Ranger Archive
Thread: Ranger Revamp: Idea Archive (Geniuses At Work)
I suggest a new food type to be added for rangers, only usable in a camp or only craftable by rangers.
S'mores ![]()
Seriously though, I find myself hating to go with a group now as it's the number one killer.
Snare shots, crippling shots, etc break my pop-tart. This can cause a wee problem as my trap effect goes *poof* and thecreature eats all the gung-ho noobs.
Anyone in my group, a vehicle, a house all break my cover. When i'm trying to pull just one nasty away from a pack of 12 and a party member gets excited and moves within 20m, *poof* goes my cover. So as usual I'm burstrunning out of dodge with all 12 chasing me and ignoring the party.
Mask scent and applying camouflage should be able to work together for a combined bonus that is higher than either one separately. One deals with sight, the other with scent.
I craft high-tech camps and throw them down as gathering spots before a cave, rest stops, a place for half the party to take a bio-break or grab a sandwich. The random timer on them is ludicrous, serves no purpose, and it is not uncommon to have nasties run into camp and eat the noobs. This of course means i'm in combat, so *poof* goes the camp. Also, camps should have a beefed up healing rate.
Message Edited by Leafgreen on 06-17-2005 11:54 PM
BlueGlowy wrote:
The Leatherstocking Tales (J.F. Cooper's "Last of the Mohicans") depict the life of Nathaniel Bumppo (a.k.a. "Hawkeye"). A fictional hero of early colonial, pre-revolutionary American history. Not only was he a hunter of epic proportion, but he served as a pathfinding scout and sharpshooter. A master of the 'long-rifle'. The era, and the man depicted in the stories as the central character, match the era (and role) of the person acknowledged as the 'first' U.S. Ranger (which predates the founding of the U.S. as a nation, taking place c. 1750s and later). This 'ranger' was a sharpshooting scout.
The U.S. Army Rangers historically served as long-range forward (and behind enemy lines) scouts *and* typically engage - and take over - tactical and strategic points of interest (modern day, this might be a mission to sieze and control an enemy airfield during the opening stages of a war). In short, they're equipped to fight - not just observe. They are the pointy end of the U.S. military spear.
-signed,
An Eclipse galaxy Master Ranger
Message Edited by BlueGlowy on 06-11-2005 11:07 PM
I didn't read the whole thread so this may have been mentioned & shot down already but...
What about the ability to set a WP on the critters/people/players in the tracking window?
A pair of Night Vision Goggles or a way to adjust your eyes to dark surroundings for better night sight?
A Ranger Only Camo Kit that works on all planets using a mixture of the resources from all the current kits?
Hehe.. a Tree Stand! Climb a tall tall tree and snipe the buggers! ![]()
Maybe add the abilty to duck down in water and shoot from there?
I know I'm reaching here.. but they're just thoughts. ![]()
The notes in the testing section show that weapon certs are making a comeback already.
Weapons
- Changed Bowcaster name to "Light Bowcaster"
- Added craftable "Recon Bowcaster", certed at Rifles IV in Marksman
- Added craftable "Assault Bowcaster" with extended appearance, certed at Master Rifleman
- Changed wookie bolts to green
- Changed E11 bolts to red
- Modified the following weapons to use their extended appearance instead of the defaults:
- EE3
- DH17
- DXR6
- Elite Carbine
- Laser Carbine
- D18 Pistol
- D10 Pistol
- Deathhammer Pistol
- Renegade Pistol
- Scout Blaster Pistol
- SR Combat Pistol
- LD1 Rifle
- T21 Rifle
- EE3
- Added craftable "E11 Carbine Mark II" with alternate E11 appearance, certed at Master Carbineer
- Moved Scatter Pistol certification to Master Bounty Hunter, Renamed weapon to "High Capacity Scatter Pistol"
- Added new craftable "Scatter Pistol", certified at Novice Bounty Hunter
- Added light version of the Lightning Canon: craftable "Lightning Rifle", certed at Novice Bounty Hunter
- Moved Flame Thrower certification to Master Commando, Renamed weapon to "Plasma Flame Thrower"
- Added new craftable "Flame Thrower", certified at Commando Incendiary III
- Certed Massassi Ink Rifle at Rifleman Concealment II
- Certed Proton Rifle at Master Commando
- Modified Laser Rifle to use extended appearance
- Moved Laser Rifle certification to Master Rifleman, Renamed weapon to "Advanced Laser Rifle"
- Added new craftable "Light Laser Rifle", certified at Rifleman Abilities I
- Modifed DL44 to use extended appearance.
- Moved DL44 Metal certification to Master Pistoleer, Renamed weapon to "DL44 XT"
- Added new craftable "DL44 Metal", certified at Master Marksman
Rangers should have camps that they can deploy that really does repel creatures. ALL creatures. A place that you can sit and observe wildlife, or wait for the critical strike opportunity. Maybe make it like a portable house, that deploys instantly (like a camp) but has walls that break LOS etc. Should be deployable anywhere regardless of terrain, and no weapons allowed to be fired within borders or it goes poof.
So you can run up to a clear spot near a lair of rancor and deploy camp, and they will leave you alone. Like you are totally invisible, maybe even make it so you are so well camoflouged that you are actually invisible to other players as well.
NecroNecrite wrote:
what if our traps were based on a random variable and we could set them out in the wild based on our trapping skills to catch creatures in them... that would alert you once you cought htem... they would only spawn when the ranger who set them went ot check their traps... Like RL traps. Use bait to catch creatures and the trapping skills to set traps for more certain creatures? Sounds a little hard for the dvs to do but I think if traps just sat out there and it would randomly say catch a dewback becuase you set the (good idea for foragain) forged item you found that the dewback likes to eat then you go back a few days later its a drapped creature. As I said the trap might kill the animal or make it live so you could sell it to a CH.
Me like that.
These are numerous, long-standing and painful. Theyare listed in a sticky thread at the top of the ranger forum. Please refer to the appropriate thread for specific details.
Scouts do craft and use traps, but they are not an elite profession. Rangers are not merely "Scout version 2" players, and the inclusion of trapping PC/NPCs would further accentuate the difference between these two classes, as well as rewarding the players of what has remained as one of the most expensive (skill point) professions for their specialization in reconaissance skills.
Quickness of foot is essential to a class whose primary role is to detect and disrupt. Our ability to engage and disengage on our own terms would be paramount in being scouts for the main body oftroops. Jedi using their abilities should be able to outpace a fully-trained scout, butthe difference in speed between the fully trained and those who are not would be essential to a ranger, who would need time to report the presence of foes before retreating.
While I'm not proposing that this ability be removed from Riflemen, it was proposed by Rangers at one point and deemed technically unfeasible. Rangers are not simply "Scout Version 2", but represent those individuals whose training in wilderness navigation and reconnaissance is superlative in all respects. This ability belongs with Rangers, in addition to any otherswhopossess it.
Rangers are not a primary combat profession, and weapon bonuses are thus inappropriate. There are melee rangers, pistol rangers, carbine rangers, and rifle rangers - and even a few who go without weapons of any sort. Favoring any weapon type over another is unfair to the remainder- while defensive bonuses would benefit all rangers equally. Extensive dealings with extraterrestrial creatures would quickly teach rangers the benefits of getting out of the way quickly, and would mitigate to some degree the community concern over the existing "/rescue" command's lack of functional use.
It is very common for me to see lairs ahead, but then have the creatures surrounding it only appear on my radar as I run/drive past the lair - and this in a newbie landspeeder, not the advanced and faster models. Usually by the time I make a /maskscent check, I am already past the creatures and heading away. In order for tracking to have any value, it must be possible for a Ranger to readily detect creatures well before reaching them. This may be a significant change and may necessitate a review of the lair spawn code, but it is important to the profession that tracking work appropriately.
hi, i like the thread name: Geniuses At Work, but isnt that soe's job? im sorry. As a fellow ranger, i have nothing constuctive to say other than pleasebuy my resources for at least .0009 cpu, make my camps worth while, give me more than one trap that actually works, give me area track that isnt a snaphot in time and then im all set.
this isnt rocket science.