deal with a Hutt.
Master Ranger - Come with me, and I'll show you the world.
Sai-Em-Hefix
Fri Mar 05, 2004 6:08 am
#19

Hi


Yap! It is very good idea to make us a yellow dot, and remove our names from above our heads.

But.....what the Developers say about that?




May the force be with u all
Fred_Skinner
Fri Mar 05, 2004 7:39 am
#20

Ok, I see a few misconceptions here about that "not on the radar" thing again



  1. Hackers will just use 3rd party programs...


    • This is an implimentation issue. You simply do no send any information about the object to the client. You have see this effect, when a spawn drops on top of you suddenly.

  2. Difficult to code...


    • Perhaps, perhaps not. I think "gating" the information being sent to the Client is probably the easiest way to do it actually. By making some info flow and choosing to show itor not and changing the Client so as toflag radar include or not and such.. both the Client and Server changes. If you don't send anything only the Server changes.

  3. Griefage, overpowered, FotM, and stuff...


    • These are truely valid points. I do not think that this gets you (the devs, et. al.) off the hook, however. This is an implimentation issue, again, and does not invalidate the idea. Some humble suggestions...


      • Works only prone. Sit or stand, you have been made.

      • Once a target sees you, conceal breaks (like it is now). Timer will prevent reapply.

      • Treat PC, NPC and Creature all differently, PC having the new code only.

I'm all for whatever the comunnity decides, even Nraas's "modifier" method has merit, his method is the easiest to code. However, Rangers right now are the working class, the laborers. There is less for us in the GCW then AS have. Don't get me wrong tho: I'm happy as a hunter. It's just that I feel we will always lack something and all the fancy camps and traps are not really going to make that much of a difference. Fun at first, nice bells and whistles and all, but after the bloom is off the new stuff we are back here: just a "smart" harvestor.





Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


AnsarMachri
Fri Mar 05, 2004 1:38 pm
#21

I finally took a look at the specifics on the proposed modular camps. All I can say is...


DROOL


Do we know for a fact that the devs are looking into this?



Ansar Machri
Pathfinder of Pax Imperius
DWolfe
Fri Mar 05, 2004 9:34 pm
#22

Mm. There is still the /hide idea in the Outdoorsman proposal which I think is workable... But I like the idea of camo, as a standard effect, doing the yellow dot/no name thing.



~Daracca of Valcyn
Corellian Defense Front - Information Officer
Rifleman - Shoot straight, conserve ammo, and never cut a deal with a Hutt.
Master Ranger - Come with me, and I'll show you the world.
Hatch_Hazard
Sat Mar 06, 2004 5:50 am
#23

I'm all for using Ranger foraged goods to create Ranger specfic buffs for only the Ranger, and those IN the camp at the time. It could have resists aginst animal damage, animal induced states, slow and stop bleedings and posions, maybe diseases, crank up to hit, maybe some light, stackable buffs of pools....

Hmm. i'm getting hungry just thinking about it.


Also, I dug the 2k idea for the High Tech bases. Setting a place down, getting missions, returning to heal and getting more sounds great. Dunno about one thing though. I've found on TC they seem to disband after 35 minutes or so on their own. Might be conter productive if your missions are more than a 30 minute round trip.



I live in this world. I exist in my own.

Hatch Harrison - Best dressed Scout in the whole city
DWolfe
Sun Mar 07, 2004 1:23 pm
#24

Mm. You know, I've generally been skeptical about ideas of foraged foods being used to make better buffs, but I don't think I ever considered the creature-centric angle before.


However, rather than allowing them to be made into buffs, just giveimproved creature-centric buff abilities to existing forageables (except the flurr cles! leave them alone!). As is, most of them neither last long enough nor give a strong enough buff to make them worthmuch when measured against even the worst of the(old) chef foods. Now that chef foods are improved, they're generally less than worthless (except my beloved flurr cles!)



~Daracca of Valcyn
Corellian Defense Front - Information Officer
Rifleman - Shoot straight, conserve ammo, and never cut a deal with a Hutt.
Master Ranger - Come with me, and I'll show you the world.
Fderrr
Mon Mar 08, 2004 11:50 am
#25

MY suggestions:


At master increase the range of the traps to 65 M instead on 45 (launcher ????)


Foget the idea of PVP invisiblity, Ranger is for PV Creature. And I personally try to avoid the Power gamers, and REALLY don't want to see TKM walk up invisibly to players and get instant kills.


be able to craft Med from foraged good, add it to camping skill tree so only craftable in camps.


example Rangerstim pack required 10 Organic, 10 water, and an onion, These don't require med use skill to use but only stimm for 150-200 instad of the medics 350-400.


Add Survey skill to ranger, so they can harvest resources from ground, At least Organic resources(floral survey tool) & water. If need be attache it to the conceal tree, where you only can survey from planets you are skilled for.


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