Ranger Archive

Thread: Suggestion: Ranger Flavor Improvements!

Thames
Mon Jul 21, 2003 11:37 am
#14

Dude, you are an animal I like the thought process in these suggestions. But just to prove I'm not brown nosing, I don't like the dual pistol thingie. I believe that should be left to Pistoleer. The rest I like though. Even if these don't come to light, it's fun just thinking about them. Thanks XionLion.



Odax Osskip**Far Star**
Master Doctor
XionLion
Tue Jul 22, 2003 1:45 pm
#15

Maxxed Out XP Suggestion: (not just for Rangers!)


Once you reach Master Ranger (or at least the top of any skill tree) you eventually max out your experience with various skills. For a Master Ranger you eventually max out your Scouting, Wilderness Survival, and Trapping experience point pools after you've purchased all your skills, thus making any further gain with your abilities null and void.


I'd like to suggest that a perk system be added to all elite/hybrid classes that allows you to spend your capped experience on disposable items related to your class. You would purchase these from similar class NPC's (similar to how you can purchase faction perks from most generic rebels/imperials).


The purpose of these perks is to give you incentive and rewards for continued use of your main skills even after you've maxxed them out. This could apply to all professions and while the costs would be high (say 30,000 trap xp for the supertrap) it would allow you to have something special every once in a while.


For a Ranger some disposable one shot perks may be items like:


* SuperTrap: a small bundle of traps that are better than the traps you can make.


* SuperBase: a slightly better version of the Advanced High Tech Field Base .. perhaps it lasts longer, has more healing abilities or an additional crafting station.. or maybe it even comes with a droid..


* SuperCamoBoost: some sort of camo gear or paint that when used gives you +X bonus to your camoflauge skill for X amount of time.


I'm sure we can all think of cool perks that would apply to each skill... and if nothing else, perhaps there could just be some sort of merit badge or trophy system that would allow you to gain rank in a particular skill in exchange for xp (similar to faction rank). Perhaps this could be tied into some sort of skill bonus... so if you wanted to get REALLY cool.. you could have Skill Guilds on each planet that have special bonuses.


For example, for every 30,000 trap xp I turn into the Ranger trainer on Corellia, I get a Corellian Trapper's Guild rank +1... (call it whatever you want)... this guild info could appear in my character sheet... and perhaps the Corellian Trapper's Guild specializes in making Bone Spur Traps that do +% to _insertCorellianCreatureType_. Lets say for each Guild rank milestone I achieve in the Corellian Trappers Guild, (say it goes 1,5,10,20...etc) I get the schematics to make their specialty trap with the rank bonus. The benefit for all this work is that I can now have specialties associated with a planetary trapping association... so if I spend all my time hunting on Dantooine, I may join the trapping guild there so I can get specs for special Dantooine bonus traps.


I suppose you could also consider converting a bunch of maxxed xp to credits but I think that is a bad (and potentially broken) idea.


Well... thats just my daily brainstorm for what to do with all that extra (insert your maxxed out skill) points sitting in your pool...


What do you think? I'm sure you could come up with some great Skill Guild ideas and some great Profession Perks!! Lets hear em!


- Zarn of Corbantis

Mastertoe
Tue Jul 22, 2003 5:42 pm
#16

Rather than having a WP appear as the location of an animal, I think it would seem more like tracking to follow a path to the creature. Kinda like the old EQ method. I would also like to see certain trapsbe able to affect humaniods. Shouldn't a bandit be stunned by a noise maker, or a stormtrooper be entangled by adhesive mesh? I'd also like traps that could be planted on the ground. Maybe these could be a bit more powerful. Just some ideas.



Ceth Svis'ku Ranger/Rifleman of the Bloodfin server

XionLion
Wed Jul 23, 2003 1:35 pm
#17

I liked the EQ /track skill as a Ranger there... but I do feel that in this game, with the amount of spawn everywhere... its going to be very dangerous to use something like that. The game obviously deals well with waypoints and mission terminal spawns... so if anything... I wouldn't mind if I "tracked" something and it spawned the creature a ways off (without my knowledge of course) and sent me a waypoint similar to the way a mission terminal works... although instead of a hive, maybe it would just be one of the creature.. hmm... dunno... but I think it would be fun for looking for specific creatures... not that they are that hard to find anyways. ...


See thats the problem with /tracking... there's just too much spawning going on... Its not that hard to find most creatures if you just walk around... why would I need a track for that? In EQ, you were looking at single creature spawns that were fairly spread apart and they wandered quite a bit... so /track was USEFUL in that it could help you find where a mob went after it spawned.


In essence, our /track skill has been given over to the Bounty Hunter who has the only thing close to this at the moment, which is why he needs a droid to find where his prey has wandered to...


THAT is what we need /track for... a wandering special creature that we hunt for some sort of reward... we'd be the creature version of a Bounty Hunter.


- Zarn

Quexal
Wed Jul 23, 2003 3:08 pm
#18

Traps!!!


Yes.. I definitely agree with the need for traps to affect humanoids!!!


Since almost all faction bonuses come from slaying humanoids, the ranger definitely needs some help in this area. I'm on tier III of the ranger tree, and I'm happy to say that I can take out **instant deathcon'd creatures with a bit of luck.. but when it comes to humanoids, I get wiped out by anything that cons to "even match"!!


I know that the con level of mobs is based on what kind of weaponyou are holding and the skill you have with it at the time, but this would be a relatively simple change that could help outrangers quite a bit!


I also like many of the idea'sposted above... many of these would help to make the ranger class much better and more fun to play!


Thanks,


Qxl

BarneyIX
Wed Jul 23, 2003 8:25 pm
#19

I love your ideas however there is on terrible flaw,


If the Devs actually put ANY of those ideas in the reanger class...*GASP*


IT MIGHT BECOME USEFULL!


heh


BarneyIX BH/CH

Dyslexia
Wed Jul 23, 2003 11:06 pm
#20

Just revamp tracking a la Everquest. Pick an indigenous creature type, and then just give us waypoints. Very easy, so easy one might wonder why its not implemented?



Galad on Kauri
JediKai
Thu Jul 24, 2003 3:09 am
#21

Yes, we should be able to track this...


I also love the Creature Heads idea...




Pjaxi Kai of Bria
Novice Ranger 1-0-2-0
Master Marksman
Master Scout
Artisan 3-0-0-4
memrik
Thu Jul 24, 2003 6:19 am
#22

Hm, a wookie with camo-paint in the face, hm, and a zabrak, hm, hm, or a rodian, hm, hm....



Sorry, couldnt help it. I actually like the idea.




Rib Tibbet
Bothan Master Ranger/Sharpshooter
Madry
Thu Jul 24, 2003 7:14 am
#23

Mineras and other rangers,


Just to reiterate and focus on a particular point, allow me to repost from the development board my suggestion for taxidermy and implementation:


Hello,


My plans for my character has changed almost daily since the game released, but I've decided what profession I want to pursue.


"Big Game Hunter" - Master Ranger, Expert Pistol Markmanship and Intermediate Pistol Special Abilities (from Pistoleer line), andMaster Sniping Accuracy, Intermediate Conceal Tactics and Intermediate Rifle Special Abilities (from Rifleman line).


This "profession" of course doesn't exist officially, but would be fun to roleplay. It should also make a decent PvP character, if I decide to declare a side.


What I'd like to see though is a "/trophy" command that when run on a defeated creature would result in a head or stuffed creature that could then be displayed in a house. It could be automatic, or tied into the harvesting skill of a scout, resulting in skins (like harvest) for a failure, a head for a success, or a full stuffed critter for an amazing success, for example.


Thanks!




Madry
Sir_Voor
Thu Jul 24, 2003 8:02 am
#24

I like you suggestions but I think they are more of a long term perks, and does not really have what it takes to make me want to be a ranger instead of a scout.I think each discipline needs a FIX!



  • For Wayfaring: Ability: animal call and Schematic: animal call devices, This ability lets you minic an animal sound to atract an animal (lure from a group without argoing it)orscare one (or entertain follow player at the camp ). They could be simple /lure and /scare or very complex and entertaining by learning to do deferent animal calls and learning which call works or doesn't work on an animal. for example how will a rancor respond to a /call nuna.

  • Frontiering: very simple Fix Rare Item Forage!!!!

  • Hunting: Skill mod: Melee Defense at each level (hunting animals all day should teach you how defend agenst any melle attack animal or hamanoid. also Ranger Craftables and/or rare color animals that give rare color bones and hides that can be used to make rare color items by crafters.

  • Traps:Humanoids traps!!!!








[`M Sir VOOR N`\

XionLion
Thu Jul 24, 2003 10:15 am
#25

SUGGESTION TO FIX CONCEAL:


Instead of making us inviso characters... give us a camo-related skill thatallows us to prevent target lock on our character for X amount of seconds which would increment with skill increase. Thisis different than /maskscent in thatthe creatures may fully know that something is nearby.. it just takes them a few seconds to actually visually spot you... (thus they may be aggro, but unable to target you ... rendering you effectually invisible for a short amount of time, even though others may visually see you on their screen)


This would allow us to do two things...


1) scout a dangerous area without being targetted for X amount of time.. so if we're in and out in x time.. we're good to go.


2) sneak up on a mob.. and start sniping for x amount of time before they can start shooting back.. (as if they are looking around trying to figure where the sniper fire is coming from)


This ultimately sounds like the original intent of the /conceal skill but it does not have the same problems with your character actually being inviso... you are clearly visible on screen at all times... you are just hard to target while your camo is in effect..


- Zarn

Shartak
Thu Jul 24, 2003 10:21 am
#26

Taxidermy and the heads ideas rock!!
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