Ranger Archive
Thread: Ranger Hat II
Almagill
Tue Mar 22, 2005 6:38 am
#14
DitahCotton wrote:A thrown hat? COOL! We'd be like Oddjob from Goldfinger!
I an NOT wearing a bowler hat. That'd be silly.
Now, an Aussie style bush-hat with jawa beer bottle corks...
Calculus_Entropy
Tue Mar 22, 2005 6:40 am
#15
AgonThalia wrote:
The ranger hat should be floppy on the sides, but armored on the top.
Think Viking Caps, but with a floppy fabric hanging down the sides, yet instead of horns, it should have holders to hold pepsi, beer, booze, jawas, jam, small rocks, other ranger hats, sandwiches and bratwurst.
This way, all the essential stuff would be right there for you.
Nah, keep the horns (think Wookiee armor
Cryos_Merovingian
Tue Mar 22, 2005 6:45 am
#16
JokitoRoyo wrote:I support the Hat AND the poncho!!! You should need to quest for each. Once both quests are completed, and the next time the ranger spends any time on Tatooine, s/he should be approached by the Desert Madman. You will be offerred a chance to do 4 final quests (one should involve cheese) once completed you will be given a new Badge: Kreetle Commander.Kreetles will no longer aggro nor will they break camo/maskscent. You can once a day summon a horde of 20 to unleash your desert wrath on something.YES! YES! I can see it now!!! MUAHAHAHAHA
I would personally like to replace the frontiering line in ranger with a new line called "kreetle crafts". In the novice box of Ranger, you acquire a Kreetle hunting knife. With this knife you are able to not only slay Kreetles, but turn them into useful objects. The first box will grant you the ability to make a kreetle bowl which can then be used for the kreetle stew, soup, seasoning, deep fried kreetle legs, spicy kreetle eye balls, which become available through boxes 2 and 3. Now, here's where the "kreetle crafts" line integrates with the Al-djinn'i hat philosophy. At this stage, Rangers can craft the "Kreetle Cap".
I haven't worked out all the details yet, but just think of this... the Kreetle Cap... the opportunities are endless!
Almagill
Tue Mar 22, 2005 6:46 am
#17
They also need to code the hat so it has proper hatiquette.
Your hat will auto unequip on entry to any structure.
You can drop your hat anywhere, but nobody else can pick it up, except in a private structure where you are on Admin, in which case the owner, and only the owner of the structure can pick up the hat but not equip it, and will auto-drop it near the front door.
Male Rangers. On approaching any female your hat will auto-tip.
All Rangers. On approaching opposite faction players and NPC's the hat will auto-pull itself down round your ears.
On Tatooine! In high winds your hat will unequip and warp 80 - 150m away in a windwise direction. It will remain there till you approach within 60-80% of the warp distance then warp two or three times. Hat can be tracked and, in emergencies, autostored. Loss of hat in this way will cause your character to raise its hands to it's head, /areacomb and of course, stop doing anything it was doing anyway.
Successfully locating your hat will give scout XP.
Hats will have a storage capacity, to allow you to keep things under your hat, of course.
Good coffee this.
Your hat will auto unequip on entry to any structure.
You can drop your hat anywhere, but nobody else can pick it up, except in a private structure where you are on Admin, in which case the owner, and only the owner of the structure can pick up the hat but not equip it, and will auto-drop it near the front door.
Male Rangers. On approaching any female your hat will auto-tip.
All Rangers. On approaching opposite faction players and NPC's the hat will auto-pull itself down round your ears.
On Tatooine! In high winds your hat will unequip and warp 80 - 150m away in a windwise direction. It will remain there till you approach within 60-80% of the warp distance then warp two or three times. Hat can be tracked and, in emergencies, autostored. Loss of hat in this way will cause your character to raise its hands to it's head, /areacomb and of course, stop doing anything it was doing anyway.
Successfully locating your hat will give scout XP.
Hats will have a storage capacity, to allow you to keep things under your hat, of course.
Good coffee this.
Calculus_Entropy
Tue Mar 22, 2005 6:49 am
#18
But, would the kreetle cap help us with our camo issues? Maybe a kreetle cap could make us immune to Kreetles (that would be too powerful!). You know, kinda like a person wearing a sheep skin to sneak up on the herd. Imaing this kreetles looking at a Ranger in a kreetle cap and saying, "ohhhh...that is one tall kreetle!"
OMG, I really AM a Ranger!!!
OMG, I really AM a Ranger!!!
Calculus_Entropy
Tue Mar 22, 2005 6:51 am
#19
You have worn a hat before, haven't you?
Almagill wrote:
On Tatooine! In high winds your hat will unequip and warp 80 - 150m away in a windwise direction. It will remain there till you approach within 60-80% of the warp distance then warp two or three times. Hat can be tracked and, in emergencies, autostored. Loss of hat in this way will cause your character to raise its hands to it's head, /areacomb and of course, stop doing anything it was doing anyway.
Successfully locating your hat will give scout XP.
JascoSmlee
Tue Mar 22, 2005 6:52 am
#20
Almagill wrote:
They also need to code the hat so it has proper hatiquette.
Your hat will auto unequip on entry to any structure.
You can drop your hat anywhere, but nobody else can pick it up, except in a private structure where you are on Admin, in which case the owner, and only the owner of the structure can pick up the hat but not equip it, and will auto-drop it near the front door.
Male Rangers. On approaching any female your hat will auto-tip.
All Rangers. On approaching opposite faction players and NPC's the hat will auto-pull itself down round your ears.
On Tatooine! In high winds your hat will unequip and warp 80 - 150m away in a windwise direction. It will remain there till you approach within 60-80% of the warp distance then warp two or three times. Hat can be tracked and, in emergencies, autostored. Loss of hat in this way will cause your character to raise its hands to it's head, /areacomb and of course, stop doing anything it was doing anyway.
Successfully locating your hat will give scout XP.
Hats will have a storage capacity, to allow you to keep things under your hat, of course.
Good coffee this.
***** 
Almagill
Tue Mar 22, 2005 6:54 am
#21
Calculus_Entropy wrote:You have worn a hat before, haven't you?
Almagill wrote:
On Tatooine! In high winds your hat will unequip and warp 80 - 150m away in a windwise direction. It will remain there till you approach within 60-80% of the warp distance then warp two or three times. Hat can be tracked and, in emergencies, autostored. Loss of hat in this way will cause your character to raise its hands to it's head, /areacomb and of course, stop doing anything it was doing anyway.
Successfully locating your hat will give scout XP.
Moreover, I live in Scotland, what we don't know about hat/wind interaction you could write on the forehead of a bothan.
Calculus_Entropy
Tue Mar 22, 2005 6:57 am
#22
/Burns voice
Excellent...This thread is turning out better than I could have imagined.
Excellent...This thread is turning out better than I could have imagined.
Almagill
Tue Mar 22, 2005 7:06 am
#23
Calculus_Entropy wrote:
/Burns voice
Excellent...This thread is turning out better than I could have imagined.
OK, so at first I thought you meant Rabbie Burns... DOH!
Who is that strange Trando withthe chocolate easter bunnies??
Calculus Entropy, Mr Burns, Sir.
Entropy, eh.. send him in...
AgonThalia
Tue Mar 22, 2005 7:40 am
#25
Release the hounds!
Ok.. back to the kreetle hat:
first of all, this would truly be a game breaker. Can you imagine what would happen if master rangers would be able to sneak past the hordes of kreetles? it would be chaos! the fan-bois would cry NERF TEH RANGR!11!! OMG LOL.
However, a good work around would be this:
Planet specific Hats!
The Kreetle Hat: would allow us to have a 10% chance to sneak by kreetles, (much greater than we have now)
The Rasp Hat: this hat would not be a protection vs. rasps, but it would be seen as a competitor to the rasps. All the rasps in a grid square would come to us for us to kill.
The Shauput Hat: We would not be able to wear them, but sell them for monkey
The Vir Vur Hat: Just in time for Easter, we would have floppy ears on our hat, that we can store stuff in
The Torton Hat: A highly armored hat that would protect the ranger from falling coconuts being carried by rasps.
Ok.. back to the kreetle hat:
first of all, this would truly be a game breaker. Can you imagine what would happen if master rangers would be able to sneak past the hordes of kreetles? it would be chaos! the fan-bois would cry NERF TEH RANGR!11!! OMG LOL.
However, a good work around would be this:
Planet specific Hats!
The Kreetle Hat: would allow us to have a 10% chance to sneak by kreetles, (much greater than we have now)
The Rasp Hat: this hat would not be a protection vs. rasps, but it would be seen as a competitor to the rasps. All the rasps in a grid square would come to us for us to kill.
The Shauput Hat: We would not be able to wear them, but sell them for monkey
The Vir Vur Hat: Just in time for Easter, we would have floppy ears on our hat, that we can store stuff in
The Torton Hat: A highly armored hat that would protect the ranger from falling coconuts being carried by rasps.
JokitoRoyo
Tue Mar 22, 2005 7:49 am
#26
Calculus_Entropy wrote:
But, would the kreetle cap help us with our camo issues? Maybe a kreetle cap could make us immune to Kreetles (that would be too powerful!). You know, kinda like a person wearing a sheep skin to sneak up on the herd. Imaing this kreetles looking at a Ranger in a kreetle cap and saying, "ohhhh...that is one tall kreetle!"
OMG, I really AM a Ranger!!!
Bah! Kreetle cap yes, but to truly be one with kreetledom you must have the Kreetle Commander Badge!
First, you must melvin some old guy in a cave.
Second, Frame some smuggler for stealing
Third, force a boar to eat a shiny piece of metal
Fourth ...
NO I DON'tPUT ME IN THE BOX!!! I'LL TAKE MY MEDS!