Ranger Archive

Thread: What do you want to see in Publish 21?

NamelessArchon
Tue Jul 26, 2005 8:19 am
#40





KapowBzapp wrote: This is such an excellent idea. I suggested something similar as a rewrite of /rescue, to work the way Warning Shot used to. Think of Ben Kenobi sending the Tuskens scattering with his Krayt yell. Expand it to "animal calls" and you could fill a skill tree with it:

  • Predator cry: May cause animals to -RETREAT- back to their spawn point.

  • Improved predator cry: May causes animals to run away (like warningshot)

  • Advanced predator cry: Can work on NPCs as well. Freak out the Tuskens.


  • Distress call: May cause creatures in radius to move toward the player.

  • Improved distress call: May cause creatures in cone area to move toward player.

  • Advanced distress call: Causes only the targeted creature to approach the player.






This, along with fixes for traps and camps, is just what the doctor ordered. Set it so Advanced Predator Cry fails on faction targets (No fearing stormtroopers or rebel guardsmen) and all of these skills should fail against droids, vehicles and any other inanimates. Now, as for whether the Predator Cry line works on Rancors or not... well... I'll leave that for older and wiser people to think about.


So. Where does that leave my wants?


1. Traps having a substantialeffect on creature combat efficacy.



A. Animation times repaired. It should not take me so long to throw traps.
B. Combat effects should be noticable and desirable - even when soloing.
C. Traps must work on all creatures. (See ranger bug list for details on this)
D. Additional ranger-level "improved" traps withnew, stronger, or AOEeffects,and better success rates.
E. Specialized ranger-level versions of existing traps to affect NPCs/players as well as creatures.


2. Camps fixed andrepelling creatures appropriately.



A. All camps should repel non-aggressive creatures. (Campfire is scary, mmkay?)
B. High-end camps should repel progressively stronger/more aggressive creatures. (Owner CL vs. Mob CL)
C. HTFB should repel all but the very strongest aggressive creatures. (Big bonus to Owner CL for check)
D. No camp should repel NPCs. (Could even work in reverse, they're so inviting...)


3. Camps having longer durations when "abandoned" and the ability to survive combat by the owner.



A. Anycombat within the camp radius should immediately disband the camp. Leave to fight, return later.
B. Camps should remain "active" so long as there is a player within 500m of the camp.
C. Camps should automatically "respawn" if all players leave the areabut the owner returns to the site. (Semi-permanant, but respawn must and should fail if it conflicts with buildings/lairs in any way.)
D. No more than one camp per player, subject to existing camp structure footprint rules.


4. Anti-Creature abilities.



A. Fear makes a suitable counterpoint to survive /rescue for a short time. Add a "Startle Shot"-type skill line to work only against creatures, possessing a short duration and with the inability to apply the effect consecutively to the same target without a gap. (In other words, use it to save your bacon once, but not as an unlimited solution.)
B. Lure type skills to pull only a single target away from the other foes, ideallyworking against NPCs as well.
C. Stun type effects to cause a creature to become immobilized. (Should affect attacks as well - short duration, long re-apply timer on same target.)
D. Consider the above quoted skill ideas, which are very good.


5. Forage should be useful.



A. All foragesshould stack. Standardize somewhat the foraged bugs/fungus/bait (buff efficacy and type)so that they do not consume so much inventory space. (They might differ slightly, but not every single time.)
B. All foraged items should have desirable and somewhat potent effects - a reason to forage besides boredom and downtime.
C. Allow foraging to return small amounts of high-qualitycreature resources once a certainlevel of skill is reached. (Can foraging return eggs/milk/fish? Should it do so at Ranger-level skill amounts?)


6. Fixpassive bonuses for the Ranger tree, add new as appropriate.



A. Terrain negotiation should affect running, walking AND crawling. (One more crawling joke....)
B. Add chance to critical hit for creatures only.
C. Resource harvesting should allow multiple resource harvesting from the same creatureonce high skill levels are reached. (Master Ranger?)
D. Ranger skills should offer melee (and possibly ranged) defense. Fighting creatures for this long is going to teach you to GET OUT OF THE WAY. This is important in conjunction with /rescue.


I don't think I have any other ideas off the top of my head... but that ought to keep 'em busy for a year or so.




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Ienei Palindrome
CEO of Palindrome Power
Wanderhome
"No, really, I can take them! There's only 150 of them!"
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Maxanto
Tue Jul 26, 2005 8:33 am
#41

Wow this is a great read all... Yea it needs to be publish 22 though unfortunatly since we are still being overtly ignored....



Atiro - Atreyu
Two Sides of the Same Coin
Fodder650
Tue Jul 26, 2005 9:20 am
#42

Not to change my tone of posts and be postive but....

With this stealth revamp of CH. Who knows what the future holds for us



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
Arawaen
Tue Jul 26, 2005 10:05 am
#43

1. Increase defense mods to at least match Doctor

2. Make Creature Knowledge a useful skill again

3. Make traps work! Also they should work on both creatures and npcs

a. We can track npcs and players

b. Nets anddarts work on people in the real world

4. Make forage useful - I like the stimpack A and B equivalent idea

5. Group terrain bonuses - you have a ranger lead you into the wilderness, not a squad leader

6. xp for milking

7. Make camps repel critters, maybe even make them 1 lot items that can be redeeded but with limited to no storage (I don't throw out my tent after every camping trip). Yes they would have to be harder to make, especially the higher tech ones. Higher tech ones could have inventory slots, add crafting stations if you want, buy them from architects and install them.
groundcrew
Wed Jul 27, 2005 3:36 am
#44







Zetargos wrote:

I would like to see all the traps that exist work as described.





/agree

QFE





Flakk Gun:Elder Ranger
Improvise, Adapt, and Overcome

"My camps may be gone and my cammo changed to Vanish....But I still have my rifle, I still have my love of hunting...and the outdoors, and THAT is what makes me a Ranger."
groundcrew
Wed Jul 27, 2005 3:38 am
#45






-Xell- wrote:

The reason I want thisis thatI am a roleplayer, so I like to set up a camp somewhere, RP getting all my gear together, then go hunting, and return to the camp every once and a while. As it is now, I have to make a waypoint where the camp is supposed to be and put a new one each time, pretending it is the same one.





/agree

great idea



Flakk Gun:Elder Ranger
Improvise, Adapt, and Overcome

"My camps may be gone and my cammo changed to Vanish....But I still have my rifle, I still have my love of hunting...and the outdoors, and THAT is what makes me a Ranger."
Iabog
Wed Jul 27, 2005 6:18 pm
#46

caltrops<<< not sure on spelling but its similar to what a ninja would use, they drop them on the ground and when something walks over it they recieve a spike in there foot (Snare)

-corrected!


also,

-how about ground traps, the ability to make pit traps (holes with spikes, creature cannot attack for set amount of time until he escapes), spring traps, fragmentation traps, and of course,

-a ranger hat (with 2 slots to add cool ranger specific mods)

-Hunting Blind

-gillie suit

- camps that have a mod which makes us invisible to creatures (not npcs) while in them

and while you're at it, remove the disband when in combat code. Its unrealistic and damn annoying.


last but not least, make camps give a mod or buff when they are used as a haven during hunting groups. Like +200 regen for 10 min, and +25 accuracy for 30 min. That way we rangers can use our camps in a useful, realistic way, and we have a tangible use in groups other than another damage dealer








Iabog Ymeniwaire
Zabrak Antarian Ranger
"Officer, Gentleman, killer of Chubas"

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