Ranger Archive

Thread: T-t-t-trapping! What do you think?

Beladan
Tue Sep 13, 2005 3:36 pm
#27

Modular traps - mucho good! Along with making them experimentable would allow us to develop a unique flavor to traps for any given situation.Toss in the lootables like Kliknik glads (mentioned above) for special zing and I think trapping would be pretty fun. I enjoy the making and crafting aspect to the game and the ability to have an integral hand in a portion of my own equipment would be fun.


Make them work against NPC's but not PC's and make NPC traps available to the ranger line. Chunkers and what not at Ranger Trap I up to Pirates and Uber-Baddies at master ranger. Not that I don't have a warm fuzzy for scouts (Coz I do!) but I want to avoid the same fallout we had with post cu harvesting when many folks who didn't give a toss about scout took it up to make money/self sufficently supply resources etc. By folding it into ranger we give folks that ability to dabble should they wish to with low level npc's but at the cost of a significant skill point cost in mastering scout.


So, Modular, Experimentable, NPCable with Ranger traps ftw!


Athela
Tue Sep 13, 2005 5:04 pm
#28

I used to love traps before the CU because they really did seem to help in any fight against an animal. Now, they fail so much of the time it is a real pain. Making current traps do what they should do comes first on my list. If the only reasonable way to do that in the eyes of the Game Gods ( I have had a bad day and almost used the term "Code Monkeys") is to allow experimentation then that is no problem. Just let me have a good trap to toss!


I wouldn't mind some sort of device that is not quite a trap to be used against NPCs because even lowly meatlumps are now tough little buggers for low level characters (I'm always fooling around and starting then killing off new characters) and the higher level NPC's seem unnaturally resistant to attack. Maybe grenades and acid bombs...(Really a bad day folks...)


Against players-nah. I like the ideas where we can conceal and make camps that speed healing and add to buffs or crafting but traps against players? Meh. Unless...it was some cool snare that you tossed and it wrapped them in netting. Or, you toss a trap that opens up a hole in the ground they drop into. Or the trap releases a bunch of insects or snakes or some such that attacks. Now that makes some sense. Hmmmm....


Atheren/Master Ranger/Bria


AmeliaRose/Master Ranger/Naritus


Beladan
Tue Sep 13, 2005 5:54 pm
#29

Ok - I have to ask and I feel stupid for not being able to work it out ....



But just what the heck is that green blobby thing in your signature? I've squinted and looked with my glasses and without and even tried to 'look past the picture' like you do with that funky 3D art - but all I can see is a green blob vaguely reminesent of a praying mantis head or a mutant granny smith apple!


Please tell me what it is!


KenjiTokugawa
Tue Sep 13, 2005 5:56 pm
#30







Beladan wrote:

Ok - I have to ask and I feel stupid for not being able to work it out ....



But just what the heck is that green blobby thing in your signature? I've squinted and looked with my glasses and without and even tried to 'look past the picture' like you do with that funky 3D art - but all I can see is a green blob vaguely reminesent of a praying mantis head or a mutant granny smith apple!


Please tell me what it is!









It is Yoshi from Mario bros. right?




Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


BioEngine
Tue Sep 13, 2005 5:57 pm
#31






Beladan wrote:

Ok - I have to ask and I feel stupid for not being able to work it out ....



But just what the heck is that green blobby thing in your signature? I've squinted and looked with my glasses and without and even tried to 'look past the picture' like you do with that funky 3D art - but all I can see is a green blob vaguely reminesent of a praying mantis head or a mutant granny smith apple!


Please tell me what it is!






Yoshi, from the Mario games




Account active 'till November 10th, contact me on forum name:
Stamina
Typho
Tue Sep 13, 2005 7:30 pm
#32

*Traps get experimentation and you can use them on anything


*And, of course, modular trapping


I would probably side with either of these two ideas. I love traps would would like to have more options on what we can use. The key factor in whatever we get is tomake sure they work as intended!





Isxossk

-Elder Ranger-

-Elder Pistoleer-
SeanBlader
Tue Sep 13, 2005 8:37 pm
#33

Traps of all kinds need to be ground placeable, for examples and reference, see the movie Predator with The Governor. They need to be long term and work against PC's. One of the coolest tripwires they used in Predator, was a firework perimeter alarm. Be nice to be able to link a rocket to a tripwire outside a faction base to alert people nearby to someone coming after a PvP base. Or even apply states to PC's who cross the line, even if it's just a KD. Imagine a whole group coming after a base you're defending and as they approach 70 meters from the base they are KD'd out of their speeders and to the ground all in a row, that'd be a sight to see, and give Rangers some use in PvP, and the GCW.




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


Okata
Tue Sep 13, 2005 9:25 pm
#34



Calculus_Entropy wrote:

This is just a simple discussion thread about trapping. I want to get an idea of what people think should be the future of trapping.

So, I envision a couple of ways to fix trapping:

  • Traps stay as they are and become 'skills' rather than needing a crafted component
  • Traps stay as the are, but you can experiment duration, effectiveness, etc.
  • Traps stay as they, but you can use them on anything in the game...creature, NPC, PC
  • Traps get experimentation and you can use them on anything
  • Traps become skills and you can use them on anything
  • And, of course, modular trapping
  • Please add any other scenarios you envision

So, tell me what you think, or what I am missing.






Let traps get experimentation but don't add new components. They are complex enough with new stuff.
If some traps or at some skill level the traps would work on NPC's or PC's, that would help bring Rangers into PvP.





Computers are wonderful things.
Okkata, Flurry, Spy
Maxanto
Wed Sep 14, 2005 12:09 am
#35






BioEngine wrote:
We could also lure animals into ground placed traps with foraged items





beautiful idea but with the game lag and frame rate problems... I sense many problems.



Atiro - Atreyu
Two Sides of the Same Coin
Bethya
Wed Sep 14, 2005 12:25 am
#36

As a currently ex-vendor of Ranger goods, I'd very much like traps to stay as craftable items. I agree with others who say there is value and playability in choice - do I use this nice resource for traps, camo kits or sell it for cash.


I'd very much like it to be possible to experiment on them.


I can see the logic of being able to trap anything. I think our best bet might be to hope for NPCs and animals, not PCs too. Can you imagine the whining from all the teenage jedi and BH if we suddenly lobbed a p-dart and sat there creaming them while they couldn't move? I can't be bothered with the politics of that - let's just go for NPC and animal effectiveness.


It would also be nice if the Ranger traps had a sense of greater value compared to the scout traps. At present, most of the traps I use tend to be scout ones.






sand, soil and sea
d'nara ci-iki, master ranger, FarStar

Keep watch over the worlds, Encourage the faithful, Restore the lost, Build up the community;
so that you may be amongst those who are truly known as a Master Ranger.



SyVirus
Wed Sep 14, 2005 1:36 am
#37


Experimentation is a go, more traps, better effects, lower timer as you climb to master ranger


Against NPC and PCs, yes. I did smuggler with rifleman, and held my own against all non-jedi with the concussion shot, panic and sniper shot. Why can't a ranger do the same with traps? The noise maker can cause a concussion in regards to the smuggler shot, break on contact. P-darts can be an advanced snare as it is against creatures. Adheasive mesh, once it is worked out, can be our root. We have the same attacks as everyone else, cept we have to craft them. It will be justified with all the skill points going into ranger. If people call for the nerf, tough nuggets. Take time to master ranger and you too can have all our nifty traps.


I am against letting those non-rangers use camo, just as i am against all non-medic type folks using stim D's like its a religion. That's like giving me mophine and saying since i know how to shoot a gun, i can use morphine.....No, i can't. Different thread, different night.


Regarding camo, i would like to see it take us off the map as /cover does for rifleman. Only catch we can move around till we attack something, then the camo breaks as we obviously gave away our position. Its late for me, but till then....go get lost somewhere!

Message Edited by SyVirus on 09-14-2005 01:37 AM



SyVirus -KH-
Bounty Hunter

Zu'ul
Commando
RSF*CorSec Ace
DaveG
Wed Sep 14, 2005 3:51 am
#38


Calculus_Entropy wrote:

This is just a simple discussion thread about trapping. I want to get an idea of what people think should be the future of trapping.

So, I envision a couple of ways to fix trapping:

  • Traps stay as they are and become 'skills' rather than needing a crafted component
  • Traps stay as the are, but you can experiment duration, effectiveness, etc.
  • Traps stay as they, but you can use them on anything in the game...creature, NPC, PC
  • Traps get experimentation and you can use them on anything
  • Traps become skills and you can use them on anything
  • And, of course, modular trapping
  • Please add any other scenarios you envision

So, tell me what you think, or what I am missing.




Option 5, "Traps become skills and you can use them on anything", please.

Thanks.

Edit - Here's my reasoning.
It's clear from the combat revamp that the devs have homogenised everything, such that most things to do with combat relate to a small set of skills, which are tweaked and rebadged for different professions. So we need to fit in with that model if we've got any hope of getting any attention. (Note - For the record I think most things about the combat revamp stink, including the "magic spells", but until we get a pre-revamp server, we're stuck with them - Way to go SOE on listening to your customers - Not!).

Furthermore, while I very much enjoyed the crafting side of ranger, it had it's draw backs. You could either use factories and carry around loads of crates so knew you wouldn't run out of gear while you were hunting, or you could craft on the fly which means you'd always run out of traps in the middle of combat. Both of these alternatives become very tiresome and frustrating, in my experience. I know I was really serious about preparing for long hunts, and I'd go out with over a dozen crates of camo and traps!

Having read Owens proposal (you know, the one Garva innappropriately deleted - Hey Garva I thought you were meant to stop unrest in the community. Nice ****-storm you whipped up there, Mate!)... I like the idea of skills, more importantly, skills that can be used on anything. The fact that our traps only worked on creatures never really made sense to me anyway.

Message Edited by DaveG on 09-14-2005 12:00 PM



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

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I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Bethya
Wed Sep 14, 2005 5:20 am
#39

/wave daveg


Another thought has occurred to me. If traps are going to work on NPCs and/or PCs, make it so that you HAVE to be a Ranger to get that ability.... not just a Scout. That'll make our profession more valuable!




sand, soil and sea
d'nara ci-iki, master ranger, FarStar

Keep watch over the worlds, Encourage the faithful, Restore the lost, Build up the community;
so that you may be amongst those who are truly known as a Master Ranger.



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