Ranger Archive
Thread: My Ranger Proposal! Came up with this when i was bored a while ago.
darmokVtS wrote:
(wookiee bowcaster as the "counterexample" is not valid, the bowcaster does not shoot arrows).
Message Edited by darmokVtS on 04-06-200508:49 PM
But it does in a way:
starwars.com:
A bowcaster's firing chamber is versatile enough to support both energy quarrel ammunition and solid projectiles, such as explosive-tipped bolts.
Message Edited by ZomKalla on 04-06-2005 06:40 PM
JBMat wrote:
You are smoking some serious crack if you think anyone is going to hang around with the XP totals you have posted.
JB
Well the additional skills in the template have to be paid for somehow!
And these XP levels are the same as the other combat profession XP levels on TC5 currently. You cant have low XP and good skills in the future it seems!
Plus if you use your Ranger weapons to kill a creature or NPC, you receive Ranger and Hunting XP (like weapon and combat XP) as well as the Ranger XP from your camo (same as before) plus more ranger XP, plus Ranger XP each time you craft a trap or camp, plus ranger XP whilst in camps, plus Hunting XP for Trap attacks plus a Hunting XP bonus for completing a Ranger mission!
The XP leveling would be maybe as much as twice as fast as a "normal" Elite Combat Profession (dont tell anyone!) so I dont see it as much of a problem.
It certainly wouldnt be as bad as maxing out your "sitting in camp" Wilderness Survival XP as it is at the moment!
We all know how quick you get Scout XP just by slapping on some camo and driving around Dathomir for a bit dont we!!!
Message Edited by CuchulainnDarklight on 04-06-2005 05:05 PM
darmokVtS wrote:
Ok so first impressions then:
a) multipe hats.
You do realise that any hat that does not somehow alter (or hide) a characters hairstyle is a *ton* of work, this needs addition of many, many versions of this hat for each hair, horn, whatever style (hair and hat cover the same "slot" basically, thats why most hats in the game simply completly hide the hair or like the imperial officer cap give you a basic hairstyle).
So, hats not hiding or altering the hair are (a shame, but that's how it is) simply put way too much work for the little result, hats which do hide the haircut just look plain silly (see the current examples in the game, sunguard, warm hat etc), hats which give you a default haircut result in very wierd things (Long hair all of a sudden gets changed to a short haircut, the haircolor gets changed to the default look etc pp, the imperial officer cap is the example for this).
Long things short: I do not want this as a decent implementation is unrealistic due to the amount of work and I hate half-assed implementations :-).
b) The good old bow-topic
As I have said repeatedly in the past, I am very much against this bow-idea. No matter how much glorification is written around it, it's at the end of the day still a bow shooting arrows, nothing I see as star-warsy (wookiee bowcaster as the "counterexample" is not valid, the bowcaster does not shoot arrows).
c) Jedi-Hunting missions
If you want to play the bounty hunter role (with doing bounty-hunter missions) I suggest you pick up bounty hunter, MR / MBH works - skillpoint-wise, if it is "reasonable" we'll have to see yet - post-cu/r/b.
Message Edited by darmokVtS on 04-06-2005 08:49 PM
CuchulainnDarklight wrote:
It may not be very star warsy, but then neither are swords, pikes
Disagree on the swords or pikes not being "star-warsy", melee vibro-weapons *are* star-warsy, three polearms in SW:G come directly from the movies look-wise (long vibro axe, vibro lance, nightsister lance - not the energy-lance, the 'regular' nightsister lance), well crafted (with the right materials) vibro-swords are known from the EU as the only weapons able to parry lightsaber attacks (which is why the ancient sith used them before they also started using lightsabers).
Bows and arrows also exist within the Star Wars universe and the ewoks used them to pretty good effect. Yub yub!
darmokVtS wrote:
Disagree on the swords or pikes not being "star-warsy", melee vibro-weapons *are* star-warsy, three polearms in SW:G come directly from the movies look-wise (long vibro axe, vibro lance, nightsister lance - not the energy-lance, the 'regular' nightsister lance), well crafted (with the right materials) vibro-swords are known from the EU as the only weapons able to parry lightsaber attacks (which is why the ancient sith used them before they also started using lightsabers).
CuchulainnDarklight wrote:
JBMat wrote:
You are smoking some serious crack if you think anyone is going to hang around with the XP totals you have posted.
JB
Well the additional skills in the template have to be paid for somehow!
And these XP levels are the same as the other combat profession XP levels on TC5 currently. You cant have low XP and good skills in the future it seems!
Plus if you use your Ranger weapons to kill a creature or NPC, you receive Ranger and Hunting XP (like weapon and combat XP) as well as the Ranger XP from your camo (same as before) plus more ranger XP, plus Ranger XP each time you craft a trap or camp, plus ranger XP whilst in camps, plus Hunting XP for Trap attacks plus a Hunting XP bonus for completing a Ranger mission!
The XP leveling would be maybe as much as twice as fast as a "normal" Elite Combat Profession (dont tell anyone!) so I dont see it as much of a problem.
It certainly wouldnt be as bad as maxing out your "sitting in camp" Wilderness Survival XP as it is at the moment!
We all know how quick you get Scout XP just by slapping on some camo and driving around Dathomir for a bit dont we!!!
Message Edited by CuchulainnDarklight on 04-06-2005 05:05 PM
I'm not sure how you're figuring that. I haven't been on TC today to test, but last night, for stuff that I was killing and getting, oh, in the neighborhood of 1000-1500 carbines XP per kill for example, I was getting what, maybe 100-150 scout XP for the harvest (or Ranger / Hunt xp in your template). That's a LOT of mobs to kill to ever get to the same numbers, or some SERIOUS tweaking up of scout XP that has to happen for harvesting of corpses. I can't recall ever getting 4000-5000 scout XP for harvesting anything in Live, but I routinely get that much rifle XP hunting some of the more dangerous beasties.
I like the effort you put into the proposal, but I agree with a few others in that I think it might be too much. Too many hats and weapons. I'd rather see some of the other ideas that have been proposed (modular camping, much of Outdoorsman 2.0) included / meshed with this as well. I like some of the trap ideas, I'd still like to see us get fairly robust trapping, but I don't want to see Ranger become mini-BH's. I want to use my traps against PCs, pets and NPCs yes, but I don't want to fill bounties on them, 'cause I'm a Ranger, not a Bounty Hunter.
I'll post more useful feedback as I get through it.
AragornSoS wrote:
I'm not sure how you're figuring that. I haven't been on TC today to test, but last night, for stuff that I was killing and getting, oh, in the neighborhood of 1000-1500 carbines XP per kill for example, I was getting what, maybe 100-150 scout XP for the harvest (or Ranger / Hunt xp in your template). That's a LOT of mobs to kill to ever get to the same numbers, or some SERIOUS tweaking up of scout XP that has to happen for harvesting of corpses. I can't recall ever getting 4000-5000 scout XP for harvesting anything in Live, but I routinely get that much rifle XP hunting some of the more dangerous beasties.
I like the effort you put into the proposal, but I agree with a few others in that I think it might be too much. Too many hats and weapons. I'd rather see some of the other ideas that have been proposed (modular camping, much of Outdoorsman 2.0) included / meshed with this as well. I like some of the trap ideas, I'd still like to see us get fairly robust trapping, but I don't want to see Ranger become mini-BH's. I want to use my traps against PCs, pets and NPCs yes, but I don't want to fill bounties on them, 'cause I'm a Ranger, not a Bounty Hunter.
As I said to JBMat the Ranger will have more methods of gaining the XP compared to a standard Elite Combat Profession therefore you can get it quicker. Its at the endof the proposal. Using your Ranger weapons will gain you Ranger XP, just like using a Rifle will gain you rifle XP.
The Hats are kind of jokey things!! A reward for our patience and perserverance! At least one must stay in, and I only added 2 weapons, 1 for melee, 1 for ranged (plus advanced versions for a master). Much less than the certs any other elite profession gets!
And as I said earlier, you dont have to take the BH missions if you dont want to! plus you have to be a REALLY high level to do so. I seriously doubt anyone will dabble in ranger to the level that allows you to get bounties with Master Scout as a prerequisite do you?
As I keep saying, this template makes us more valuable to others in a group therefore, we have much more use post-CU.
Message Edited by CuchulainnDarklight on 04-07-2005 02:43 PM
WornTraveler wrote:
well, I like a lot of it. However, there is a lot which I think other professions would clammor for, like the coup de grace move would be a battle for. Besides- I don't want to see a billion rangers running around. As it is, Ranger numbers are on the rise. I would like to keepit a good profession, but not tuern it into Jedi or BH.
And I REALLY like the hat. Not too crazy bout the bow or the knife, but the HAT sounds awesome. But make it craftable and wearable byby rangers only. Add further to our whole independant survival idea.