Ranger Archive
Thread: A New Conceal?
boooooooooooooooooooooooooooooooooooooooooooo!!!!
I like conceal the way it is!
"A negative to-hit modifier"
The Chance-To-Hit modifier determines a characters chance ofhittingan opponent with an attack. A higher rating would increase the chance ofhitting, while a lower rating reduces the chance.
The Creature-To-Hit modifier is an example of this from the attackers point of view. It increases our chance of hitting any type of creature.
What the "negative to-hit" proposal entails is reducing your opponent's chance-to-hit by a certain amount in order to make us more difficult to hit.
"I'd like to see conceal force PC's to retarget after every shot."
Ouch, you are vicious. ![]()
It is definitely a possibility, though I can someone "botting" the client to get around the restriction.
"I dont really see how camo would help us conceal ourselves in a city or say the nightsister stronghold unless it can make us look like buildings."
Ok that brings up the "high tech" angle of concealment.
Perhaps we should ask that camo kits require some form of metal and polymer so that it can produce a "predator" like cloaking field no matter where you are.
Hmmm... I appear to be drifting off the Outdoorsman vision again.
Probably the in town cloaking device should be part of another profession. Hmmm...
"My question is do you propose this negative to-hit modifier to work in PvP also?"
Yes that is part of the proposal. ![]()
"What is conceal allowed us to remove the name flag from above our heads?"
Sure why not? Though a true PvPer would simply tab through to locate you anyways.
I will make a note of the idea.
NRaas wrote:
"Perhaps only rangers could have the added offensive abilities such as a sneak attack command or added damage percentage on firststrike onlybut be able to camo others for the defensive advantage."
Ok, I am in agreement. So how would that work under this proposal?
Wouldthe /sneakattack command forfeit the camoflauge in favor of a devastatinginitial strike? That idea would provide some depth to the system.
"Do I forgo the to-hit bonus in favor of a high damage initial attack? Or should I retain the bonus in case the battle takes longer than expected?"
Interesting...
I don't have much time, but I just wanted to say that I REALLY like this idea NRaas. /sneakattack would be a Ranger-only ability gained in the wayfaring tree and could only be used when the Ranger is concealed. It could work just like you described. I love it!
Thanks for you hard work, I'm off to work myself now ![]()
"I like conceal the way it is!"
Well, I can't possibly expect everyone to agree. ![]()
So you like the fact that there is no chance that it will work in PvP, or is not supposed to work against Humanoids?
Interesting...
Naa, I don't need this to work in the city. I could see Commando's do it tho
NRaas wrote:
"I dont really see how camo would help us conceal ourselves in a city or say the nightsister stronghold unless it can make us look like buildings."
Ok that brings up the "high tech" angle of concealment.
Perhaps we should ask that camo kits require some form of metal and polymer so that it can produce a "predator" like cloaking field no matter where you are.
Hmmm... I appear to be drifting off the Outdoorsman vision again.
Probably the in town cloaking device should be part of another profession. Hmmm...
I don't like where this discussion is going. I think we should first look at our track record for having our ideas implemented by Development before we go off and try to re-define the Ranger profession and its skillset again. I think that there are some good ideas in this thread. There are good ideas all over this board and there have been for months. Coming up with good ideas for themes and skills associated with those themes has not been a problem for us. Getting Development to implement these great themes and ideas has been the problem.
Given that, I think we should concentrate on making our ideas and themes a lot simpler. The smaller the change, the more likely it will be implemented.I think it would be better to convey the message to Development to leave us alone, and leave our skillset alone rather than to suggest big changes to our profession and our skillset as we seem to be doing.
Our main focus should be on keeping conceal the way it is now, which is to say, it works on NPCs and MOBs. I'm not buying this bolshevic about it not being intended to work against NPCs. Thedescriptions of the ability in the game contradict that, as do all of the published notes about /conceal until recently. I'll grant that it doesn't work against NPC's all the time and diseased vrelts *do* seem quite proficient at seeing through my camo, but still, it works pretty good, and if my choices are between A) Keep it as it is, or B) Make it worse, then I'll take A.
Conceal should work against NPCs and MOBs forcing them to make a 'detect' check against your adjusted Camoflage score. We should not be able to camoflage in a city, nor should we be able to maintain camoflage after we've entered a city.
When we are under camoflage, it should give us a defense bonus against ranged attacks from PCs, NPCs, and MOBs. This should be in addition to any defense bonus against creature attacks we'd get for being Rangers.
Finally, we should be able to apply camoflage to others, as we can do now, and those folks should get a temporary Camoflage score and defense bonus against ranged attacks based upon the score of the Ranger who applied the camoflage.
I appreciate the enthusiasm of everyone who has posted on this thread and the other 'Defining Our Profession' threads but we all need to look at what Development has done with the ideas we've given them up to this point and adjust our future ideas and expectations accordingly. Keeping the changes small and easy will give us a much better chance at having them implemented.
NRaas wrote:
Wouldthe /sneakattack command forfeit the camoflauge in favor of a devastatinginitial strike? That idea would provide some depth to the system.
What if by using the command movement speed was reduced to virtually a crawl, and visually, you walked in a sort of crouch which would make it more difficult to target you?
great idea coz it would seem one of the easier things to program than other ranger ideas such as a hunting lodge with mounted animal heads, which i would still love to see happen. atm, i see /conceal tohave the same effects as /maskscent cept you can apply it to other players. what you're suggesting, is it the same as+dodge effect?
my opinion is that if we want the "Predator effect," then the camo kit shouldinclude rarecomponents,or very HQ resources. this may determine not only the effectiveness of theto-hit ratio but may cause interruptions such as a "fading" in and out effect of acamo'ed ranger. they become somewhat more visible, and then very quickly fail -kinda like 5 aggroes appearing out of nowhere, but done intentionally. not only will this promote new worthwhile markets but promote profession interdependability. this can work similarly if u were faced with a high to-hit ratio mob or opponent. even though you're harder to hit doesn't mean you can't get hit by an area effect or high dam weapon, so in this case, your damage might be reduced.
for pvp, this would be absolutely necessary. but like medic's heals, chef's foods,and smuggler's drugs, the camo effects would be random, shorter durations, have a recovery period (for instance "time to apply /conceal"), and maybe another penalty such as reduce weapon speed much like the personal generators used in the "Dune" movie -more sci-fi movie reference for ya devs.
andit should still be acamo kit instead of a ghille suit coz i think a suit can serve as a totality of advanced ranger skills only wearable by rangers, etc. it should be made to help rangers survive in the harshest environment.
unfortunately, although swg looks great all-around, we live in basically a technically defunct world. even though we can make personal shieldgenerators(well if they worked), we can't make personal cloaking devices? i hatefeeling like i'm a backwoods bow and arrowhunter in the star wars world, when i should be a completely technologically advanced ranger, w/ bio-engineeredtelescopic eyes,matrix-esque dodging reflexes (the 3 second dodge twitch isn't all that cool looking), and run for longer distances and as fast as the slowest mount.otherwise, we might as well be playing DAOC coz the spell effects equal that -if not prettier- than lightning guns, flamethrowers, rocket launchers, etc. but with more variety.
seriously i'll be happy ifi get akrayt scaled hooded cape, and/or a ravenous torton head for a helmet. i should be able to wear pelts if i wanna!