Ranger Archive
Thread: Outdoorsman 2.1 Proposal
"IF we had a bow system that became our trap system then what would become of our scout traps? And would this also be in addition to the ground traps that we get? Firstly we make our own traps, but it we had arrows and made them ourselves, weaponsmiths would be up in arms. Then if there was a bow system, we would essentially have a redundant skill set that does minor damage that would prolly be too similar to commandos and more lthan likely only work on creatures. Call me a pessimist but I truly believe the bow would give devs more reason to make us creature only."
I guess I didn't elaborate on this enough.
I would like to see Scouts get many more of the thrown traps (including our Ranger AOE traps at Master Scout), and some of those Scout traps would be usedas components for the Arrows. You're right about Weaponsmiths, so scrap the damage on Arrows, I don't know what I was thinking.
Make them a new trap delivery system that increases the effectiveness and range of Scout Traps only. With our two, woefully lacking, traps gone from Ranger, we would have room to implementthe new Advanced Trapping system. The new ground laid traps would replace our pathetic "AOE" traps and they should be just as effective on humanoids as they are on creatures.
falacy wrote:
Owen,
Rangers can aviod being agro'd by using mask scent and conceal and warning shot, if they have Marksman. If something aggrisive spawns in the camp, yes that sucks, but life isn't perfect. If someone runs into your camp with a huge train of agro, again life sucks some times. If you attack something while in your camp, too bad for you. As Nemo said exactly, the Devs removed the ability for camps to stay up durring combat because people were using to exploit the game. Personally, I'd rather have my camp broken up due to some raving animal every once and while (I am in the wilderness, after all) than have a bunch of people using it to gain an unfair advantage over others.
If you don't like the idea of camps not repelling animals,considerthis real life analogy:
When camping in the area of bears, it is not suggested but manditory, that you hang your food from a tree 15' above the ground and 10' from the tree trunk - outside of your camp. This is because human activity often attracks animals, such as bears, who come by for a free meal. By hanging your food up and away from your camp, at least when animals show up they won't bother you while they're trying to get at your food.
When in the wild, the only true santuary you have is that which comes from the barrel of your rifle.
Umm, it wasn't just staying up during combat. It was staying up during combat and repelling creatures. Staying up during combat is fine. Repelling creatures can be exploited (i.e. the Ranger doesn't attack). Staying up during combat should not have been removed, nor should staying up when you leave the camp (the HTFB used to stay up until you left the planet).
Message Edited by Owen-Lars on 09-20-2004 10:42 AM
I think you are on to something here. I was going to basically suggest that while in a camp on can't get aggroed and if one enters a camp while aggroed, they wouldremain aggroed, so you covered things nicely.
Owen-Lars wrote:
If you don't like the idea of camps not repelling animals,considerthis real life analogy:
Hehe real life camps dont have a laser fense perimeter hehe
I know what you mean nemo, there would be tonnes of room for exploit if a agro repellent was implemented, even if camps disbanded in combat. Who is to say a ranger doesnt just pop a camp then let the group use the agro repellent on creatures? They cant and people would abuse this.
I would like to see agro repellent featured but perhaps only in this form to prevent exploits:
States:
There could be two states given to do with camps, 'Camped' and 'Repelled' states. The camped state effects pcs andgrouped npcsand the repelled state effects the creatures surrounding the camp.
Camped State:
- Players geta 'camped' statewhen they enter the camp
- You cannot be 'camped' whilst in combat (prevents even third party group members exploiting through our skills)
- Whilst 'camped' in certain high level camps such as the high tech field base you get an extremely high camo/mask bonus effectively hiding you from any creatures (to prevent agro)
The idea of the camped state is to give a bonus that negates itsself if the player enters combat willingly, so to stay safe the players should not attack and use the repellent as a tool to hunt. Aswel as this attack repellent, there would be a system that actually repells the creatures physically, this is the repelled state.
Repelled State:
- Surrounding the campin a64m radius of the camp, this is the repellent effect zone.
- Creatures within the zone (that are not in combat already)get a'repelled' state.
- This repelled state does not initiate combat and voids if the creature is attacked
- All creatures in a repelled state will move to 64m from the camp.
These two states when combined would allow lots of out of combat bonuses without the risk of either the ranger him(her)self OR others exploiting the functions of the camp. Basically if the player attacks a repelled creature, he/she will loose the camo/mask bonus and the creature and if assisted, his friends. The camp would have no need to disband in combat due to the fact that the bonuses to repellent would not be given whilst in combat.
What you think nemo, you think that would solve the exploit issues?
Message Edited by Owen-Lars on 09-20-2004 10:42 AM
I just had a thought....
- Bullets, in honor of Nraas
- Camps that repel take time to erect
- Combat cannot be initiated in such camps, unless (using the modular theme) and SL or Commando drops something that allows it (might not be such a thing, depending on how that works).
- Other rules for combat work like being in a building. That roof should be one, in fact, I would like it to work on the rain for once.
- Programming this could make this undoable. But I thought making the FB an actual "building" of sorts might be a way around this.
Sojourner wrote:
Phenix, NRass would be proud!
Aye. He would indeed. I miss the old chap.
Phenix this is fantastic. I do agree with some other comments though , in that traps should affect players and NPC's. I think Nem0 made the point about trapping a Rancor dead in its tracks but not being able to trap a thug (Mauler preferably...they hate me).
I hope Tiggs turns out to be better than Thunderheart on whose desk the original Outdoorsman Proposal sits, rotting, coffee stained, muffins crumbs and all waiting to be disposed of.
I alsohope the members of the Ranger Community are appreciative of all the work Phenix puts in for us. Poor guy works almost as hard as Calc which is saying something, and Phenix doesn't even get to see the Corr. Forums. ![]()
Regards,