Ranger Archive

Thread: New Ranger Tree (7/7/04)

Phenix1050
Wed Jul 07, 2004 7:48 pm
#14

Wow, okay, lots of info, I probably missed some things, but here is my thoughts:


I love the ideas here, but again, playing devils advocate, Master Rangers should have a secondary Melee weapon, like the secondary hunting bow.


I love this template since you could actually be effective in PvE without Mastering another combat prof. However, the only gripe (it's a little one) is that I think that like TKA's who get more damage while unarmed as they progress, I think Rangers should get a bonus to a new "creature damage" meaning that all of our base damage is multiplied by a small modifier if it is against a creature. Thus, if a hunting bow would cause 100 damage base, a novice Ranger would get a 5% bump when used against a creature. Thus, against an NPC with no armor, it would cause 100 damage, and to an animal with no resists, it would cause 105 damate base. As we progress w/ hunting skills this should grow. At Master Ranger, we should be doing almost double the damage, in my opinion, since we'd know where to hit the creature, even without a critical strike.


The only other thing I'd like to see are some GCW abilities, like skill mods for removing minefields, camo working against bases and covert scanners. Our traps should also get to represent a more "star wars-y" feel. We should be able to craft droid-specific traps (i.e. traps made from natural resources that affect electric targets) At Master Ranger, we should be able to "jam" the turrets at bases, delaying them or lessening their damage.


Last thing, I didn't see anything about experimentation. I'd really like to see camps, traps, and camo kits have experimentation for multiple areas

camps should be able to be experimented on for healing ability and duration

traps should be experimented on for # of uses and for effect (increased damage as well as longer lasting status effects)

camo shoud be experimented on for # of uses and for duration.


consider that my 4 cents 'cause you're twice as cool.



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.
poser00002
Wed Jul 07, 2004 8:34 pm
#15




Phenix1050 wrote:

The only other thing I'd like to see are some GCW abilities, like skill mods for removing minefields, camo working against bases and covert scanners. Our traps should also get to represent a more "star wars-y" feel. We should be able to craft droid-specific traps (i.e. traps made from natural resources that affect electric targets) At Master Ranger, we should be able to "jam" the turrets at bases, delaying them or lessening their damage.







Sorry but by the words of TH rangers is not ment for pvp. Ranger is to be a master of hunting. Anything to do with pvp or the gcw will never get in to ranger as it does not fit in with what they want ranger to be Master hunters. Minefield removing is going to be under commando i heard thoe.



My thoughts on a working gcw/rank and fun factor in this game.......

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=210974
Phenix1050
Wed Jul 07, 2004 10:32 pm
#16

Actually, what he said is that Rangers were meant to "lead the way in PvE" in much the same way that Bounty Hunters are supposed to lead the way in Jedi control. However, much like BH's can use their skills in PvE, this doesn't imply that Rangers should have no skills in PvP. TH also said all proffessions will have their role in the GCW. These were simply a few ideas to get us moving in that direction.


Plus, just because TH says that's not the way they view it doesn't mean if the Rangers in general want SOME PvP skills (not to become a PvP champ, mind you) that the development team can't work around that. TH said lots of things about BH's that eventually were turned around due to player demand.


Thus endeth my rant.



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.
Owen-Lars
Thu Jul 08, 2004 12:05 am
#17

Next time I see a falling star... I will wish upon this to be in the design queue








Thanks, hopefully TH has seen one too, i heard he's been hanging around here abit lately



THORTAC BALCOR
The Lost Ranger
RANGER
Bartholomew_Roberts
Thu Jul 08, 2004 12:17 am
#18

he forgot the port-a-potty module for the camps. hehehe
Owen-Lars
Thu Jul 08, 2004 12:28 am
#19

Opps ill get on it.


Do you want an air freshner module also?




THORTAC BALCOR
The Lost Ranger
RANGER
Gelotri
Thu Jul 08, 2004 12:33 am
#20

Can I have one of those High Tech Hunters Bows now please?


Seriously....great job...looks like you incorporated a few items from the outdoorsman...Bravo!



Gelotri - Shadowfire - Elder CL90 Jedi
EX Master Pikeman - EX Master Ranger - EX Master Tera Kasai - EX Master Marksman - EX Master Bounty Hunter - EX Master Creature Handler - EX Master Swords

***That which Does not kill us, only affects our HAx***
Aeraym
Thu Jul 08, 2004 2:56 am
#21

Two thumbs up. Excellent post!



(gggggggggggggggxnnntnnnnnnntnnnxggggggggggggggg)
~Aeraym Silvermoon~
~The secret to flying is to throw yourself down and miss the ground~
Owen-Lars
Thu Jul 08, 2004 3:40 am
#22

Im personally not holding out for pvp changes because frankly i dont think they will ever come


We can still dream though and it would be cool, but i see us more as a suporting role for the group, providing launching platforms for assaults and help traversing through the wilderness. That is my vission of our gcw role, helping the group get to its target in one piece, helping dispatch anything in its way and tracking down overt enemy members.


Oh try this:


/areatrack players:

This ability lets you track npcs up to the maximum radius at your level. You can choose to scan for factionally alligned players and using the new wp indicator can simply click the name and track the enemy faction player down.

This ability would be very important in the gcw and pvp as you would be able to direct your group in the direction of overt members of the opposing faction. It would still keep us creature/nature orientated however give us a vital role in pvp and gcw. Groups will want to hire us for raids and faction hunts to 'Path Find' for them.



Hows this?



THORTAC BALCOR
The Lost Ranger
RANGER
poser00002
Thu Jul 08, 2004 3:56 am
#23

Good idea owen, about the ownlly thing to do with that gcw that we might ever get thoe. BUt like u siad it is nice to dream. Been dreaming for a revamp to ranger in any way for the last 6 months lol.



My thoughts on a working gcw/rank and fun factor in this game.......

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=210974
Owen-Lars
Thu Jul 08, 2004 4:14 am
#24

I'd do away with cammo kits however. The whole idea of the cammo kit is a horrible idea. Two things wrong with it. First, it means that you can't even conceal badly until you get to master ranger (who needs cammo in naboo or corellia?) and second, it just makes it too much of a hassle to even be bothered with. My suggestion would be to get rid of all cammo kits and "planet certs" and just make it an ability with a skill mod. For example, at novice you can conceal on any planet from any animal at 25% more probability of success then mask scent. And at master you can conceal from any creature or npc and have like 100% more chance of success then mask scent.







ATM yeah i think i wouldnt miss camo at all, however when they 'used' to be farely effective i used to use them all the time and enjoyed collecting the stuff to make them, they barely ever failed against anything and were fun to use so if things could go back to how they were against npc and creatures i wouldnt have a problem with them beging craftable.


Perhaps like someone else said, a change that would be welcome would be /concealself ability.


I have two ideas on this aswel as another on giving another command to masters called /concealgroup, tell me what you think.

Both gained at master with their respective kit schematics:


  • /concealself

  • /concealgroup


Idea 1:

Before master ranger the player can use camo kits as usual. This ability provides a maximum effectiveness and duration camo effect on the master ranger with no kit expense. The master ranger simply uses this command and can camo (himself only) for maximum duration. There are no costs for this conceal due to the experience level of the ranger enables him to re'use and repair his kits.



Idea 2:

Before master ranger the player can craft camo kits as usual and use them as he/she wishes. At master ranger however, the player gets the schematic to craft a 'Personal Camo Emitter'. This device can be effected by experimentation on duration only and is not usable on its own.Instead, it can be given to a tailor and added within the crafting process of any clothing. Once the clothing piece has been crafted and equiped by the player, he can use the new ranger ability called /concealself. This ability activates the emitter within the clothing piece and conceals the player with maximum effectiveness for the duration of the emitter. Using this ability has no cost however this is offset by the decay of clothing and massive resource cost to craft the Personal Camo Emmiter.


This ability would be very welcome as it would require the ranger to 'work' for the new 'unlimited use' ability and invest alot of resources in this. I dont want to see a very powerfull ranger ability such as this just added as normal, it should take something special to 'enable' or make, such as letting a tailor add it to clothing.




RELEVANT FOR BOTH IDEAS 1 AND 2:


Normal camo kits would still be a viable option before master and for groups but perhapsa newdynamic and aplication method of conceal other players should be added at master. Perhaps instead of crafting normal camo kits you can choose to craft a group camo kit (schem gained at master). This kit has charges and duration effected by experimentation and is applied by typing /groupconceal. Once the command is active, every member who is not already camo'd recieves camo for the duration of the charge replenishing camo on players who have broken camo or new to the group every 15 seconds. Once the charge has run out the ranger would need to use another charge from the group kit to start another 'wave' of camo.


An example of how it would be used is this:

The master ranger applies /concealself then joins a group, he then uses /concealgroup command and uses one charge of his maximum experimented group camo kits. It has a maximum duration of25 minutes and has 10 charges in the single kit.

The group members ALL get camo applied to them with refresh of camo every 15 seconds. The group heads out and due to the fact group camo effectiveness is much less than self camo, one of the group memebers breaks camo on a enraged rancor. The group fights and brings down the beast whilst the group camo charge continues to try restore the uncamo'd group members camo status (obviously it would fail due to player being in cobat at first) eventually the battle is over and 15 seconds later the camo charge re-applies camo to the un-camo'd members of the group again.

After 25 minutes the camo charge 'burns out' and drops camo, the ranger then simply uses the /concealgroup command again and another charge is used from the kit.



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Thu Jul 08, 2004 4:50 am
#25

The ownlly thing i would like to see added to the post would be maybe something for fishing. Maybe fishnets or fish dens.







Ok this needs to be added in some way or another. Perhaps a scout ability that mods in ranger (creature harvesting) effects.


Ok here are a few ideas on fishinghabbitats and fishnets.


Fishnet:


This items is craftable by an artisan or scout at a specific level and enables him to 'sweep' a pond/lake/river for multiple fish catches. The 'sweep' would take aproximatly 1 minute to complete but could catch up to the maximum number of fish determined by the effectivness rating of the net.


For example a low quality net could only catch between 3/4 fish per catch, whereas a high quility net could catch 5-10 fish a 'sweep'. All the caught fish wouldbe 'stored' in the net untilthe player wishes to 'process' them.With experimentation the net can hold up to 50 fish at one time.The player can then 'process' the caught fish when he wishes.The way the meat is obtained isdifferent to that of fishingrods. With rods you 'fillet' the fish, get a carcas, meat and chum bait.With'process'the carcasandinards (chum) isautomatically thrown awayleaving onlythe meats to stack up.When you activate 'process fish', the fish within the net are all filleted and the total meat is added to the player inventory.



Fishing Habbitat:


This unit is similar to a harvester in many ways, it automatically breeds and 'processes' fish. The unit must be placed within 20m of a water source to provide continous flow of fresh water to the 'stock'. The unit requires lots of maintenance and power to opperate and the processed meat can be accessed via a hopper.

To use the unit you will need to collect two of the same fish (not filleted) from the same planet during the same meat shift. You then add the two fish to the unitinto the breeding pool (You can add up to 50 pairs to the breeding pool at any one time for storage). When you activate the unit it will move one pair into the cultivation tank and start breeding new fish of the meat shift and processing them when they grow old enough. Each fish pair can create 50 processes (in other words 50 fish worth of meat).

I have no idea how much these automated units should produce in terms of meat output but i think it should be considerably less than the fishnet method that requires the player to actually be there to fish. so maybe 25% of what a fisherman can get etc.


This unit is craftable by either a master artisan or BE player and can only be placed by a scout.




NOTES:

Both items take the player's Creature Harvest skill mod into account and provide meat amounts per fish according to these mods. The use of these items would obviously be much favourable to a master ranger than a novice scout (due to massive difference in creature harvest skill mods) but ifa novice scout wishes to, he can still be a reasonable fisherman.





THORTAC BALCOR
The Lost Ranger
RANGER
Calculus_Entropy
Thu Jul 08, 2004 7:50 am
#26










Owen-Lars wrote:


There are a few questions I’d like to ask though:



  1. What do you think the requirements should be for this novice ranger? I would say Master Scout and any 1 line of a novice combat prof or perhaps even a novice elite prof? I would amost have to ask that the Ranger weapon be certed based on your skills (under this plan). I.e. if you have a ranged prof, you get the bow and if you have a melee prof you get the knife, but not both.

  2. Do you think we should get melee/ranged mitigation or toughness? I would rather see Creature Damage Mitigation (CDM)

  3. What are your thoughts on the weapons? /drool

  4. Do you think that ranger damage is a viable option? I think it is viable, but I am not sure what the Devs would think.

  5. If not what other options would you suggest? Sheesh, you covered things very well...all I would add is the afore mentioned CDM. I would also beef up the harvesting even more...






Message Edited by Calculus_Entropy on 07-08-2004 08:58 AM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
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