Ranger Archive
Thread: Corr Summit What changes/fixes do we want?
Vorpaks
Tue Jul 20, 2004 10:28 am
#27
I think everything is really well covered in the above posts (And the Outdoorsman 1 & 2). The only problem I see comes when we need to prioritize these things.
So here are My JTL Suggestions:
(Please keep in mind that I never visit the JTL forums and have no idea what JTL will be like)
Make our skills matter in Space.
Terrain Negotiation: speed/maneuverability mods to our ships. Ability to travel longer distances without fuel (do ships use fuel?)
Camo: You guessed it! Some form of radar stealth.
Camps: Deployable space transfer systems. Players can use these to switch ships, change mods/weapons on ships, etc.
Traps: Mines! Ion sticky traps lol! Actually I have no idea what we could have that wouldn’t be available to everyone. Maybe plantable mines for asteroid fields?
Rescue: The ability to make the Death Star shoot at us instead of at Alderaan!
Forage: Hmmmm. Need to think about this one. There really isn’t anything organic in space. That might be a useless skill. Go figure.
Damn... just remembered something for the other thread.
So here are My JTL Suggestions:
(Please keep in mind that I never visit the JTL forums and have no idea what JTL will be like)
Make our skills matter in Space.
Terrain Negotiation: speed/maneuverability mods to our ships. Ability to travel longer distances without fuel (do ships use fuel?)
Camo: You guessed it! Some form of radar stealth.
Camps: Deployable space transfer systems. Players can use these to switch ships, change mods/weapons on ships, etc.
Traps: Mines! Ion sticky traps lol! Actually I have no idea what we could have that wouldn’t be available to everyone. Maybe plantable mines for asteroid fields?
Rescue: The ability to make the Death Star shoot at us instead of at Alderaan!
Forage: Hmmmm. Need to think about this one. There really isn’t anything organic in space. That might be a useless skill. Go figure.
Damn... just remembered something for the other thread.
Message Edited by Vorpaks on 07-20-2004 01:29 PM
Phenix1050
Tue Jul 20, 2004 10:55 am
#28
- Wilderness combat: Creature toughness, Ranger weapon and a few specials that require a Ranger to make use of his skills. A heavy bleed shot that forces the Ranger to use camo, then combine two shots for maximum effectives. I'd also like to see a creature damage bonus, so that while our specials would WORK in PvP, we would decidedly have more power in PvE.
- /track. I'd like to see this implemented and also my new idea of BH-style missions that use creatures instead of NPC's and would be Ranger-only.
- Harvest Increase: Much bigger bonus and the ability to harvest multiple types/times. The best idea here is to have two ways of harvesting...a harvest all command and the ability to harvest multiple times. If you harvest all, you can't harvest again, but a Master Ranger could harvest by type up to three times.
- Traps. Not as big an issue, but would be nice.
- Modular Camping/outdoorsman. This would be so sweet.
- Stealth...I'd like this to be brought up, at the very least.
- Combat Effectiveness in the GCW. I'd like to be able to use /conceal to get past Turrets/NPC's and I'd like traps that were usefull against droids and turrets, effectively stoping them from attacking.
Vorpaks
Tue Jul 20, 2004 11:22 am
#29
Squidwalker wrote:
AgonThalia wrote:
Over in the pikeman forums, they are talking about quick fixes for the combat balance delays, have we been asked to deliver a few quickies?That's what this post is for. List your "quicky" combat related changes for Ranger.
I think its actually supposed to be a collection of all ideas? Hmmm... maybe not. If so, ignore my above posts, as they don't relate to the CB
Some other interesting threads in the last month:
One Word Solution
Offensive Ranger
Three wishes
Mounted Combat
Scouting skills to hunting skills
Calm
Message Edited by Vorpaks on 07-20-2004 02:41 PM
MonsofoLexius
Tue Jul 20, 2004 2:32 pm
#30
Gotta love Lithium, have not been able to log in for days and daysto forum lol.
Lets see on "hot fixable" items.......
- Increase in damage mitigation, could be creature-to-hit or increase in melee/ranged defence dont really care, I will adapt.
- HTFBK, stay up in combat, ability to go overt/covert from radial menu.
- Change our traps to give up something neat (ie remove dizzy)
- Nice increase in Camo effectiveness.
- Nice increase in harvest rates.
On the bigger picture?
It seems to me that we have so many ideas, and the outdoorsman needs updating, that I don't really feel it would be benifical to "add another one" to the mix. So I guess I will defer to whatever you decide on Calc.
I am a little dissapointed that as a community we have not got together and done an update to the outdoorsman or consolidated many of the ideas to help bring them together. We have about 30 well thought out, very well put together ideas for complete revamps from new and old rangers alike. They drift off into the sunset after a week or so and when the next one comes along the community seems to:
/target Outdoorsman
/point
/say Yep this is what we want
I hope this does not come across as too angry or malcontent, just how I feel. (I think the CB shelving has me a little pissed too.)
Rooks
Wed Jul 21, 2004 3:25 am
#31
Ok, I agree with everything that has already been posted, So, I will try to post stuff not covered yet.
... Stealth: Take master Rangers off the Radar.
... Mounted Combat: Allow Rangers to use weapon Specials, traps, track and mask scent WHILE still mounted.
... Ranger specific items, whether weapons, clothes, poisons/cures, foraged goods.
... HTFB: Add more workable stations to it, allow more PVP options to it and make it stand alone longer.
... Terrain Negoation: Add in the modifiers NOT just for crawling, but ADD for running/walking/mounts/vehicles for Rangers.
... Make RIN a permanant chat channel on each server 
NoWires
Wed Jul 21, 2004 9:40 am
#32
I'll start with this... I am Master Ranger/TKM andlittle CH taking up the rest. I love both my main professions dearly and take great pride in my Master Ranger title. Iwouldn't give either of them up. I knew I would not be able to take advantage of the Ranger ranged to-hit bonuses but that was a sacrifice I decided to make but I don't quite understand why those bonuses should only apply to ranged. That said here are the changes I would like to see...
- Creature to hit bonuses apply to all modes of combat for Rangers (melee and ranged) 
- Camo hides us from radar
- Mission terminals in the high - tech camp!
- Ability to use traps on all targets... NPC, PC, creatures
- Longer duration for trap effects
- I love the idea of a special weapon... especially a bow (Master Ranger/TKMwith a bow... that even scares me... and I'd be the one behind the bow)
- Ability to harvest all 3 resources at Master level
- Ability at Master level to get an idea of the resource quality BEFORE killing the creature upon examine
That's about it.
Briare Vines - Eclipse
Squidwalker
Thu Jul 22, 2004 12:16 am
#33
Another quick one here Calc.
/animalcalm. Just exactly how it is in the jedi profession, but with less skill mod or power to it. At least half of the jedi at master ranger. The power is described as "an animal targetted will go into peace mode and stop attacking." The ranger needs this ability, and has been brought up a couple times over the year. Now that we know they have the code for it for jedi, it makes sence that Ranger had it.
Also, the jedi has /animalattack. "any animals within the view arc will attack your target" The CH need to have the /animalcalm and this /animalattack abilities. Again, not as powerful as the jedi but at least half as powerful at master CH.
Owen-Lars
Thu Jul 22, 2004 12:45 am
#34
/animalcalm. Just exactly how it is in the jedi profession, but with less skill mod or power to it. At least half of the jedi at master ranger. The power is described as "an animal targetted will go into peace mode and stop attacking." The ranger needs this ability, and has been brought up a couple times over the year. Now that we know they have the code for it for jedi, it makes sence that Ranger had it.
and
Also, the jedi has /animalattack. "any animals within the view arc will attack your target" The CH need to have the /animalcalm and this /animalattack abilities. Again, not as powerful as the jedi but at least half as powerful at master CH.
Perhaps at a later date but i dont think we should be asking for this at this present time. I will most definatly hurt CH's abit and i dont think id wish any other bad things on them atm. Perhaps later once they have had some imporvments too it would be a good feature to implement. Nice idea though, just perhaps the wrong time.
JuCat
Thu Jul 22, 2004 8:55 am
#35
I think we need to look at small fixes that would not require alot of hard coding, save the good/necessary stuff for our revamp. i.e outdoorsman.
1) Increase our harvest bonus from +105 to some where between +160 to +205, an 50-100% increase.
2) Double our BurstRun Efficiency from +50 to +100, we can burst longer and more often..
3) Increase camo to +75
4) Increase our Ranged/Melee defense bonuses to +25 to +35.
5) Increase the trapping bonus from +100 to +300, so that our traps could actually be effective against the creature we/I like to hunt =).
6) make our camps work as intended.
7) Do SOMETHING with To-Hit bonus, honestly I'm not sure what it does, or why, as a master of a combat profession, your accuracy should be very, very good on its own, maybe increasing this so a Ranger DOES NOT MISS any creature he shoots at.
Basically just increase the skill mods we have until the profession can be revamped 18 months from now. =) Sorry had to throw a jab =).
I don't think any of these requests would require any new hard coding and or design time, just adjustment of the currentvalues. No new art would be required, no new skill, item, schematic coding.
Also, if my skill mods are not accurate I appologize, I'm at work, so I have to rely on a webiste for those figures.
I truely believe, this is a proposal, that would have a legitimate shot at being implemented, making us better at what we do!! until we get our revamp.....
Squidwalker
Thu Jul 22, 2004 4:29 pm
#37
Gelotri wrote:
Lets us compare something real quick..........
- Master Bounty Hunters now, do not have to master Scout and have all those points left over to use somewhere else.....
- Rangers have to master all of scout and have less skill points left to add to their template.......but arent near as effective as a MBH
This leads to my question........Why can we not have a requirement of less skill points to attain a similar level as a MBH skillpoint wise or grant us the skills we need to justify the 140 skillpoints.............
Second question..............
Since some of us have been faithful and loyal and have stuck by the profession through all the set backs.....will we get a bonus for our loyalty? (just thought I would throw that one in)
Just real quick. BH still have to master marksman, and then explore 4. So that is one more novice and 4 more skills boxes then we need. For them master marskman, is same amount of points as master scout for us.
OberSenf
Thu Jul 22, 2004 4:44 pm
#38
/raises hand
Creature to hit bonus needs to apply to meleer's as well! That should be easy to implement.
Creature to hit bonus needs to apply to meleer's as well! That should be easy to implement.
Cario
Thu Jul 22, 2004 5:31 pm
#39
Fix my high tech field base. It would be nice if it didn't disband in combat, but atleast make it repel creatures.