Ranger Archive

Thread: State of the Profession (Sep 24)

rbmoose2001
Thu Oct 02, 2003 8:55 am
#27

what if instead of adding a ranger class weapon we became able to create custom traps? what if we could build them just like anything else, with experimentation, and inside of creating them there would be like 3 - whatever amount of space for random charges, in that way we could add stun, poison, snare, root, dizzy, fire damage, acid, stun, or whatever within some limit so that we could, for example... create a trap that has 4 charges, and when it hits it causes mild poison, dizzy, and snare all at once. and of course experimetation would make us more effective or be able to make more charges, and at higher lvls you could add more charges, or gain a larger range of effects u could add to it, so a master ranger could make traps that have like 10 charges, have extremely high to hit, and would cause 5 different effects. Tho before this being implemented i'd LOVE for the traps we have to work properly, and have increased ability to hold a creature or whatever when u'r a friggen TRAP MASTER... dul golfs<lvl 15>(sp?) should not be breaking adhesive mesh in 2 seconds, orcausingit to fail most of the time. And that whole having absolutely no effect, fail or success, when a graul is coming at u is SO FUNNY... but anyways, i think customizable traps would be really cool. or a dart gun or something :-)
Jin_Tarvan
Thu Oct 02, 2003 9:23 pm
#28

Pertaining to special Ranger only weapons, I am of two minds about this. It seems most of the rangers use rifles. I personally use a carbine, because it dovetails nicely with the traps that I use (adhesive-mesh, glow-wire, and phecnacine darts). If there is a ranger-specific weapon, it would probably be best if it did not fall into any current weapon xp group (pistols, carbines, rifle, melee). This would cause the least amount of aggravation for those of us who do not use rifles/pistols/etc.


A graduated skillset on a weapon would either require us losing a track, or the weapon giving scout xp, or possibly trapping xp, depending on the final form of the weapon.


Possibly a better solution would be to have ranger-specific combat moves that could be used with any weapon. This should probably fo under the Hunting track, as that makes the most sense, and in theory, should only be usable against critters.


I do like the idea of modular traps that someone put forth. This I think, would give us much more flexability in the traps than we currently have. Of course, with new traps coming,this may be a moot point.

sbjnyc
Fri Oct 03, 2003 12:33 am
#29




NRaas wrote:

There is virtually no change, except the color scheme.




You're my hero.
Adasi
Sat Oct 04, 2003 5:19 am
#30

Whatever happened to the /track command they said they were going to add with Area Track..the one that would force a specific mob to spawn(or worse if it failed) and lead us to it. I don't see that on the list and I'm pretty sure I don't have that ability yet.
NRaas
Sat Oct 04, 2003 8:40 am
#31

"Whatever happened to the /track command"


That command has not been forgotten... It is still in the works.


Iwill add a note regarding /track for consistency.





Ranger Threads
State of the Profession
The Outdoorsman
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K3MIAN666
Sun Oct 05, 2003 1:05 am
#32

NRaas heres one i would like to see, When you place a Camp were grass and other Folage is that it deletes it so your camp looks cooler and isnt full of grass and stuff. To be honest when i set up camp when im on a Long Deer Hunting Weekend i allways pull up any grass and remove rocks and sticks and stuff



sArgonian Ryderss


VWALK THE LINEV


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