Ranger Archive
Thread: Ranger Revamp: Idea Archive (Geniuses At Work)
Mot-Irujam wrote:
My favorite is Outdoorsman 1. If HTFB's are moved to Master ranger, I would go nuts. I love HTFB's, but I dont have the skill points available to master ranger![]()
Author: Owen-Lars
Overview: Ranger 2.0 focuses on an anti-scout aproach to revamping Ranger by focusing on 'Knowledge areas'. The skill onion is not a wish list of everything we have thought of but a core set of skills that have a better chance of getting implemented. The roles and interactions of each tier are highlighted throughout and backed up with an array of skills ranging from pathfinding to intel gathering.
agent156 wrote:
Amsaran wrote:Discussion of Ranger as a Lawman
One riot, one Ranger.
I'm a descendent of one of the first Texas Rangers, and related to many since then, including some active right now. Can't help but like the idea.
OUTSTANDING!!! I too am a decendant of one of the first generation Texas Rangers. As a matter of fact, my toon is named after him, Plunk Murray was my great, great, great grandfather. His real name was Newton Harris Murray and he rode with James B. Gillette during the Indian wars in Texas. Gillette wrote the book, Six Years with the Texas Rangers. Plunk got his nickname when he was a kid.
Turns out he was kind of a character as well. Here's some info on him as to who he rode with before he became a Ranger - Newton H. "Plunk" Murray.
I too love the idea of the Ranger as a lawman. That's how I'm working my Ranger within my guild. Iron City Sherrif
Plunk
Message Edited by FourthNail on 03-17-2005 08:18 AM
Message Edited by TKMFelixx on 03-30-2005 08:58 AM
Wow, it seems someone beat me to this idea. lol I love the idea of rangers getting mission terminals in the larger camps. This alone will make ranger invaluable for group/guild hunting trips. As for the idea of making Rangers like the Texas Rangers......eeck! Isn't the ranger supposed to be like the big game hunt master? You would rather be mobile law enforcement, like a sheriff?
This line should offer some General Accuracy and Speed Mods spread throughout the tree. I actually like the way the 0004 tree in Squad Leader handles these mods. It should offer a slight benefit to improve melee and ranged combat ability without being overpowering).
--Camo
Camo should be treated as a short term CL buff with a refresh. This would allow camo to work as the Ranger community has intended (and perhaps within a level of dev acceptance). For example, if a Master Ranger (CL 80) applies camo to himself on Dathomir and the camo gives a +40 CL bonus (when applied by a Master Ranger) then during the buff the Master Ranger would be CL 120 in terms of agro. This would shrink the agro range of the Camo'd Ranger significantly against all mobs, NPC and Creature alike. This would then provide a substantial benefit to the Ranger and his group as we could then provide agro mitigation.
Camo should also involve the crafting community in the following way. Bioengineers should be able to craft Camo enhancers or an additive to allow us to buff our camo when crafting it allowing for longer duration or higher CL rating. Chefs could make food that would reduce the cool down timer in between camo use.
(Roots, Snares, De-buffs, State changes)
--Every tree should have at least one trap and this is easily changed by reallocating all traps from scout thru ranger over the range of both professions
--Traps should rely on the trapping skill to use them but the CL rating to apply them (because traps are by their nature combat oriented).
--Crafting of Traps needs to be modified. Traps offer utility so creating them should come at a price. Traps could have the following characteristics Uses (Quantity), Effectiveness, Duration, Area of effect (AoE traps), Range (?) and (pulse*) for roots/snares. When crafting a trap the quality of resources used would affect all of the stats involved. If a ranger uses poor resources to craft traps then they will produce poor traps. This creates an opportunity cost for trap crafting. Do I use the resources that earn me money to craft great traps, or do I buy my traps from another ranger known for trap crafting. A ranger can use his experimentation points to increase the Uses (Quantity), Effectiveness, Duration, Area of effect (AoE traps), Range (?) and (pulse*). Then there is a trade off with the crafting of traps that makes then rather unique.
--The crafting of traps should involve other crafting professions. For instance the P Dart could require a weapon power up to use (i.e. trap launcher power up--allows the use of Pdarts at weapon range 25 uses) or a trap launching droid. In this way the Ranger either needs the trap droid or the weapon mod for certain traps. Again the utility of the trap can be hampered by the needs for its use. Another example would be an AoE Snare may require subcomponents from aweaponsmith such as a dispersal mechanism (AoE snare could allow a group to run when too adds have agro'd)
--Melee and Ranged Defense Mods
This line should add melee and ranged defense mods similar to those added by the 0400 Squad Leader tree. Again offering a nice boost to defenses but not too much of a boost.
--Camping (Combat Recovery)
Camps should provide a degree of safety to allow the Rangers group (or visitors) to safely heal, fix armor/weapons, and recover from the ill effects of spice, etc. after combat.
Mechanics of Camps: Camps should create a CL Zone based on the Camp and the level of the Ranger. For example, a HTFB could add + 80 CL to the ranger level. So a CL 80 Ranger and a HTFB would create a CL 160 zone. This would effectively prevent most creatures from agroing anyone within the camp and in practical terms provide creature repulsion. Obviously if a Krayt, GDK, or NS Elder came wandering along they would still agro as no camp should mitigate against these elite mobs.
--Additionally high level camps such as the HTFB should require sub components from at least 1 other crafting profession as they represent the highest levels of complexity.
--Forage
The forage table food buffs simply need to be redone. Foraged food should provide minimal but functional buffs that make them useful for extremely short duration. Chef food should always be preferable but the foraged items should be functional for when you are in a pinch. Additionally there could be areas that are very difficult to get into that would allow us to forage a power up for some crafted item be it camo, food, etc but that will take quite some time to create as there would need to be a method to prevent exploitation or imbalance to the present environment.
--Reduce the overall Harvesting mods if the other ideas are implemented (there must be a trade off)
--Extend area track range and fix the blind spots
--Player tracking or tracking of elite mobs needs to be at the Master Level
Message Edited by Serraphin on 06-03-2005 09:49 AM
Message Edited by Serraphin on 06-03-2005 03:28 PM
***Edited to change Ranged ACC & SPD bonuses to both Ranged and Melee ***
Message Edited by Serraphin on 06-03-2005 06:47 PM
Message Edited by Serraphin on 06-03-2005 06:48 PM
Why should we have a reduced harvest? We're not much higher than scouts as it is.
Also, why not some placeable traps? Some that affect npcs? A dart or gas trap doesn't have to work on just animals.
Here are some examples of "rangers" from different settings, fictional and real-world. My purpose is to add some food for thought on how an SWG Ranger might be seen by others.
The Leatherstocking Tales (J.F. Cooper's "Last of the Mohicans") depict the life of Nathaniel Bumppo (a.k.a. "Hawkeye"). A fictional hero of early colonial, pre-revolutionary American history. Not only was he a hunter of epic proportion, but he served as a pathfinding scout and sharpshooter. A master of the 'long-rifle'. The era, and the man depicted in the stories as the central character, match the era (and role) of the person acknowledged as the 'first' U.S. Ranger (which predates the founding of the U.S. as a nation, taking place c. 1750s and later). This 'ranger' was a sharpshooting scout.
In the Dungeons & Dragons game system, rangers are represented as (typically) stealthy masters of the wild - and greatly feared in combat in wilderness settings. Having skills with animals (similar but not as potent as say a Creature Handler), and combat bonuses in non-urban settings, the D&D Ranger has both the ability to see - and remain unseen - as well as dealing out death from adistance. These Rangers are snipers - but they use a bow with arrows instead of a Laser Rifle.
The U.S. Army Rangers historically served as long-range forward (and behind enemy lines) scouts *and* typically engage - and take over - tactical and strategic points of interest (modern day, this might be a mission to sieze and control an enemy airfield during the opening stages of a war). In short, they're equipped to fight - not just observe. They are the pointy end of the U.S. military spear.
Currently, SWG Rangers aren't a combat profession. As pointed out elsewhere, they didn't make it onto the CU chart. As a player that's been inactive for more than a year, I've come back to find many changes. Some of which are very positive, but it looks as if the Ranger profession was missed - I would love to see them become a true combat class worthy of the investment of skill points. I very nearly respec'd this char...but didn't have the heart to give up the title. I hold hopes that this SWG profession will one day become worthy of the name it carries.
-signed,
An Eclipse galaxy Master Ranger
Message Edited by BlueGlowy on 06-11-2005 11:07 PM