Ranger Archive

Thread: Top Issue #3

VarRoncill
Mon Sep 22, 2003 5:09 am
#27

I play both ranger and architect, and can tell you that we do not want to have to come up with as many resources as an architect does. I figure a hunting cabin would be equivalent to a small house, so every week you gotta go find thousands more resources. I could see it taking 500 bones and Hides, and steel since we have to get it anyway. But if this is to be our "Ranger's Crowning Jewell", lets ask high and let them take care of knocking it back down.


I would also like to see that this cabin is EXTREMELY camoflagued. Somewhere safe deep in the woods. The High Tech kit is supposed to be very safe (and will be after getting fixed) so it makes sense something we work longer towards should be safer.


I like experimentable traps. As long as standard quantity and effectiveness is overall increased. The Adhesive Mesh only having 2 charges just drives me batty. Fill up my inventory for a day of hunting. Specially if its a group and I gotta pop camps.


Great work NRass these are good reads.


Var -Valcyn-

VarRoncill
Mon Sep 22, 2003 5:27 am
#28

Oh yeah, 1 more thing. Because moving is no fun, make it possible to extend the deed for the ranger cabin by deposit of more resources, and maybe time. Not maintenance /w cr but hide/bone. Perhaps if these resources for the house have to be planet specific! Ahh now that is an idea. Not painfully specific like the camo kits, but planet specific.


Ok 2 things. On the topic of ranger cabins being fairly feature rich (craft stations and stuff available inside) think about how stupid you would feel having to pop a temporary camp next to your house. These cabins represent the life's knowledge of a man that stores 30foot concrete pillars... just somewhere. When he's setting about making HIS house, you know it will be special.


Animum
Mon Sep 22, 2003 9:37 am
#29

The idea of a permanent ranger house is ok and if given I'll certainly take it and enjoy it, but I'm a ranger that likes to get out around the galaxy and explore. I currently own a medium house on Naboo so a different type of house is ok but adds nothing new.


What really would be usefull for me though would be some type of burrows that I can build on all planets that I visit. These burrows would be very small taking up very little planetary space (i.e. size of a harester but not noticable on the land scape). With the awesome camps that I can make the only issue's I have away from home are:


1. no place to store my goods that I only need on a said planet.


2. I've read that battle fatigue gets cured when resting at your house, never knew this till today.


For issue 1 it would be nice if we could placeone burrow on each planet we visit and place the goods we use there in the burrow, such as cameo kits and the supplies for these kits. When we return to this planet we can just visit our burrow's get the items we need and hunt there. When we are done we put whats left back, hence we have an easier way of storing cameo kits and the suppies to make them.


Again, these sites should have a very low profile and not clutter the environment.


As far as BF being healed while resting at my house. I still can buy and use houses made by other players.

Fred_Skinner
Mon Sep 22, 2003 11:14 am
#30

Corellia the houses look pretty bland. I'd also like another option I could build and not have a maintanence cost (icky overhead) and I'd like the cabin customized for a Ranger with places to put all those organics in a tidy way rather then the haphazard jumble in a backpack.


Don't forget about asking if Artisan can be given things to add to the HTFB's as modules. In those camp threads there were quite a few idea's (let me see if I can remember them...):



  • Theater Module (Entertainers can use to heal BF)

  • Lookout Module (extends radar)

  • Becon and Landing Module (temp shuttleport evac, or possible usable on advanced planets by the established outpost as a forward staging area)

  • Defense Module (plugs in turrets to make a strong defensive position, entrenched position)

  • Crafting stations thatplug in too, not just the 2 we get now but all would be available

  • Probably more but I can't remember w/o looking at the thread again

also: stop the raining through the shelterroof bit


also: let us actually get inside the tents




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


NRaas
Mon Sep 22, 2003 11:28 am
#31

"Don't forget about asking if Artisan can be given things to add to the HTFB's as modules."


I've since added a note regarding optional components and camps.


"stop the raining through the shelterroof bit"


That one is the State of the Profession list, I must have missed it... I will rectify that issue.


"let us actually get inside the tents"


What exactly would someone do in there? People would then expect to be able to use them as storage.


Those tents are not that tall... I don't think someone could actually walk into one them.





Ranger Threads
State of the Profession
The Outdoorsman
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NRaas
Mon Sep 22, 2003 1:02 pm
#32

"We have this "dating service" thing and you can't think of what to do in the tents?"


Well now... I can see a whole new system "arising" from that comment.


Perhaps even a whole new profession skill set...





Ranger Threads
State of the Profession
The Outdoorsman
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Rancorrider4
Mon Sep 22, 2003 1:26 pm
#33

ROFL



nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


DrTrevorkian
Mon Sep 22, 2003 2:34 pm
#34

Animum, I'm glad to find I am not alone in wanting something of the kind. I wrote this up yesterday but wanted to think on it a little more before posting:


Something I have felt a need to have while playing the game that I have yet to see mention of is an ability to stash goods anywhere outside of a city. What I suggest is intertwining this with the escalating camp kit abilities of the Frontiering ladder. At each level the player becomes more likely to successfully construct the hidden cache. If one is constructed, then a small number of items (maybe 20) may be placed in the cache and stored there until retrieved or the lifespan of the cache is met (this should be a few weeks at least, but definitely finite).

The cache would be visible only to the Ranger who constructed it, as the successful construction of one implies it is completely hidden from all other eyes. Of course this is a fragile camoflauge, so when the Ranger returns and opens the cache, he may destroy it in doing so. Attemps to add or remove items will assure its destruction. This means that all intended contents must be specified during the crafting session. I suggest that the cache only require Hide and Bone, and the contents can be added to the schematic in slots similar to those available for optional items when crafting high level Artisan items.

So, what I'd like to see is:
  • semi-temporary, independently stationed container

  • buildable from Novice level

  • requires materials any Ranger can harvest

  • safe from tampering

  • may be placed anywhere outside of cities

  • no lot cost


optionally, or things I'm undecided on in some way:
  • possibility of success increases from 30% to 80% from Novice to Master

  • the cache's item capacity is determined by skill level

  • the cache will inevitably be discovered by critters, disrupted by weather, rot, etc. lifespan = ?
Fred_Skinner
Tue Sep 23, 2003 12:47 am
#35


We have this "dating service" thing and you can't think of what to do in the tents?




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


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