Ranger Archive

Thread: Trapping...

Phenix1050
Mon Jan 12, 2004 4:30 am
#27

They sure seem to think they need a boost


Well of course they do! They could be uber, have tracking skill, NPC and Player traps and still think they needed a boost since a Jedi killed them once.


Honestly, every proffession could stand some tweaking, and there will always be people who are unsatisfied with the way things are. But that doesn't mean that complaining should get you something you don't deserve. In my estimation, it's like this:Bounty Hunters need to know how to survive, and scout gives them general survival skills. They need to know how to kill, so they have marksman skills. But once they learn the basics of survival, they focus on how to KILL. Their job is to kill, so they train to do that. Traps do not kill (they assist) but they do not kill. Thus a Bounty Hunter would have more use for an added shot than they would for a trap.


I don't think (not a HUGE Star Wars follower- don't read the books, didn't memorize the movies, I could be wrong) that Boba Fett ever used a trap to kill his prey. The closest thing was the cord that Jengo used in EP. II and that was used as a weapon, not a trap (he used it to hurtObi-Wan, not to root him or snare him.


Rangers, unlike Bounty Hunters study animal physiology rather than the use of powerful weapons. Thus, as a trade off, Bounty Hunters should not get traps. Unless Rangers get weapons that cause damage, we need things that apply state changes or DoT effects. Bounty Hunters don't need these. Honestly, consider this: Boba Fettis faced with trying to kill someone. Does he a)attack the person, then run and drop trap that applies a knock down if the person happens to run over it or b) use a special attack that instantly knocks the guy down and putts himself in a good position to kill his target with ease?


simple, I think. Boba chooses B. A ranger would choose A, which is who we are as a class. Thus a BH getting a trap that affects NPC's and players would be like a Ranger whiping out an LLC to off a Chubba. Simply overkill, in my mind.




PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Dyraak_Sinh
Mon Jan 12, 2004 6:40 am
#28






NRaas wrote:

"The only trap I can see adding is an AOE Glow Wire trap."


Good call, it shall be added. Suggestions for aspecial name for the trap?




Glow Net?



-------------------------
Drayth Ffreul
NRaas
Mon Jan 12, 2004 8:52 am
#29

"I thought we were supposed to get a generic knockdown trap (tripwire)"


Thank you for reminding me, that one will be added.





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NRaas
Mon Jan 12, 2004 8:59 am
#30

"The quality of the casing (i.e. bone) shouldn't matter"


If the casing fails prematurely (it leaks, or falls apart in transit), I would expect the effect of the trap to be diminished.





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OOM
Mon Jan 12, 2004 9:03 am
#31

Another good bunch of ideas. On the line of traps against pets / creaturesI would like to see one that inhibits a creatures ability to use ranged attacks thereby allowingpeople to get in close.


Aitwexoeth

NRaas
Mon Jan 12, 2004 9:15 am
#32

"I would like to see one that inhibits a creatures ability to use ranged attacks thereby allowingpeople to get in close."


Oh, now there is a novel idea.





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Klif_Hangar
Mon Jan 12, 2004 9:38 am
#33

I agree that a modular trap system could be a little too complex for most traps. However, I think the Lure trap has enough potential thata simplified modular system could work. What I propose is that the Lure trap have one optional component that can take any Area of Effect creature trap. If the trap is included, then once the trap is set and has lured as many creatures as it can within range, it will spring the trap in its optional component. If no trap is put in the optional slot, the lure trap will just lure the creatures to it. So for instance, if you put the proposed sleeping gas trap in a lure trap schematic, once enough creatures are in range, the trap would release the gas and put the creatures it has lured to sleep.


I have a few more comments about the Lure trap:



  • I would like to be able to experiment the number of creatures it can affect at the same time (ranging from 1 to some large number, maybe 20?)

  • I would like to be able to experiment the duration of the lure's effects.

  • I would like the radius of effect for the lure to increase with the Trapping mod as the Ranger goes up the Advanced Trapping Line.

  • I would like to be able to choose what types of creatures it would lure. Perhaps it would only lure creatures of the same type you have targeted? Or perhaps a pop-up window could come up when you first set the trap that would allow you to choose what type of creature to attract?


    • I mainly want this so I can lure aggressive creatures surrounding a mission lair in one direction and lure the mission lair creatures (who are also possibly aggressive) in another direction using a second lure trap.

    • If the pop up window method would work, we could give the lure trap at Novice Ranger, and allow a single trap to lure only one type of creature at that level. For each level in the Trapping line, we could then allow a single trap to attract one more type of creature (so a Ranger with Advanced Trapping 4 would be able to make a lure trap that would lure (1+1+1+1+1 = ) 5 creature types.

Also, Iwould like a trap that would cause a 'shockwave' effect that forces all creatures in an area to be forced to posture change tolaying down/prone. I would also like a dot poison trap (perhaps a single target poison dart and an aoepoison mist trap?).


Anyway, as far as the other traps go, I think schematics should be gained at:


Novice Ranger: Lure trap (extra creature type it can effect at once added at each level of Trapping line, and range increases at each level of the Trapping Line)


Advanced Trapping 1: Tranquilizer


Advanced Trapping 2: Sleeping Gas


Advanced Trapping 3: Goop


Advanced Trapping 4: AOE Glowwire, Tripwire


Master Ranger: Ranger Trap Launcher


Thanks for reading






Dyne Cloudskimmer
Antarian Ranger, Ahazi
Calculus_Entropy
Mon Jan 12, 2004 9:56 am
#34

Outstanding idea Klif...and it certainly would make the modualr system much more manageable. Would the have to be added during the crafting phase? I would think it would be much more manageable if you could add the trap to the lure the way you add a powerup. That way you could have less traps in inventory.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
NRaas
Mon Jan 12, 2004 10:04 am
#35

Excellent work Klif_Hangar as always.


My thoughts on the Lure...


Most likely the approach would be to target a creature and use the trap. Once initiated, the trap would draw the target creature to that location. The player would need to back away from the trap location to ensure if they don't wish to be attacked.


Possibly some delay timer can be implemented before the trap activates to allow the player to get a safe distance away. When the creature reaches the trap location, the effect dissipates and the creature is left to do whatever it normally does (wander around, or back to the herd, whatever).


While this is happening the player can initiate another lure and drag another creature from the herd, etc. etc.


This approach should provide a necessary skill to successfully utilizethe lure, adding a bit of challenge to the feat.


"Iwould like a trap that would cause a 'shockwave' effect that forces all creatures in an area to be forced to posture change tolaying down/prone."


Aye, Phenix1050 reminded me of the knockdown trap. This would be the area effect version.


"I think schematics should be gained at"


I will consider these levels while writing up the system.





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NRaas
Mon Jan 12, 2004 10:10 am
#36

Now as to the ground based traps...


I have no inkling as to how GreenMarine actually intended such traps to actually work.


Since the spawn system is dynamic, and creatures tend to be pretty random in their movements, how would a statically placed trap actually benefit the player?


I can see Klif_Hangar's concept of the Lure that does something when the creature arrives, as the trap is actually pulling the creature towards it. A most excellent idea indeed.


But as to how a regular old static trap would be of use... I have no clue, and therefore haven't added them in the proposal.


Anyone want to try a crack at how such traps would be worth the effort of development?





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Calculus_Entropy
Mon Jan 12, 2004 10:32 am
#37

I think that what those traps would do, would be the equivalent of a root trap like Adhesive Mesh (I pray it would have a longer duration). It also sounds like the tripwire would be a static KD trap, which could easily be implemened as a thrown trap. I think one of the benefits of the placed/static traps would be to use them in their strategy. Instead of stopping to throw the trap, you can lead the mob across.




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
NRaas
Mon Jan 12, 2004 10:47 am
#38

"Instead of stopping to throw the trap, you can lead the mob across."


Considering how much a single player moves around during a play session, would such a strategy actually be used enough to make it worthwhile?


I see someone setting up such an elaborate system, and then having the local creatures move off in the other direction, or despawn completely.


I also doubt there would be any way to recollect unused traps afterwards, so they would probably be wasted.


Hmmm...





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Zkull
Mon Jan 12, 2004 11:28 am
#39

What?! BHs are rallying for traps? Great!! Another thorn in our side! Why couldn't they just hire/ask a Ranger to go along and help out?!! You know, promote inter-dependence, inter-action and all that jazz....


"Considering how much a single player moves around during a play session, would such a strategy actually be used enough to make it worthwhile?"


I suspect you would only be setting this up for more advanced beasties. The time taken to set up a trap should outweigh the time taken to run back from the clone facility.


"I see someone setting up such an elaborate system, and then having the local creatures move off in the other direction, or despawn completely."


After setting up the system, you might need to use a bleed shot or something similar to bring them across the trap. The bleed shot gives you about 9 secs I think for you to run behind the trap before the mob aggros on you.


"Ease of Use: Allows lower skilled players to use higher skilled traps "


Not to keen on this one. The idea of "higher skilled" is that you have to be higher skilled, no? If lower skilled players can just buy the higher traps, then there is no real incentive to work up the tree and we will be promoting dabblers again. If you really want this, then make sure they have a really high failure rate or only allow one level below the trap like the HTFB can be used at level III frontier.


Geez Nraas - you're working to freaking hard!! I can't keep up with all the posts and think about what I want at the same time!!




NZkull
Master Ranger III, Ahazi
Zkulll, TC
Founder/Leader, Antarian Rangers
(Disclaimer: These are my own ramblings and in no way intended to insult or trash anyone - except myself!)

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