Ranger Archive

Thread: The Outdoorsman

Klif_Hangar
Tue Jan 20, 2004 1:35 am
#27

Thanks for all your hard work NRaas, I really appreciate it (and I'm sure many others do as well). I really like the skills proposed. I suspect and strongly hope that the proposal will get more than a cursory glance, (at least thecamp section) due to the recently announced changes to camp-calling restrictions. Thanks once again NRaas, and thanks to all the other players who voiced their opinions and helped shape the document.


Happy Hunting!






Dyne Cloudskimmer
Antarian Ranger, Ahazi
kozakaka
Tue Jan 20, 2004 6:03 pm
#28

Excellent work NRaas, I hope your effort is recognised by the devs
NRaas
Tue Jan 20, 2004 9:10 pm
#29

"I don't know if they would be willing/allowedto devote that much time or programing"


I don't expect everything right away...


If they dole out the changes over the next year, I'm sure they can find the time.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Chewato
Wed Jan 21, 2004 1:53 am
#30

I was hoping there would be some reference to the concept of a 'trap line'. Any self respecting (and self reliant) ranger should be able to set a trapline to harvest animal based resources.


I would like to see an implementation similar to concealment where the planets we could do this on improves as levels of Advance Trapping improves.


A one time use harvestor would be placed that could harvest creature parts. Unlike current harvestors that cannot be placed within range of a lair, there MUST be placed within range of a lair and the lair determines the resouces available for harvest.


Experimentation would only affecttwo things,how long the trap line is effective, and the rate resouces can be gathered. When the trap line is set the duration is set so the Ranger knows to come back before the trap line expires. If not recovered the resources are removed from the game.


What are others feeling about something like this? Is this seen as a useful expansion to the Ranger profression?

Agauro
Wed Jan 21, 2004 8:27 am
#31

Just had a chance between work and school to check this out. Only thing I can say is that I hope they run with this idea as it would be fun to play with the proposed skill sets and changes.



Great work NRaas and really great ideas.

DWolfe
Wed Jan 21, 2004 12:47 pm
#32

As I've posted elsewhere, I am definitely more in favor of Ranger as PvE than PvP. Perhaps I'm biased. However, the suggestions made in The Outdoorsman are, in general, imminently acceptable. Some notes on where I disagree somewhat with what is presented:


combatconceal: I think that it should at least have a random chance that every time the Ranger is hit (ie, damage dealt) it may possibly break combatconceal. Having the ability be unbreakable by any other than another Ranger is a little too limited. Perhaps allow the Rifleman ability to remove someone from Cover also negate this. Otherwise, a great idea.


Ambush: I'm dubious about this, as it might be a bit too powerful. On the other hand, if all Ranger abilities are limited entirely to wilderness regions, then I think it might work. I think Ambush1 should be pushed up to Wayfaring III though.


Ghillie suits: A popular concept, but I'm not with those who think they should be more generically useful, or easily had. My ideas are based partly on actual knowledge of ghillie suits, as I knew several scouts who were required to use them during my time in the military. I think that they should bedifficult to get the materials for, and designed individually with a specific planet in mind. My thoughts are that it should require somesort of grass-like flora from the specified planet, Some sort of hide from the specified planet, some generic tailor materials, and a Camo kit for the specified planet. Quality of componentswill of course effect the final product. When the suit is created, it is a standard grey. A ranger must use an appropriate camo kit upon it, which will give him the ability to hue it as he sees fit. Only then will the ghillie suit be complete, and able to function. Thereafter, it functions as described, but only on the specific planet it is designed for.


Hide: I like, especially with the ability to hue the ghillie suit as you desire. While it will not make your avatar invisible, the hue combined with a prone posture and possibly present vegetation will do much of the job. I can see it being used in PvP as you drop out of hide, wait your 10 seconds while the enemy suddenly has to react to the new blip on their radar, and take your shot. Combined with rifleman, this would make the ultimate sniper, or with a melee class, the ultimate in the commando-style ambush.


Track: I don't know that this should be used for players. The ability to use it to track down static spawns is great, but the ability to use it to track players, even if only to the city they're in, is too much, IMO. If you insist on this, I'd limit it's range rather severely, perhaps to the same as the proposed Areatrack ranges.


Camps: Just to make sure, the existing abilities of Dancers and Medics to heal wounds within camps should still be retained as a basic feature, or else you totally nerf the Basic Camp kit. Bonuses to these things should still be modularized. Overall, I love these ideas, esp. as they require more working together between professions, and add nice abilities to Squad Leaders who are still much neglected.


Live trapping: Great idea, except that I think the numbers for how many can be carried is too much. I would start at 1 for a novice ranger, and increase up to6 for Masters.


Damage bonuses against critters: I think this is an either/or issue with Ambush. Either ambush, or damage bonuses. Not both.


Areatrack while mounted: I say no. Tracking is a fairly low process involving looking at multiple cues to figure out which direction the quarry went. Tracking from mountback is counter-intuitive. Terrain association bonuses for mounts is a go in my book, tho'.


Plusses to CL capable of being handled: I can see a +5 at Master, when the Ranger has an almost supernatural understanding of animals. But not a +5 at Novice, and especially not both.


Overall, I think this is a wonderful proposal, but I think it's a little too much to ask as it is currently. By toning it down, we've a better chance of getting it approved and less chance of eventual nerfs if it is approved and implemented.



~Daracca of Valcyn
Corellian Defense Front - Information Officer
Rifleman - Shoot straight, conserve ammo, and never cut a deal with a Hutt.
Master Ranger - Come with me, and I'll show you the world.
GraySeven
Wed Jan 21, 2004 2:31 pm
#33

Well, if I'd have known someone put it all down so elegantly, I wouldn't have made 90% of the posts I've made so far....


Perfect. Nail, head, hit.





Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Telephius
Wed Jan 21, 2004 9:03 pm
#34

The problem with a raise in CL of + 5 at novice would not be taken by the devs because at Novice CH you gonly get CL12, if we want raised CL then have it +1 CL to
novice ranger, than a +1 in all the level 1 skill boxes, then the +5 at master. I mean if people want a level 15 pet they should dabble in CH not ranger for that.



Telephius Surtalga
-De Oppresso Liber *DOL* Sunrunner.
-Rebel
-Master Ranger, Rifleman 4/3/3/3 Marksman 4/0/0/4
NRaas
Wed Jan 21, 2004 10:02 pm
#35

"because at Novice CH you gonly get CL12"


Hmmm... Good call. A little late... But a good call.


When I write up the SotP request I will change it to +1 each Tracking level (as that is where the Creature Knowledge is defined), as well as +1 at Novice, and +1 at Master.




Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
shotoyan
Thu Jan 22, 2004 4:40 am
#36

Now that the Dev's have started the profession specific combat threads in the 'In Concept' forum, where they are basically asking what we see Ranger as, I am wondering if the 'mater-hunter' restraint we put on ourselves when developing 'The Outdoorsman' proposal is valid anymore. It seems to me that calling Ranger a combat role (and not Smuggler - who's 2 of 4 tree's requires pistol xp to climb) leans more towards the military Ranger/Survivalist idea and not a Big-Game Hunter.


Any thoughts?




Thanks,
Lo'ric
DarthMercilous
Thu Jan 22, 2004 5:37 am
#37






shotoyan wrote:

Now that the Dev's have started the profession specific combat threads in the 'In Concept' forum, where they are basically asking what we see Ranger as, I am wondering if the 'mater-hunter' restraint we put on ourselves when developing 'The Outdoorsman' proposal is valid anymore. It seems to me that calling Ranger a combat role (and not Smuggler - who's 2 of 4 tree's requires pistol xp to climb) leans more towards the military Ranger/Survivalist idea and not a Big-Game Hunter.


Any thoughts?







Alot of that will depend on how flexible the Devs are in their view of what they think a Ranger should be. As I've illustrated before, Ranger's in the SW Universe are typically displayed as a high-tech, almost black-ops type role. A cross between BH, Commando, and what we currently have as a Ranger. So once we have the discussion board, I'm sure there will be lots of ideas flowing, we'll just have to wait and see what happens. However as most of us have comprimised and are working towards developing a united front, so that we are taken seriously by the devs and are sticking to one area, I'm not sure how far it will go. I personally want the high-tec combat oriented version, but at the end of the day, I expect it to continue along the lines of "the outdoorsman."



Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
NRaas
Thu Jan 22, 2004 8:34 am
#38

"It seems to me that calling Ranger a combat role (and not Smuggler - who's 2 of 4 tree's requires pistol xp to climb) leans more towards the military Ranger/Survivalist idea and not a Big-Game Hunter."


The developers are asking the community what we expect from our profession.


Whether that be a creature-centric system withno Humanoid combat highlights...


  • The exact opposite, a paramilitary system solely devoted to Humanoid combat.

  • Or some combination of the two (as the Outdoorsman highlights)

Answer the developers question based on your view of theRanger profession.


----


Everyone knows that I tend to follow the creature-centric side myself, as I believe a changeover toa paramilitary vision would entail a completely different profession than what we have now.


Consider it, the profession was originally designed with creature combat as the focus (harvesting bonus, creature-to-hit, traps that only work on creatures). All those elements would not fit in a paramilitary Ranger design, and therefore would have to be replaced with other more humanoid-centric items.


I am in the Ranger profession because of the existing skill set (and the promise of future items along that line), not because the profession is called Ranger.




Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Darniaq
Thu Jan 22, 2004 8:51 am
#39

The thing about the Outdoorsman is that it's not a fundamental redesign of the Ranger Profession. It's certainly alot of coding, but it's mostly within the framework of how our profession (and others) is already structure. It essentially aligns the vision of the traditional Ranger archetype to what they can be within the Star Wars lore.

That's the beauty of it. If, as Nraas said above, they dole out the changes a bit at a time over the coming year, that would be perfectively fine. Just changing the Trap line, just changing the Frontiering line (and a Squad Leader line), just changing the Wayfaring line or the Tracking line, any of these single lines changed to what's described would be a heady boost to us.

In fact, I would favor this approach. While the Outdoorsman is a wonderful overall picture, there's alot of bugs that can pop up along the way when implementing specific features. I'd rather have SOE work out the bugs and exploits with just new camps or just new Traps than have to try and do both individually and how they form exploitation off of each other. It's to avoid patch notes like this:

- "Needed to reduce house inventory sizes to reduce the number of harvestable hides from Mawgaws that shouldn't have been appearing on Tatooine" syndrome



The In Concept: Ranger thread is replete with support for the Outdoorsman. Many include links to it. They can't help but be directed to all of the heavy effort that has already been done. Better, it already has the support of the community affected by the concept. We may disagree on details, but in general, it's mostly what we want.

And it's really just major enhancements of the systems we already enjoy.



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Galentech Industries · Darniaq.com
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