Ranger Archive
Thread: Ranger: The Recon Unit (ranger role development)
Owen-Lars wrote:
/Pathfind - This skill gives you a burst of speed indefinatly until you turn the ability off. This is offset by the damage multiplyer. Basically it lets you burst run or there abouts with no downtime or recharge, it focuses all your energy on planetary negotiation.
How about dropping the damage modifier and limiting it to non-combat situations...that is assuming it's intent is really for exploration.
Owen-Lars wrote:Yeah a to hit mod could be applied to us, that sounds good.The main points about /pathfind is that you get to run fast, like burst running but without the downtime or time limit. To offset this and prevent us from kiting creatures/npcs/players we get hit more often and for more damage (to hit and damage modyfier). I think its just fair and balances the skill out more.It would mean the skill wouldnt be used for abuse by kiting npcs miles away from their spawn point without getting killed. We would have to watch out and avoid possible agro (benefits of camo) and overall allow us to run around at burst run speeds but at a cost of offense and defense viability.I see it also being used to get out of situations, but it shouldnt be its primary purpose. Using this skill to get away should be a last resort due to the increased damage you take. What it does do though is save your burst run for this situation. So you can run around the planet in pathfind mode, find your target, get your arse kicked and /burstrun out of there. Other people may find they are "too tired to burstrun". We on the other hand would have a great possibility of having a fully charged burst run ability for certain situations. Aswell as a skill that lets us 'speed run' around to our hearts content.
That is fine, and should work but, if the goal is to use it in combat, don't describe it as a skill to facilitate planetary exploration.
Hiccup....
Go ahead 2 posts.
Stupid forums.
Message Edited by WildBil2Me on 11-11-2004 12:51 PM
- Only enter while not in combat for at least 15 seconds.
- No attacking while pathfinding.
- Can continue to pathfind if you get attacked.
- You can attack immediately after ending pathfinding.
The first two pointsare enough to prevent player kiting (if you hit a player with any attack, autoattack should prevent you from pathfinding [unless they are in combat with something else but then you wouldn't be like to kite them anyway]). NPC/creature kiting through bleeds is extremely slow now that they have nerfed bleeds (NPC/creature HAMs are large enough to offset most bleeds). The third point means that a random spawn won't easily knock you out of pathfind mode. The fourth point lets you defend yourself when an enemy catches up to you while pathfinding (like a gurreck probably could).
Owen-Lars wrote:
Sounds good Nemo, nice ideas, i can agree with then all.
Just one question though:
"Only enter while not in combat for at least 15 seconds. "
Does this mean we cant go into pathfinding mode for 15 seconds after combat? Would this be needed? I think it would be cool that if you kill one animal, barely making it out alive, you can simply turn on pathfinding mode and sprint out of there before the others arive/attack. Also a 15second delay after combat would bring it in line more or less with vehicles, will this negatively impact on the skill's attractiveness?
I don't like it much either but it's there to prevent one type of griefing that I thought of:
20 Rangers/Riflemen pathfind in, target the same target, headshot3 once, pathfind out before any serious retaliation. It would be the hit and run attack that could destroy any group of players with enough lag. The 15 second delay would allow for a bit of a lag response. You can still get in quickly and probably get off the first attack but you can't leave before the other players can respond.
I personally don't like the 15 second delay. I actually put it in after typing out the rest of the stuff. But I believe that we will either need one at the start or at the end. At the end puts us at a quite large risk from random spawns and removes the ability to use it as a suprise attack sort of thing (sort of like /retreat can be used now).
The advantages over a vehicle would still be there. The skill wouldn't cost money to use (vehicles decay), you would be harder to see when stealthed/camoed, you'd be faster than a bike on hilly terrain (I can keep up with a swoop on a steep hill now--I'd be going twice as fast with this), and you'd feel more like a Ranger. If the delay really starts to annoy you, you could use some of the burst run food to get going and switch over to pathfind when that wore off. It definately would be better to not have the delay but can you overcome the above situation (or a similar one) without it?
The getting out of a bad situation quickly would still belong to burstrun. If you bite off more than you can chew, you still have your /burst all ready to go.
The delay does make the skill less attractive and less useful. But, without it, you might end up with a potential grief method using the skill. Can you think of a way to remove the grief potential while also removing the delay? I'm not even sure a damage penalty or enemy damage bonus would cover it as long as we have the ability to enter and leave pathfind as we wish.
WildBil2Me wrote:
Calculus_Entropy wrote:
Now THAT is more like what I had in mind! Those stipulations remind me fo something.....hmmm....
Nemo0 wrote:
My personal thoughts on how to limit pathfind:
- Only enter while not in combat for at least 15 seconds.
- No attacking while pathfinding.
- Can continue to pathfind if you get attacked.
- You can attack immediately after ending pathfinding.
Message Edited by Calculus_Entropy on 11-11-2004 01:42 PM
I think those are pretty cool.
Did we get a comparative speed for /pathfind over other abilities or options?
Personally, I'd like to see it based of the Terrain Negotiation mod. Something like (1.0 + TN/100)*normal_speed. Master Ranger should then probably get +100 TN (instead of +95 like now) and the skill should cap at 100 TN (unless you the extra +60 group TN from SL to make it a bit ugly--I'd be happy with it but it would be really fast). This would double our speed when using the skill at Master. I'm not sure how fast the force run skills are but something on par with them seems fair (maybe force run 2 speed at Master? But with full TN). That's just my thinking, though.