Ranger Archive

Thread: A New Conceal?

Calculus_Entropy
Thu Jan 08, 2004 5:37 pm
#14

Predator...his armor would bend the light around it so as to appear invisible while standing still, but he looked kinda fuzzy while moving.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Nerj
Thu Jan 08, 2004 7:55 pm
#15

I have to disagree, conceal should allow us to be hidden from enemy "sight" whether that sight is humanoid or creature. A couple of shots and we are located, depending on distance to target. In addition, if we can take "bits of bone, hide, metal" and make high tech camps, complete with crafting stations, we should be able to make effective conceal paks which "masks" or distorts our location.



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

NRaas
Thu Jan 08, 2004 9:08 pm
#16

"How about making conceal simply make the target non-attackable?"


Interesting... Even with the risk of a failure do you not think it would be far too powerful?


This could potentially be used by Faction members as a workaround for the Overt flag, as an Overt player that is concealed would not be attackable by the opposite side.


Hmmm... That could be a stickly one indeed.





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NRaas
Thu Jan 08, 2004 9:13 pm
#17

"Would this be intertwined with the old "ghille suit" idea we had bandied about a while back?"


That idea has cool graphical merit as well, it definitely gets a place in the vision...


Would a higher quality suit improve the"to-hit" bonusor the success rate?


I presume the details defined in the SotP are still acceptable for inclusion?





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NRaas
Thu Jan 08, 2004 9:32 pm
#18

"My proposal would be to codify this effect."


Yes, I understand that concept.


Removing all the info sent to the client would definitely remove the hackability, and produce the effect of complete invisibility.


Does anyone remeber whether the developers commented on "complete invisibility"? I recall them vetoing the ability outright. Does anyone remember exactly though?





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NRaas
Thu Jan 08, 2004 9:41 pm
#19

"needs to be a large negative modifier"


Agreed... Something we can sink our teeth into and actually see results.


Now is the "negative to-hit" indeed that proper approach? Are there any other concepts that would perhaps produce a more visible effect?


"I will ask, does the check still happen with this proposal? Is there still a chance that it will break"


Thereshould still be a risk to the reward, and that seems to fit the bill.


I suggest keeping the camoflauge skill affecting rate of success and keep the "to-hit" bonus static.


Perhaps the quality of the camo kit could define the "to-hit" bonus.


Hmmm...





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NRaas
Thu Jan 08, 2004 9:43 pm
#20

"I also want to ask if we want the ability to maskscent others to be in the realm of the Ranger?"


Really? Ok, though I do like that part of the current concealment design myself.


Any particular reason it should not be part of our profession?





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Fred_Skinner
Thu Jan 08, 2004 9:51 pm
#21






Gwee-Godo wrote:

I would submit to this post two things that I feel are fact, or coarse I could be wrong but I feel these things to be true. They are as follows:


1. The Dev's will NEVER put any sort of invisibility in the game. It is my feeling that asking for such a thing is a waste of time. It is better to leave this idea behind and shoot for something more productive.


...snip...




I'm honestly not quite ready to give that up yet. This has been done in other games, I need to do some research as to how it went, but at least ONE game developer liked the idea of invisibility, albeat briefly perhaps. Riflemen community was actually pushing for this with the take cover skill. It's not unheard of and they do this in Neverwinter Nights (not an MMOG tho). I will get back to you guys on this after I do some research. I do remember a beta I was in were this worked very well, but I can't remember which one (again, I think it was DAoC). You could be seen and targeted after you attacked. What it essentialy did was allow you a first stike.


Come to think of it, the most balanced game in the history of gaming was Starcraft, imho, and it had stealth units like this. There was also a way of detecting them, perhaps this is a way out: folks have to equip something that has a slight penalty elsewhere ... like that heartbeat monitor I mentioned




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


NRaas
Thu Jan 08, 2004 9:53 pm
#22

"I guess in the end I dont want another form of conceal"


Ok. So you would suggest having a double standard for concealment? On system that works on creatures and Humanoid NPCs, and another for Players?


How would this work regarding Pets and their Players? As the Players would be able to see us, why would the Pets be unable to attack while their master can?


I'm open to thoughts here.





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NRaas
Thu Jan 08, 2004 9:56 pm
#23

"Think about the Arnold movie with the alien thing with the cool camo"


Predator? Good example.





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NRaas
Thu Jan 08, 2004 10:03 pm
#24

"I will get back to you guys on this after I do some research."


Please do. And I suggest anyone with reference materials availablefrom beta or after launchcheck for a precedent one way or the other.





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Gwee-Godo
Thu Jan 08, 2004 11:44 pm
#25






NRaas wrote:

Predator?




Thats the one! Why could I not think of that... I know someone else posted that to, thanks to both of you, that was driving me crazy. Anyway, could we shoot for this sort of effect? I really do not know what mechanics to throw in behind it, but it would look sweeeet.Some of the ingrediants would need to change to reflect the more high tech aspect of it, but that would promote inter profession dependence. We would have to buy some of the materials to make the stuff. They could still make it planet specific if they wanted to. Maybe its not really Star Warsy though. Is there a precident for this type of technology in Star Wars? It could be as simple as giving others a negative to hit mod, but I think if /conceal turns into something valid in PvP we need to have a visual representation of the fact that we are using it.
CarpehNoctem
Fri Jan 09, 2004 1:04 am
#26

I'm all for it.

This is soemthing that would make us more valuable in pvp, pve AND the GCW. (As long as you can do both to others)

I think as you go up the tree you should still get better maskscent as well, maybe unbreakable at Master?



Carpeh Noctem
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