Ranger Archive

Thread: Making a Trap Master a Master of Traps

Nemo0
Sun Apr 04, 2004 9:14 am
#14






JBMat wrote:

I like the idea/ideas.


Only thing I would add is somehow interlink trapping and hunting to make the Devs happy and to help tone down the dabblers. More work, but brings more balance. Fact is, interlink survival (you get the ability to make the trap - the schematic - possibly using the craft machines in the camps) with trapping, the ability to use the trap. Without both, failure.


Even without that - wellt thought out


JB









I'd be perfectly happy to do such a thing. Or put the certs in the survival tree as well. That would really keep dabblers out. You would need 2 trees from Ranger to be able to use the big traps on big creatures. 1 tree would make you hit more often with any trap, the second tree gives you the ability to use better traps. Only with both would you have a good chance of hitting anything big. Just moving the crafting would keep the use tree extremely powerful (people don't mind buying stims or high end buff packs, they probably wouldn't mind buying traps).


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


PithrenDarkstar
Sun Apr 04, 2004 10:06 am
#15

Would we actually need certs? Why not give every trap a certain level of trapping skill mod you need to use it, rather than adding a specific cert to each one? Could be experimentable, too, to sell to slightly lower level scouts/rangers.



- Pithren Ðarkstar
¤ Master Ranger ¤
  • in memory of NRaas, Ranger Correspondent

Nemo0
Sun Apr 04, 2004 11:44 am
#16






PithrenDarkstar wrote:
Would we actually need certs? Why not give every trap a certain level of trapping skill mod you need to use it, rather than adding a specific cert to each one? Could be experimentable, too, to sell to slightly lower level scouts/rangers.






Yes and no. We need something to control who can use what traps. A trapping level would work. But I would prefer not to have any experimentation in the system. Experimentation means that resource qualities matter. And that means that we would need to start stockpiling and such. Althought a more fluid method where each shell had a base level and each effect/enhancer added to that level. But the simplest method is to have just one level for each trap type. And you will see peoplebuying traps anyway for better effects (especially in a 2 tree system). I don't know what other people think but I'd rather not have to worry about resource quality on my traps. Although minimal experimentation might be more interesting I'd rather sell the good resources. I don't like the idea of a Ranger needing to store up their hides/bones/meat to make really nice traps. They should be able to do it in the field with whatever they can find. But I'd be fine with something like experimenting down the usage requirements (with a max of level 100--i.e. any Master Ranger can throw any trap). Although it would make the power spread too easy--if someone can use a Master level trap without getting Master then they will be a LOT more powerful). I prefer giving higher level effects to higher level Rangers so that lower level Rangers want Master made traps for the different effects, not the extra power. But that is just me.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


Nemo0
Sun Apr 04, 2004 1:24 pm
#17






PithrenDarkstar wrote:
All I meant was experimenting on the usage level. That way, you balance the good quality resources that you don't sell by selling traps to people who can't use them normally






A few points on this:



  • This puts much more powerful traps in the hands of lower level players. This is not necessarily a bad thing but it can be hard to balance. Should an 8 slot trap really be usable by someone who hasn't spent the skill pointsfor Master? I don't know but giving them the ability to use a 7 slot trap that has to be crafted by a Master seems fair enough. In the setup above, the certs for a shell come one level before you could make the same shell and any effect/enhancer will fit into any shell. So you can always get a more powerful trap by going to a higher level Ranger. But we wouldn't be relegated to a crafting profession.

  • Higher level Rangers will still be able to sell traps to lower level ones. Putting high level effects into low level traps would be very useful. For instance, a lure effect in a 2 slot shell could be used by a Master Scout in the proposed system. But they wouldn't be able to make it without spending a lot more skill points. Or a 2 slot dizzy/knockdown trap for the BHs that would want them (even if the success rate was somewhat lower than if they spent skill points in Ranger).

  • Selling resources is not THAT big a concern to me (I end up giving away most of mine anyway). I just don't want to need to collect and store high quality resources for making traps. I want to just hunt down what I need and use it. Putting ANY experimentation into the system almost forces me to stockpile and worry about my resources. I'd rather just worry about the types of traps I want. Experimentation is not a bad thing. It can be a fun way to differentiate things. But I think this system is flexible enough to not need experimentation. I just don't like the idea of a Ranger needing to carry around a huge pack of hides/meat/bones/whatever else to make decent traps. I'd rather be able to just wander into the wilderness and make traps from stuff I find lying around.

Discussion is a good thing. Do most Rangers want traps to have experimentation? Or would most Rangers prefer a system where they don't have to worry about resource quality? It is easy to toss many lines of experimentation into the above system. But would the system turn out better or worse for it? It definately would make it more complex (and harder to code).


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


PithrenDarkstar
Mon Apr 05, 2004 12:44 am
#18

All I meant was experimenting on the usage level. That way, you balance the good quality resources that you don't sell by selling traps to people who can't use them normally



- Pithren Ðarkstar
¤ Master Ranger ¤
  • in memory of NRaas, Ranger Correspondent

Calculus_Entropy
Mon Apr 05, 2004 8:55 am
#19

Look at how doctors craft. They can make low level sims more powerful, of make high level stims easier to use, but less powerful. Even then, they can't make doctor level stims useable by a Medic. It seems to be a balance that works.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
GTOfire
Mon Apr 05, 2004 9:27 am
#20

heh, if you put it that way

It wasn't clear to me that the base effectiveness of traps would remain the same, so if I didn't put in any power enhancers, I'd still be able to trap Krayts, but the chance would be as low as it is now: doable, but sometimes frustrating.


I can also see the KD effect possibility.


Only thing I'm still not convinced about is the AR reduction. You say rifleman can do strafeshot which is more then double damage. I interpret that as a suggestion 'so why shouldn't we get that?'. Easy, we're not a combat profession. If we become Rifleman masters as well, we can do strafeshot2 as well. Not to mention I just don't see anything that could make the animal's weak spots light up, it's sci-fi I know, but everything else is sort of graspable in it's technical application.

What I would like is to get a damage bonus for our animal knowledge as well as our hunting experience. The Knowledge part would also apply to the group, because it's explainable to the others. The experience part only applies to us. I much prefer that to requiring a trap for the same effect. More on that in the huge-ass Ranger reviewarticle I'm writing up since I was bored



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Nemo0
Mon Apr 05, 2004 11:46 am
#21






GTOfire wrote:

heh, if you put it that way

It wasn't clear to me that the base effectiveness of traps would remain the same, so if I didn't put in any power enhancers, I'd still be able to trap Krayts, but the chance would be as low as it is now: doable, but sometimes frustrating.


I can also see the KD effect possibility.


Only thing I'm still not convinced about is the AR reduction. You say rifleman can do strafeshot which is more then double damage. I interpret that as a suggestion 'so why shouldn't we get that?'. Easy, we're not a combat profession. If we become Rifleman masters as well, we can do strafeshot2 as well. Not to mention I just don't see anything that could make the animal's weak spots light up, it's sci-fi I know, but everything else is sort of graspable in it's technical application.

What I would like is to get a damage bonus for our animal knowledge as well as our hunting experience. The Knowledge part would also apply to the group, because it's explainable to the others. The experience part only applies to us. I much prefer that to requiring a trap for the same effect. More on that in the huge-ass Ranger reviewarticle I'm writing up since I was bored






I just wanted a trap that would really make people want us in their groups. Being able to turn a krayt into an medium AR mob instead of a heavy AR mob would do that. This is not meant to be a suggestion for "why should I get that". It's meant to be something that makes us useful. While a melee/ranged defense debuff might be nice (I knew I forgot something--our traps shouldat least be able to do everything a scout trap can) I almost never miss on a krayt as is. As it is, double damage to the group (and not even that much--a rifleman would only get an extra 25% damage when using a T21) seems reasonable as long as it has some level of cost. Giving a general double damage against creatures when a Ranger is grouped is probably a bit strong. Giving the Ranger the ability to do this with a high resource cost, a short duration, and a chance offailureseems a lot more reasonable. It is a lot more powerful to give a permanent damage bonus.


As for the science of it, have you watched Star Wars? It's not Science Fiction in any way. It's Space Fantasy. We don't need a real world reason for anything. Just think sound in space.


As for strafeshot2, it's close to 5x damage (and it happens to be AoE). I'm pretty sure most combat professions have something in that range (unarmedhit3 for TKA, lastditch for smugglers, fanshot for pistoleers, etc). The argument is not that we should have something like this. The argument is that it's not really overpowering when so many other professions get such huge bonuses for a much lower skill point cost. It is the sort of power we should expect for the skill points. As long as there is some offset (resource cost for us, longer delays for the combat skills [although high speed mods and fast weapons largely offset this anyway], etc).


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server



Lythender Nirou
Crazy Bothan


Nemo0
Mon Apr 05, 2004 11:52 am
#22






Calculus_Entropy wrote:

Look at how doctors craft. They can make low level sims more powerful, of make high level stims easier to use, but less powerful. Even then, they can't make doctor level stims useable by a Medic. It seems to be a balance that works.







That is a big part of the idea with this. Except we remove the need for experimentation and add in a more tactical approach to it. I don't like the idea of needing to stockpile resources to get good traps. But I do like the idea of customizing my traps to be useful for the situation I am in. Experimentation could easily deal with the ease of use, power level, stack size, and AoE. But then it is a matter of sticking the best effects into the trap and experimenting for the power. This system makes you trade effects for power, etc. And it will probably be easier to balance this way. With experimentation, you have to give the item decent stats at mid range while being careful to keep it from being too powerful at the high end. This system makes it easy to know what is possible with every combination.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


Nemo0
Wed Apr 07, 2004 10:11 am
#23

Any more thoughts on this? As far as the AR reduction goes, does anyone agree that it is an appropriate skill? It is extremely powerful but that is meant to be the point. Most classes get some extremely powerful skill somewhere in their tree. PvP stealth and armor reduction would make the 140 skill point cost worth it. Not much else can in my mind. Also, with the rooting/snaring effects, realize that the devs won't let it last for too long. Kiting would be too easy then. And it seems to work in that way now. When I peace immediately after throwing an adhesive mesh, I've seen it last about 90 seconds. But it drops down to about 3 or 4 when I keep shooting.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server



Lythender Nirou
Crazy Bothan


Ackis
Wed Apr 07, 2004 2:35 pm
#24

Nice post. Great ideas in it, I like how you can customize traps.


But the quality of resources must come into play.


This it was allows differentiation between the "Good" and the "Bad" so to speak.





Imperial Captain Ackis Losackego - Über f335h

Nemo0
Wed Apr 07, 2004 2:55 pm
#25






Ackis wrote:

Nice post. Great ideas in it, I like how you can customize traps.


But the quality of resources must come into play.


This it was allows differentiation between the "Good" and the "Bad" so to speak.








Why does something like this need resource qualities (i.e. experimentation)? The good could just be the people who know what they are doing (i.e. put together useful traps, like combining the dizzy and knockdown effect). The bad are the people making silly traps (like a 35m AoE lure). Worrying about resource qualities would make me tempted not to bother. If I make stuff, I do it with the resources at hand. If using crap resources means I get crap traps then I will probably never be using good traps. I would consider going out of my way to get different kinds of resources (like Endorian Wooly or Lokian Avian) but I can't be bothered to wait for a good shift. I am not a crafter and, honestly,I don't really want to be. It's too much like work. I'm not sure how other Rangers feel about it but having to care about the resources I use is a bit of a pain.


Lythender Nirou
Master Ranger/Master RIfleman
Eclipse Server



Lythender Nirou
Crazy Bothan


Ackis
Wed Apr 07, 2004 3:00 pm
#26






Nemo0 wrote:





Ackis wrote:

Nice post. Great ideas in it, I like how you can customize traps.


But the quality of resources must come into play.


This it was allows differentiation between the "Good" and the "Bad" so to speak.








Why does something like this need resource qualities (i.e. experimentation)? The good could just be the people who know what they are doing (i.e. put together useful traps, like combining the dizzy and knockdown effect). The bad are the people making silly traps (like a 35m AoE lure). Worrying about resource qualities would make me tempted not to bother. If I make stuff, I do it with the resources at hand. If using crap resources means I get crap traps then I will probably never be using good traps. I would consider going out of my way to get different kinds of resources (like Endorian Wooly or Lokian Avian) but I can't be bothered to wait for a good shift. I am not a crafter and, honestly,I don't really want to be. It's too much like work. I'm not sure how other Rangers feel about it but having to care about the resources I use is a bit of a pain.






It's how the system works.


Some traps would work better with high OQ stuff, others might work better with SR or UT. The crafting system is designed around qualities. Hide might be more tough, so its stronger. Stuff like that.


The quality of resources is far more easier to deal with than specific types... ie: dath insect meat.



Imperial Captain Ackis Losackego - Über f335h

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