Ranger Archive
Thread: Ranger: 2.0
Owen-Lars
Mon Mar 14, 2005 7:42 am
#27
Nemo Wrote:
"lol. I'll see what I can do. But it will take some time to put together and I don't have too much of that free right now"
No probs mate 
If you can write something then great, if you cant and feel it would negatively effect your CU testing then dont bother, i can more or less guess what you would write anyway based on all your feedback you've given me over the months hehe.
And JokitoRoyo:
Actually, some of the corrs have said the exact same thing hehe
Phenix1050
Mon Mar 14, 2005 8:55 am
#28
Just for the record Owen, and something you might want to think about for your own proposal-- I've been doing a lot of thinking about Balance. The developers have stated that the "snappy movement" change is designed for the Combat Upgrade. It really got me thinking about how many people you see running around with minimal scout skills, but they can basically keep up with a Master Ranger on foot.
In the new outdoorsman that I've been working on, I've taken the liberty of re-designing the way that TN works. No longer will there be just TN, but there will be TN and crawl speed. So you will no longer be able to get 100 TN. The max you can get will be 50 to each. But I'm also thinking that you should be getting some of each in scout. I mean, right now, a Rifleman has to go to Ranger to have any effective addition to their crawl speed. Forcing Ranger on somebody isn't a good thing. So here' how I'd do it.
+ 10 to TN in Exploration 1 & 3
+10 to Crawl Speed (CS) in Exploration 2 & 4
+ 5 to TN & CS in Master Scout
and basically the same system in Master Ranger.
So a Master Scout will end up with + 25 to each, which is enough to be effective on the battlefield. But a Master Ranger will be the only person around with +50 to each when ungrouped. I think this alone would give being a Ranger a tactical bonus. Since the most TN you could get from clothing is +25, a Master Scout could, in theory, match up with a Master Ranger, but they'd have to sacrifice a lot, unlike now where a Master Scout will always run as fast as a Master Ranger.
just a thought, I know I'm sticking this in my proposal.
Owen-Lars
Mon Mar 14, 2005 9:26 am
#29
Added a new stealth bit of info as requested on the corr forum just explain things a little better.
Still working on some other areas too, in between rocking out with the new stereophonics album and making cu pa mounts for the GRM on TC 
Combat_Medic_to_be
Mon Mar 14, 2005 9:29 am
#30
Skimmed through it briefly and I have to say it sounds very good. I'm not sure I'm too keen on the "true tracking" idea but the rest seems very solid.
Personally I think Ranger should put emphasis on improved survival skills in the wilderness and developing trapping, tracking and camoflauge (sp?) techniques to NPCs and PCs. Pretty much what you've proposed really. Very very good work
Personally I think Ranger should put emphasis on improved survival skills in the wilderness and developing trapping, tracking and camoflauge (sp?) techniques to NPCs and PCs. Pretty much what you've proposed really. Very very good work
RageGods
Mon Mar 14, 2005 11:23 am
#31
I would like to see the fishing poles from artisancrafting be moved over to the Ranger crafting.
Also the ability to loot or take the creature skulls as a trophy and also the ability to take the head and neck part for a wall mount trophy and other cool things hunters can do with their kills. It would be nice to have a room/your houselook kind of like that trophy room in KOTOR just before yousteel the Ebon Hawk. Theres a room with a bunch of different types of creature heads on the walls.
Message Edited by RageGods on 03-14-2005 03:49 PM
Combat_Medic_to_be
Mon Mar 14, 2005 12:25 pm
#32
Had another quick read through. On the skill mods. I don't think anybody should get an inate poison resist from their skills however I would like to see ranger using organic resources to make items that slow a poisons tick rate, decrease its duration, decrease the tick size or offer a small buff to poison resist.
None of these items should infringe on doctors in anyway and imo they should work like spices. You can only use one of each type at a time. The duration of these could be about 30mins. Not sure whether or not they should need a downer, depends how powerful they are I guess.
None of these items should infringe on doctors in anyway and imo they should work like spices. You can only use one of each type at a time. The duration of these could be about 30mins. Not sure whether or not they should need a downer, depends how powerful they are I guess.
Phenix1050
Mon Mar 14, 2005 2:18 pm
#33
Being sick increases the body's natural resistances. Think of it like immunization-- your body must first get poisoned to become resistant to it. How much time does a Ranger spend in the wilderness?? LOTS. I can't even begin to tell you how many times I've been poisoned or diseased.
Natural resistances would be a huge help. We go about including too manyRanger "foods", I think we'll kinda lose our way.
Rissen
Mon Mar 14, 2005 2:32 pm
#34
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=161357
the above in the smuggler forum has a response that i gave concerning a smuggler idea but was expanded to include a ranger idea...as i state I am no ranger and the idea may be abhorrent to you guys but it is here for your review...hopefully this isn't too much of a thread hijack it seemed a related matter.
FourthNail
Mon Mar 14, 2005 3:17 pm
#35
I skimmed through this so forgive me if I'm bringing up something that's been covered. One thing I would like to see added in the stealth and extraction skill sets is a schematic for a smoke grenade. Same principal that we use in today's military, you pop smoke to cover your advancement or break from contact.
This grenade would explode and produce a ten to fifteen second cloud of colored smoke, the color dependant on the crafting and componants used. For example, purple smoke for Dantooine to match the terrain, Sand for Tat and Lok etc. OR, they could be brighter colors to mark signals to call friendlies into your area for reinforcement or to signlas attacks etc.
You want to mask a large area, pop two or three smokes and extract yourself and your buddies out of the AO.
Just an idea.
Plunk
This grenade would explode and produce a ten to fifteen second cloud of colored smoke, the color dependant on the crafting and componants used. For example, purple smoke for Dantooine to match the terrain, Sand for Tat and Lok etc. OR, they could be brighter colors to mark signals to call friendlies into your area for reinforcement or to signlas attacks etc.
You want to mask a large area, pop two or three smokes and extract yourself and your buddies out of the AO.
Just an idea.
Plunk
Zaene1
Mon Mar 14, 2005 4:17 pm
#36
Great work Owen. Just read through it all.
One question for now; Has anybody proposed decreasing the distance from a lair required to set up a camp?
Owen-Lars
Mon Mar 14, 2005 4:33 pm
#37
I think its been an issue at some stage but im unsure if it has been adressed. I know it used to be much farther from a lair but i thought it had been reduced a long time back at the same time the municipal zone camping thing was changed. One thing to realise though is that you cant place a camp near an invis lair either. Sometimes a lair is waiting to spawn but hasnt for some reason and when you go to camp it says you cannot camp too close to a lair.
That actually happened to me today near the ranger lodge but it doesnt happen much.
DrkSyd
Mon Mar 14, 2005 7:19 pm
#38
Sounds cool, definitely an improvement. All I can say is "Please sir, may I have another?"
Rhyeal
Mon Mar 14, 2005 8:21 pm
#39
26 mins of reading, and an urge to go grab my backpack and hiking shoes and hit the mountians with a gun in hand. Yeah, this sounds great. I really want to go camping now 