Ranger Archive

Thread: T-t-t-trapping! What do you think?

Seiryuu
Tue Sep 13, 2005 10:17 am
#14

I would like to see trapping more akin to how medicines, buffs and debuffs work for doctors and combat medics. At least as a basis. The specifics can vary somewhat.

The core of this is that we never have to craft a trap if we do not want to. We get abilities equivalent to our current traps. Click the button and it works, only nothing has to be in our inventory.

However, we still have trap schematics. Crafting a trap and using that enhances the ability in some fashion. Experimentation can affect duration, effectiveness, range, stack size, or whatever seems reasonable. (The default stack size should be decent. Stacks of five is so pre-CU.)

Why the change?

I find using traps clumsy. If I want to use the full compliment of my trapping skills I have to carry over half a dozen items, in small stacks, plus crates of the same. In a long fight I have to futz with my inventory.

We have an anologous system already in place in the medical professions, so it makes it easier to balance, possibly easier adapt the code and keeps a consistent feel in the game. Yet this also ensures that taking the time to make a trap improves the ability somewhat. Taking the time to make good traps helps even more, and encourages getting some use out of the HTFB.

(Incedentally, it would be nice if experimentation on camps could give bonuses to the crafting machines. That might make them have a real use.)



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BioEngine
Tue Sep 13, 2005 10:34 am
#15

I did Combat Medic pre-CU. Got to the last box of crafting before the master box, and dropped it for Ranger. I enjoy having to depend on my own skills with a crafting tool to decide how effective I will be in combat. The trap crafting and trap speed areas are the only ones that need to be improved. Adhesive Mesh needs to be restored, /rescue either needs to be removed or needs to grant us CoB defenses when we use it.



We still need to be able to customize traps to go with our game play. Whether you want to use AoE's or not, for example. You can have a pure damage trap or a pure state trap, or have a trap that does both and you can experiment on either effect. Duration, damage, speed, and stack size should be the experimentable aspects of traps. We should, at the very least, get a ground placeable trap or four. Even if we have to do a quest to get the schematic, which would be preferable for content within our profession.





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Stamina
AgonThalia
Tue Sep 13, 2005 11:05 am
#16

Modular Trapping Idea:
1: looted components (like kliknik glands to add poison)
2: experimentable
3: can trap anything with a pulse.



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KenjiTokugawa
Tue Sep 13, 2005 11:10 am
#17






Calculus_Entropy wrote:



  • Please add any other scenarios you envision







  • Trapsare split into thrown and static classifications. All existing traps( i.e. thrown traps)are put into the scouting tree. Ranger trapping tree gives you the ability to experiment ontraps and craft static traps with bonuses for both increasing as you climb the tree.Static traps can be planted like minefields (with a restriction onterrainplacement)and are loaded with different types of thrown traps (or even special ranger traps). They also "disband" if you stray to far from them or they sit idle for too long.

Man, I am drooling at the thought of a game mechanic like this . It would be sweet to lure my quarry into a trap intsead of running after them. I still don't know if traps should be effective againsthumaniods. It might get too overpowering and outcry could bring down the nerf.




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"Once a Ranger, always a Ranger"


TireeG2
Tue Sep 13, 2005 11:28 am
#18


I'm also in favor of trapping experimentation. As far as being able to trap anything: I don't believe it's unreasonable to limit these to creatures, that is our speciality. However, I think being able to target characters is logical and I don't really see it hurting gameplay significantly in pvp. I'm sure everyone can agree ranger's are at least appropriately pvp "gimped".


Other options I can think of: Make the trapping to hit curve broader. I would like to see that it's always possible to trap high level creatures, just unlikely.To get an idea of the scale that I'm talking about, something about like this:


To hit lvl 80:


novice scout 5%


master scout 30%


novice ranger 40%


master ranger 90%




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BioEngine
Tue Sep 13, 2005 11:45 am
#19

We could also lure animals into ground placed traps with foraged items



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Stamina
Ranger_Nizzle
Tue Sep 13, 2005 1:06 pm
#20

If we can only pick one, then I'd say either leave them as they are but have them usable on all things; or make them experimental-able and modular. I wish we could have all those original bullets in one though maybe we can somehow..



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Sneev
Tue Sep 13, 2005 1:40 pm
#21

Keep traps as crafted items, add experiementation and make the component's quality matter. Let us experiment for Volume, Accuracy and Duration. That way we have to use our skills to find the best quality components to make the traps and design them for what we want from them. THis will only add depth to trapping.

Give us some static "tripwire" type traps we can use for PvP as well as PvE if desired. Being able to combine a Tripwire trap we make with a grenade from a Weaponsmith to make a "Bouncing Betty" trap would be fantastic. Let them be experimentable for X duration before they fade out etc. This would have to count as a Structure in game terms I am sure, so it wouldn't be usable everywhere exactly. But it would be fun to give PvP rangers an ambush possibility no? Set up 6 of these and lure the enemy onto them?

Mostly I think making our traps work somewhat better than the weapon states they were stolen for and turned into would be all thats needed - if they all worked.



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Deadtech
Tue Sep 13, 2005 1:53 pm
#22

Traps get experimentation and can be used on anything. This I think would be best. But hey it's just me. If i can stick a pdart on a krayt i can stick one one some drunk ass Bothan. Plus it would really give us a reason to search out the really good resources because currently I haven't harvested in months because I have no reason to.



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Starson
Tue Sep 13, 2005 2:00 pm
#23

Make traps useable on all, critters, npc, and pc. Just make us equal to every other combat or support profession.



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Almagill
Tue Sep 13, 2005 2:22 pm
#24

Keep traps craftable, add experimentation (like the bothan said, consequences..) and if it walks and has a pulse, I want it affected by traps.




OK, so I just want to see npc's cover there ears/eyes in pain, but thts just me...



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scorpio26
Tue Sep 13, 2005 3:07 pm
#25

I like the idea of keeping them craftable and experimenting on them. As far as who to use them on, I say we stick to the creatures if we are sticking to the"original" idea I think SWG had for this profession, that way we could be very effective in the wild without being overpowering in pvp and getting the nerf hammer summoned upon our humble profession. I also agree with the idea of moving the current existing traps to the scout line and give rangers a new set of modular traps where we can pick and choose the scout trap schematics that we would like to use in the modules. Of course we could only choose one at novice two at Trapping 2, three at Trapping 3 and 4 as a master. Although I know this isn't the right place for this question, I'm going to ask it anyway: Will anything be done about creature knowledge and is there some sort of proposal in the works?
JBMat
Tue Sep 13, 2005 3:29 pm
#26

After some (hey, I could lie and say long hard, but why do that?) thought I restate my original position -


Traps are for animals.


At least the traps that we have now. If the Devs wanted to add a few that would affect NPCs and players, fine and dandy. But make it dependent upon the trapping line as traps are now. They should remain objects, but we should be allowed some limited experimentation on them, like we have with camo kits. The skill to make "better" and "more" should rise as your trapping skill rises.


Make trapping worth a crap.


JB


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