Ranger Archive
Thread: Ranger: The Cross-Purpose Class Theory (name edited)
Blakkstar wrote:
This tells all. To me, creature knowledge means we understand the physiology of the creature therefore, it doesn't matter what weapon we use, we still know the creatures weaknesses. Why must a bow be used to hit a creature in his weakspot? How is that better than a T-21?
Damn I gotta go to class... LOL BE back later!
ahh...here's the conumdrum. Certain combat classes cannot do damage to certain creatures due to the restriction on damge type. However, as you say, we know the physiology...thus a Ranger would be able to hurt them because they know the soft spots, despite the resistances.....so we could ask that all creatures resitances be negated by being a Ranger...or we could ask for weapons of our own.
Personally, I think a unique weapon is A) cooler, since it identifies us. B) more likely to happen since removing the resists would be hard C) More effective, since you can combine the Ranger skills with another combat prof to become the best hunter. D) more Ranger-y, since it invovles getting back to nature in an era plauged by morons with their pollution-causing speeders and their decidedly enviromentally-UNfriendly blasters and droids (note: I am just kidding--you're not morons)
Phenix1050 wrote:
First of all...whoops Nemo...fixed it.
Blakkstar wrote:
This tells all. To me, creature knowledge means we understand the physiology of the creature therefore, it doesn't matter what weapon we use, we still know the creatures weaknesses. Why must a bow be used to hit a creature in his weakspot? How is that better than a T-21?
Damn I gotta go to class... LOL BE back later!
ahh...here's the conumdrum. Certain combat classes cannot do damage to certain creatures due to the restriction on damge type. However, as you say, we know the physiology...thus a Ranger would be able to hurt them because they know the soft spots, despite the resistances.....so we could ask that all creatures resitances be negated by being a Ranger...or we could ask for weapons of our own.
Personally, I think a unique weapon is A) cooler, since it identifies us. B) more likely to happen since removing the resists would be hard C) More effective, since you can combine the Ranger skills with another combat prof to become the best hunter. D) more Ranger-y, since it invovles getting back to nature in an era plauged by morons with their pollution-causing speeders and their decidedly enviromentally-UNfriendly blasters and droids (note: I am just kidding--you're not morons)
A) Yes, a weapon would be cool. But it would also remove some of the uniqueness of each Ranger. If we all walked around carrying the same weapon, we would no longer have the diversity currently seen.
B) The stuff with 100% resists to any weapon is not meant to be soloed. Personally, I don't like the idea of 100% resists at all (I'd argue that the Devs should cap enemy defenses at a lower level, like 90-95%). But a method of lowering resists is something I've wanted for a while (like a trap to lower the Armor Rating).
C) Chances are, a Ranger weapon will be less powerful than an elite combat profession weapon. Unless it is only used for states, you will probably only use it if your normal weapon can't penetrate the resists.
D) You could try my method: Just wander around on foot and don't shoot stuff.
Nemo0 wrote:
A) Yes, a weapon would be cool. But it would also remove some of the uniqueness of each Ranger. If we all walked around carrying the same weapon, we would no longer have the diversity currently seen. I disagree. of course lol. A Ranger COULD use the bow. Or the blade. Or, if they're an elite combat class, they could carry that. In addition, Rangers who currently have to carry low-level weapons (Ranger/Tailors) could have a new thing to carry. Just a thought. There is always choice and adding a new weapon (such as the Tenloss to rifleman) doesn't ensure that everyone in that class will always be carrying it.
B) The stuff with 100% resists to any weapon is not meant to be soloed. Personally, I don't like the idea of 100% resists at all (I'd argue that the Devs should cap enemy defenses at a lower level, like 90-95%). But a method of lowering resists is something I've wanted for a while (like a trap to lower the Armor Rating). I agree with you on both points. Creatures aren't meant to be solo'd the way they are now. BUT...that doesn't mean a Ranger should be useless even in a group. Even if they lower the resists, the point would be that a Ranger could help take down large creatures since their weapons would bypass the resists. That would greatly help a group. Some could apply a KD while a ranger plinked away.
C) Chances are, a Ranger weapon will be less powerful than an elite combat profession weapon. Unless it is only used for states, you will probably only use it if your normal weapon can't penetrate the resists. That's the trade-off. A weapon that does little damage but is good against all creatures...or a weapon that does a lot of damage, most of which would be deflected. It requires that a Ranger be strategic. Take a TKM/Ranger (my current template). I know that a bow would be a big help, especially for the revamp. Many creatures are resistant to kinetic damage. Thus, the ability to take a few strikes from afar that can't be resisted and the ability to add a bleed to a creature before it gets to me would make me a much better hunter. I view the bow as an addition, not a substitution.
D) You could try my method: Just wander around on foot and don't shoot stuff. I do that. I don't ever shoot stuff. (TKM) hehe. and I love walking...except for super long distances where there's no transport (the outpost to village run on dath, for example)
Calculus_Entropy wrote:
Give me an example of laughable prereqs please. Compared to what a Ranger has to go through? Any combat prof that only requires on line of a combat skill. We also require combat skills to be Rangers, unless you just harvest and that takes forever. We were designed to be self-sufficient as far as I can tell, and that means having combat skills. Thus, in addition to Mastering Scout, it really takes some combat profficiency to be Ranger anyway.
Are you going to get a Masters Degree Phen? If so, defending your thesis should be a piece of cake compared to convincing the Rangers of anything. True, true. The nice thing is that I'm as bull-headed as the rest of ya, so I'm not gonna stop til I do!!! And if the people think I didn't defend my thesis well enough...watch out. I'll spend a week straight expalining it to them until they either agree with me or they die of starvation and thirst...in which case I can simply forge the signatures and publically lament the senseless death of the faculty members.
Phenix1050 wrote:
I am trying to fill in all the holes Calc. A lot of them aren't holes, but merely points not fully fleshed out.
I am willing to concede on the crafting issue, but only because that still leaves us as a hybrid proffession. I think with the ability to make modules that can be sold to lesser scouts and squad leaders (if the Modular Camping idea goes in, of course) the argument would still stand, but since it's not neccesary to my main argument, I'll let it go. We are not, as of now, a crafting proffession in the traditional sense.
However, the main point stands. We are a hybrid, but, unlike other hybrids, we are lacking a full palate of skills. Traps are a combat weapons. They apply state effects, damage creatures and are used ONLY during combat. Ranger are a combat class. Getting to Ranger requires hours of killing creatures. Thus the prerequisites is in the getting to Ranger. Perhaps a smart thing to do would be to remove XP from harvesting things you didn't kill. Even in groups, if you did no damage to the creature, you get none of the XP (much the same way that looting a corspe only gives money to group members who are in range/helped kill the creature.
This ensures that a Ranger has combat experience, since they don't get credit for things they didn't help kill.
Still, I think it's obvious that getting through scout almost guarentees killing, which involves combat, which is a reason for us getting weapons
I consider that hole plugged.
But that's why this is a skill based system: so you CAN get combat skills in addition to Ranger skills. A Master Smuggler is almost useless in combat. But, if they pick up Master Pistoleer as well, they can use their pistol specials extremely well. With only Pistols 4, Unarmed 4, and Master Smuggler, that Master Smuggler is almost useless in combat. They need extra combat skills to be useful as well. The same is true of Rangers and Ranger traps.