Ranger Archive
Thread: The Conceal Question...
NRaas wrote:
"But then you run into the same problem we had before, with having to implement /conceal in one way against npc's and in another way against players and their pets."
I've come to the conclusion that the only way to resolve this issue is through a hybrid system.
The problem is not with the seperation that you defined (I did like the idea), simply in the wording of Mask Scent itself.
How does masking one's scent enable a player to escape detection by a humanoid?
While I was writing the descriptive paragraph for the proposal, I could not figure out why such a thing would be possible.
And then we also run into the nasty technical hurdle of /maskscent doing two different things depending on what level the player was who applied it.
If applied by a Ranger to a scout, the mask scent would conceal from humanoids and creatures. But if the scout applied it to himself, it would conceal only against creatures.
That would cause confusion, that can be avoided simply by segregating the creature effects into /maskscent, and the humanoid effects into /conceal.
Good point. Perhaps we could change things around a little then. Instead of a continuation of maskscent, we could have 3 forms of conceal:
- The /hide version as you have described
- The negative to-hit modifier you have described, which I will now call /combat conceal
- The extended maskscent I described (which is basically our current version of conceal that works against humanoid npc's as well as creatures), which I will now call /conceal
All 3 of these forms of conceal could use the camouflage modifier found in Ranger. Maskscent could be left in the realm of scout as it is now. All 3 would require a camo kit to use. If you want to both /conceal and /combat conceal, you must use 2 camo kits. Each skill could be stacked (so you can have both active on the same person at once), and each one is checked independently (so if a check on /conceal fails and a check on /combat conceal against the same enemy succeeds, you will lose the /conceal, but not the /combat conceal).
This certainly solves the semantics issue you've brought up, since Ranger /maskscent would now be /conceal.
As far as the hybrid system, I agree it is probably the best hope to solve this, but I think having 2 seperate skills with different effects and uses is more versatile and easier to understand than one ability that works one way against one type of enemy and works another way against another type of enemy. But thats just me.
"I agree it is probably the best hope to solve this, but I think having 2 seperate skills with different effects and uses is more versatile and easier to understand than one ability that works one way against one type of enemy and works another way against another type of enemy."
Aye. Having a skill that has two different effectswould indeed be confusing.
But having two skills feels equally confusing.
Neither approach seems elegant.
Hmmm...
Oh, here's a problem... Wouldn't both skills use a camo kit? So to keep both skills active, a player would need to use double the number of camo kits.
That there is enough for me to go with a single command performing both effects.
Ok...
The Outdoorsman proposal has been updated with a hybrid system along the lines noted in the above posts.
If you wish to view the new version, make sure to Refresh to ensure you have the latest version.
NRaas wrote:
Ok...
The Outdoorsman proposal has been updated with a hybrid system along the lines noted in the above posts.
If you wish to view the new version, make sure to Refresh to ensure you have the latest version.
Outdoorsman Proposal
Hehe, I spent too long writing my previous post I guess, and I didn't see this post until after I'd posted. What you have written in the proposal looks pretty good, and I could live with it. Its certainly better than not having anything for those players who want to avoid combat altogether.
"/combat conceal is a more advanced form of conceal, so it does not require a camo kit to be used."
That would indeed only make sense with the use of the ghillie suit.
"/combat conceal can not be applied to other players"
Ok, that does reduce some nastiness regarding balancing the skill.
"(I think this is the main reason /conceal requires camo kits, please correct me if I'm wrong)."
Its not a technical requirement mind you, simply a logical one.
I can see the cost of /combatConceal being the damage on the ghille suit rather than the use of a kit. It sounds reasonable enough.
----
Man... Now I have to go back and rewrite the system again... ![]()