Ranger Archive
Thread: Re-hashing old ideas
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Phenix1050
Thu Jun 17, 2004 11:09 pm
#14
as always Fred, we owe you so much...
but now that I know how to link.....your days here are numbered...
um. yeah. I don't know WHY they're numbered yet..
BUT WHEN I DO....
i'll...um...uh...
whatever.
Calculus_Entropy
Fri Jun 18, 2004 7:10 am
#15
Phenix1050 wrote:
I only said Fred and Calc 'cause Fred always does it if I don't...then he chides me for it...and Calc complains about this being a thankless job and I was trying to give him a few kudos.
Still love ya Nemo0....i just with I knew how to do that thingamajigy.
BAH!
Calculus_Entropy
Fri Jun 18, 2004 7:14 am
#16
This is a good point that I hadn't considered.
Phenix1050 wrote:
*snip*
But here's what a lot of people don't realize: NONE OF THIS IS NECCESARY TO PUT UP A CAMP.
*snip*
MonsofoLexius
Fri Jun 18, 2004 8:09 am
#17
Phenix1050 wrote:
Modular camping: what do you think, do you like it, do you have any suggestions?
Ranger crafting: do you want experimentability, how should it be implemented (if at all)
Ranger Identity: who do you see yourself as, what skills would you like to "define" the Ranger class
Okey Day!
1) Modular camps
- Entertainment Stage I think this is just a yes-or-no thing. We have the ability or we dont
- Crafting Station Are fine the way they are. Give me an example of needing a Structure or Armor one in the field and the person not having a droid on them, I only see the need for the 2 we already have
- Faction Network I thought there was one in the HTFBK when we drop durring overtness. I would like to see the abillity to go overt in a HTFBK
- Medical Bay Heal rates of HTFBK are fine the way they are. How many of you and your party do NOT have 110 Med droids?
- Veterinary Bay Ok one thing I would like to see added, is advanced pet healing
- Large Creature Defensive Field If I remember correctly the FBK and the HTFBK have these, they are just broken ATM
- Large Creature Pheromone Emitter How about /track as offered by the Dev last year?
- Small Creature Offensive Hide How about just being able to leave HTFBK up durring combat, I don't see us having to add a module to it to give us functionality that we should have right now
- Garage Ya well, hold on we just healled our battle fatigue, I need to pull this tent and pop up another one with a Garage module so we can repair our vehicles. I just think it is too complex adn I see no need for it.
- Evacuation Shuttle Beacon Ok I think this belongs as a faction perk or as a SL perk. Maybee a shuttle port in a hunting cabin. ButJTL will change all this
- Covert Detector SL Skill not Ranger
- Rallying Point SL Skill not Ranger
- Biogenic Amplifier I think we are starting to reach a bit here
- Small Arms Emplacement If the shields work........
- Machine Gun Nest Would be neet in PvP
- Rocket Launcher Nest Would be neet in PvP
- Poison / Disease Aerosal System Just have the CM do this, why should we be given the capability of CM with none around
- Mine Fields Are only for Faction bases now
There is my thoughts on modular camps. I just don't see the need for so much work being put into this. There are some great ideas that I feel are
- Already in our camps now orthey arein and broken
- Not in the Realm of Ranger (See Biogenic Amp)
- Should be covered by other Ranger skills as has been advertised by Dev's
2) Ranger Crafting
I wouldlike to see some Experimentation addedto our crafting. Everyone else has it, why should we be exempt from resource quality. How about durration on traps, heal rate of (HT)FBK's and so on. I used to be a Master Doc, and I must admit there is some pride in making great stims and such that you dont see in Ranger.
3) Ranger Identity
Tough one, I think this will have to be another post
Message Edited by MonsofoLexius on 06-18-2004 08:19 AM
Phenix1050
Fri Jun 18, 2004 12:13 pm
#18
Okay. I kinda hate to do this (on the other hand, it's cool to find a post I made waaaay back when and find that it's still kinda true...but it's also kinda sad)
If you have the time, check out this old thread...lots of good ideas, and one giant question: where are we going with all this?
Basically, as I've said, we've come so far in coming up with new ideas that it seems we've lost sight of where we're going...
So here's my list of "Old" issues that I'd like to see some comments on:
Modular camping: what do you think, do you like it, do you have any suggestions?
Ranger crafting: do you want experimentability, how should it be implemented (if at all)
Ranger Identity: who do you see yourself as, what skills would you like to "define" the Ranger class
Be forewarned: I was even longer-winded when I was just starting...eye-strain is a common side effect of reading my old posts.
Message Edited by Phenix1050 on 06-18-2004 12:13 AM
Message Edited by Phenix1050 on 06-18-2004 12:14 AM
Phenix1050
Fri Jun 18, 2004 1:19 pm
#19
Well you nailed a few points about the Modular Camping. The original proposition was to give many of those things to the squad leaders. I'm not sure I like that (I still think we should be unrivaled in setting up wilderness survival areas) but I'm willing to settle for whatever we get.
Secondly a lot of the modules aren't crafted by Rangers. This idea was proposed as a way to increase the interdependance of Rangers in the wild. Thus, stages would be made by entertainers, Rocket Launchers and other modules by the respective proffessions. Rangers would have their own modules, available to make only at Master Level, but the majority of these would need to be purchased.
A large part of modular camping is to increase our role in PvP and the GCW. As you said, Rocket Launchers give us that ability. But again, a lot of being a Ranger is hunting alone.
Thus, the increased heal speed would be if you're out hunting solo (or without a doc/droid combo) and you need to heal. This way, you can spend more time hunting and less time/creds going to find a doc to heal your wounds.
I also agree, this proposal is ambitious. But we have to ask for more than we think we'll get or else we'll become the butt of the SWG joke, and our "revamp" will consist of new schematics for Improved Scout Monkeys and Doe Snot, both of which will require Lokian Domesticated Meat to produce. Reach for the stars, and we'll get somewhere. Aim two inches off the ground...well I'd rather not find out.
MonsofoLexius
Fri Jun 18, 2004 1:46 pm
#20
++dries the bothan off from the punch bowl++
/take 2 asprin
Phenix1050 wrote:
Well you nailed a few points about the Modular Camping. The original proposition was to give many of those things to the squad leaders. I'm not sure I like that (I still think we should be unrivaled in setting up wilderness survival areas) but I'm willing to settle for whatever we get. I agree but let not make them harder to make then a good FWG5
Secondly a lot of the modules aren't crafted by Rangers. This idea was proposed as a way to increase the interdependance of Rangers in the wild. Thus, stages would be made by entertainers, Rocket Launchers and other modules by the respective proffessions. Rangers would have their own modules, available to make only at Master Level, but the majority of these would need to be purchased. We are limited in the ways we can make money, cant take missions anywhere near our killing ability (tactics) and the community wants up to be MORE interdependant on other classes that will not want to take the time to make up 3 components for Rangers or will charge us a Rancor Arm and a Bolma Leg
A large part of modular camping is to increase our role in PvP and the GCW. As you said, Rocket Launchers give us that ability. But again, a lot of being a Ranger is hunting alone. I think there are FAR better ways and suggestions already made to involve Rangers in PvP and the GCW than Modular Camps
Thus, the increased heal speed would be if you're out hunting solo (or without a doc/droid combo) and you need to heal. This way, you can spend more time hunting and less time/creds going to find a doc to heal your wounds. As I stated in the 2nd section of my post I would like to see this as an experimentation attribute to our camps, not a modual
I also agree, this proposal is ambitious. But we have to ask for more than we think we'll get or else we'll become the butt of the SWG joke, and our "revamp" will consist of new schematics for Improved Scout Monkeys and Doe Snot, both of which will require Lokian Domesticated Meat to produce. Reach for the stars, and we'll get somewhere. Aim two inches off the ground...well I'd rather not find out. And what you will end up with is an amazingly complicated camp system that not many rangers will use and will end up getting broken. I think there are far better ways to expend our "Aim High" with Traps, Stealth, /track. etc that I am affraid Modular Camps will what we get
MonsofoLexius
Fri Jun 18, 2004 2:08 pm
#21
Fred_Skinner wrote:
You want links?
An idea, what do you think?
Modular Camp Draft
100th Ranger Rant Post (or Rangers vs Scouts, part 2)
Semi-Permanent Camps
If you could build a camp that did something other than heal, what would it be/do?
Regarding BF and camps
Ranger Camp Idea
Camp with Garage/vehicle repair?
I dont mean to beat this horse to death with a Pre-Nerf Power Hammer but most of those posts are going on 10 Months old, and the newest one seems to be against having garages in our camps from most of the replies. The majority of the early posts are pre mount/vehicles.
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