Ranger Archive

Thread: The Ranger re-vamp...Master of the Wild or Tactical Combat Specialist. Post-CU thoughts?

DaveG
Tue May 24, 2005 2:57 pm
#14

IF we remain as a single, creature-centric profession, then we absolutely need our tracking ability to actually spawn creatures of our own combat level if the ranger lifestyle is to be retrieved.


If that isn't done, they they might aswell shift our focus to a military/recon role, because without something that saves ourestablishedlifestyle, it will be an empty profession.




Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
JokitoRoyo
Tue May 24, 2005 3:06 pm
#15


Honestly folks... How can they implement a recon role? Everyone has radar.






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Arkadius_Radd
Tue May 24, 2005 4:13 pm
#16

My thoughts on the tactical or recon specialist (Tactical Ranger) is this. In RL they are called commando's or special forces. It's sounds like adding yet another commando type into the field.



Life is funny sometimes, too bad the joke's on us.
DaveG
Tue May 24, 2005 4:28 pm
#17


Interesting point actually.


I've mentioned before about dissolving ranger, giving camo to commano'sand giving tracking to BH's(remember tracking IV is called "Man Hunting"). Then let the scouts have all the camps, and perhaps the +160 creature harveting to master scout.

Message Edited by DaveG on 05-25-2005 12:29 AM



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
mindtrigger
Tue May 24, 2005 5:01 pm
#18

First of all, someone mentioned being Master Ranger, Master BH.. didn't even know you could do that!! How's
that for hunting?? Any Good?


As for the role, I do agree that we should be the best hunters, period. If we had ONE big advantage over all the
other combat people, it should be against animals. With that, I have always thought we should also be
good (not uber) in combat as well. One thing that has blown me away is that the Ranger doesn't have it's
own weapon line.. like a crossbow or something.


Hell, we should be the "go to guys" of the wilderness be it for hunting OR stealth/recon. Yes, we can harvest,
that's great if your only ambition is money. Look at the smuggler as an example. There are places and things
you can't even get into without the smuggler's unique skills. There should be some aspect of that for the
Ranger as well.



Oceas Moonshadow
Bria Galaxy

Looking for Active Guild
Returned to support the game on 4/12/06
Elder Ranger - Elder Rifleman


Rangers Lead the Way.
WildBil2Me
Tue May 24, 2005 5:41 pm
#19

QFE AragornSOS' post. Specifically the first line. Why does it have to be one or the other?


Personally I see no reason for it to be limited to either but one thing I can say is that I would hate to see us go Master of the Wild if it meant our skills had no effect on PvP.


The Dev's have all but stated that endgame is embodied by the Jedi experience (including BH) and that directly involves PvP.


To gate a combat profession OUT of engame is just ridiculous.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
maigy
Tue May 24, 2005 7:16 pm
#20


Not that I really have any right to say seeing as the furthest I got into ranger was ranger 0030... but I always felt that rangers should get massive combat modifiers vs Creatures, maybe even specials that only work on creatures. I would have no problem with a master ranger/Rifleman being able to solo a Krayt. Just need to use good sound stratagy, They should make my MBH/M pistoleer look silly by comparison when fighting creatures. Maybe a lot of defense/and accuracy bonuses when fighting creatures, and perhaps maybe even increased damge vs creatures. Or a special that doesn alot of damage but only against creatures.


PS I also think that rangers should be able to see levels when tracking.

Message Edited by maigy on 05-24-2005 09:17 PM



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Divvur
Thu May 26, 2005 1:05 pm
#21


Ranger currently costs 140 skill points, I see no reason why for that investment we can't be both. The way I see it, most Wilderness Combat Specialists would have wilderness survival training as standard, and thus most of the creature centred skills and abailities should come from the Scout tree. A Ranger is a scout who has advanced beyond these basic skills, adapting them for use in conflict against more intelligent and aware enemies.


We need extra skills involved in intelligence gathering and skills that help against humanoid enemies (including players), as well as some basic advancement of wilderness abilities against creatures. Most of these abilities should have a reduced effect inside towns and cities.Some ideas for extra skills include:


- Recon abilities, including the ability to place waypoints that Squad Leaders in the area can see. (Squad leaders should be able to upgrade such a waypoint so everyone in the group or same faction can see them.

- Enhanced tracking abilities for factional fighting, allow fltering for opposing faction and group members.

- Extended radar range for all players of the same faction inside a field base, perhaps a publically accessible area track system.

- Camps should provide a naturalcamobenefit to those inside the parimeterto prevent agro.

- More interesting creature poison system, with venoms beingspecific to a creature and having different long-term effects (reduce accuracy, lower defence, reduce regen etc.) Rangers should be able to apply a cure to anyone who has been affected by this, but the cure requires ingredients that have been foraged (foraged items should be planet specific) or items looted from a creature from the same planet (Eopies may have a natural resistance against scyk poison, and thusacurerequires Eopie milk). Of course, Doctors can still cure people as normal without such natural methods being used while TKA can still meditate it away.

- Traps should be revised so that some high level ones can work on humanoids. Extra traps added for PvP ambush purposes, such as placeable EMP traps which may disable speeders and cause the riders to dismount.

- Camo should have an effect against other players.

- Camo should reduce accuracy slightly when in combat.

- Camo should be more effective in a prone position.

- Master ability - Distraction tactics that create ghost rangers, AI and players do not know which is the real ranger.


Just a few ideas. What I don't want, however, are any sort of Ranger weapon that will work as a replacement for a combat profession, as there is no combat prerequisite.
Vorpaks
Fri May 27, 2005 12:50 am
#22



Arkadius_Radd wrote:
My thoughts on the tactical or recon specialist (Tactical Ranger) is this. In RL they are called commando's or special forces. It's sounds like adding yet another commando type into the field.



Just curious - are you from the US or Europe? In Europe I think the ultimate survivalist combat soldiers are called Commandos but in the US they are called Rangers. Part of a US Ranger training is to drop them in an inhospitable place and leave them there to survive for a period of time (after training of course). I read a book once about Rangers training for desert combat in the middle east. They were dropped in a US desert and had to survive undetected for 2 weeks? 3 weeks? Something like that. I remember the people chanrged with looking for them said you could only tell where they had been because all the snakes were gone (they were eating them). I'll have to find that book and post the title - it was a really interesting read.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

DaveG
Fri May 27, 2005 3:30 pm
#23

Now that we have the V-35 land speeder, that "Park Ranger" role has a lot more promise



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
MisterLeebo
Fri May 27, 2005 11:36 pm
#24

What if Rangers got unique vs creature-only powers that they could utilize to improve their effectiveness in wild-game hunting. Scouts may even get a taste of some of the lesser animal-targeting powers.


[Powers that do heavy amounts of damage to specific creatures]

InsectShot1|2, ReptileShot1|2, AvianShot1|2, MammalShot1|2


InsectStrike1|2, ReptileStrike1|2, AvianStrike1|2, MammalStrike1|2


Rangers get melee and ranged equivelants of each combat power. They unlock gradually in the Scout and Ranger Creature Knowledge lines.


[Powers that affect all creatures, but not humanoid NPCs]

CreatureMatingCall - Pulls a single creature away from a nest safely. You act like a suitable mate for the creature. Only works for Non-aggressive creatures. May fail, bringing too many frustrated creatures.

CreatureHelpCall - Pulls a single creature away from a nest safely. You act like a wounded animal the creature would eat. Only works for Aggressive creatures. May bring too much attention if fails.


In both powers, the critter would approach until it recognized the Ranger as not what it wants, then (depending on its aggressiveness) it'll attack the Ranger or hurry back to the safety of the Nest, not likely to be tricked again. The ranger has to act quickly to get the benefit of his/her trap.



v Leebo v
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I can stuff them down their own Food and Chemical
Processing Unit and make it look like an accident...
Temujin23
Sat May 28, 2005 1:10 am
#25






MisterLeebo wrote:

What if Rangers got unique vs creature-only powers that they could utilize to improve their effectiveness in wild-game hunting. Scouts may even get a taste of some of the lesser animal-targeting powers.


[Powers that do heavy amounts of damage to specific creatures]

InsectShot1|2, ReptileShot1|2, AvianShot1|2, MammalShot1|2


InsectStrike1|2, ReptileStrike1|2, AvianStrike1|2, MammalStrike1|2


Rangers get melee and ranged equivelants of each combat power. They unlock gradually in the Scout and Ranger Creature Knowledge lines.


[Powers that affect all creatures, but not humanoid NPCs]

CreatureMatingCall - Pulls a single creature away from a nest safely. You act like a suitable mate for the creature. Only works for Non-aggressive creatures. May fail, bringing too many frustrated creatures.

CreatureHelpCall - Pulls a single creature away from a nest safely. You act like a wounded animal the creature would eat. Only works for Aggressive creatures. May bring too much attention if fails.


In both powers, the critter would approach until it recognized the Ranger as not what it wants, then (depending on its aggressiveness) it'll attack the Ranger or hurry back to the safety of the Nest, not likely to be tricked again. The ranger has to act quickly to get the benefit of his/her trap.






These are actually some interesting ideas. However, in order for them to be worthwhile, the damage multipliers on those creature-only specials would have to bevery high. Otherwise, we're right back to the whole 'hey our skills work okay against creatures, but everybody else's abilities do too and aren't restricted to just creatures' thing that by now we're all sick of. And that's when our special abilities do in fact work okay against creatures, which is seldom at best.


al-djinn'i


Master Ranger


Message Edited by Temujin23 on 05-28-2005 01:17 AM



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WornTraveler
Sat May 28, 2005 5:16 am
#26

First off, we should remain Outdoorsman no matter what. Tactical Combat , as I see it, is the role of Squad Leaders and Commandoes. We have always been Outdoorsman, and thta really shouldn't change unless you want to rip apart the profession and turn it into something completely different.







MisterLeebo wrote:

What if Rangers got unique vs creature-only powers that they could utilize to improve their effectiveness in wild-game hunting. Scouts may even get a taste of some of the lesser animal-targeting powers.


[Powers that do heavy amounts of damage to specific creatures]

InsectShot1|2, ReptileShot1|2, AvianShot1|2, MammalShot1|2


InsectStrike1|2, ReptileStrike1|2, AvianStrike1|2, MammalStrike1|2


Rangers get melee and ranged equivelants of each combat power. They unlock gradually in the Scout and Ranger Creature Knowledge lines.


[Powers that affect all creatures, but not humanoid NPCs]

CreatureMatingCall - Pulls a single creature away from a nest safely. You act like a suitable mate for the creature. Only works for Non-aggressive creatures. May fail, bringing too many frustrated creatures.

CreatureHelpCall - Pulls a single creature away from a nest safely. You act like a wounded animal the creature would eat. Only works for Aggressive creatures. May bring too much attention if fails.


In both powers, the critter would approach until it recognized the Ranger as not what it wants, then (depending on its aggressiveness) it'll attack the Ranger or hurry back to the safety of the Nest, not likely to be tricked again. The ranger has to act quickly to get the benefit of his/her trap.





These are some pretty creative ideas, I especially like the lures. As far as the damage these special attacks would do, well, I am torn. I believe that our only state applyers shoudl be the traps. However, if these damage types are really high, any Mo or Jo that wants to be decent at hunting will become a Ranger. They would either have to be REALLY far up the trees or simply not worth the investment, the second we don't want of course.


Assuming they are really high up the trees and ARE very powerful, the current prereq would have to stay. Just to keep the profession clean of all the FotM grinders. However, assuming thse attacks are


1) Worthless in PVP


2) Worthless verse NPCs


3) Really SP pricy


It might work. Having the attacks spread around, maybe in the third teir boxes having the first attack, then the Master or fourth tier boxes having the second, more powerful attack, would prevent dabblers. I know it wouldn't make sense to have a mammal shot in the camping box, but it is the only way to prevent dabblers from becoming uber and us getting nerfed back to where we started. Unless someone knows they really want to hunt mamalls and nothing else, no one would bother with getting the third box for the frist shot.


Also, having the second attack in the Master Boxes would really be good for emphasizing complete mastery of the profession, as well as greatly aiding in creating the "god-like hunter" image I have imagined for Master Ranger.


Overall, I thhink these idea are superb. Very fun and creative. Would liek to hear the lure sound effects or see an animation of my toon tooting a bird call or the like





Gledako Fo'Kray- Retired Master Ranger
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