Ranger Archive

Thread: Ranger: 2.0

Tarnak_Archvold
Mon Mar 14, 2005 8:52 pm
#40

I do like the new layout more then our current one. But there are areas where I think we should improve it, for there to be even a slim chance getting some of this.
Interdependency is one of them. SWG is supposed to be build on interdependency, but this rewrap proposal do not look like it increase out dependency on others or others dependency on us. Moreover, our interdependency is not that grate to begin with. If we really wand other profession to need us, say for recon, setting traps, or leading hunts, then we have to need them for some things as well. Other then the weapons/armour/buffs/food dependency, that really comes from our combat profession.

Also suggestions like moving the fishing rod away from artisans and over to us will just be another step in the direction of making ranger a profession that depend on know one. We need to come up with suggestion for what other profession can provide of us, and what we can provide for other profession that know one else can get.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
Combat_Medic_to_be
Tue Mar 15, 2005 10:58 am
#41



Phenix1050 wrote:
Being sick increases the body's natural resistances. Think of it like immunization-- your body must first get poisoned to become resistant to it. How much time does a Ranger spend in the wilderness?? LOTS. I can't even begin to tell you how many times I've been poisoned or diseased.
Natural resistances would be a huge help. We go about including too many Ranger "foods", I think we'll kinda lose our way.





Have to say I hadnt thought of it like that, does make a natural resistance seem sensible. Id still like to see the ranger craftable items in there though, though they should have to be hand made and not in a factory. Possibly make forrage return the components for them? My reason for wanting this is that I see rangers as people who would have a vast knowledge of creature and plant life as well as knowing alot about humanoid species and their nature. Owen likened rangers to the SAS (loosely anyway) and I'm sure alot of the SAS would know what plants they can and cannot eat etc. Surely a ranger would be able to use plants to make cures for things such as poisons and disease? Afterall, plants are often used in the creation of RL medicine.

I don't want this to be a defining part of the ranger skillset but I think it would be a nice little addition and could make forrage more worthwhile.



Jendi Akasce - Nevaeh
A carebear tumbleweed

Bethya
Sat Apr 09, 2005 1:38 pm
#42

Just wanted to say thanks to Owen for doing this. It has taken me a while to read through it all but I have now done so. I'm not sure I'm totally there with 100% of the document but I would definitely support the general direction proposed and, in combination with things like the Outdoorsman docs, it definitely gives us some good stuff to start with a revamp... if it ever comes.




sand, soil and sea
d'nara ci-iki, master ranger, FarStar

Keep watch over the worlds, Encourage the faithful, Restore the lost, Build up the community;
so that you may be amongst those who are truly known as a Master Ranger.



frankenstienmonster
Tue Jun 21, 2005 7:48 pm
#43

Very Nice work.


I have some suggestions so I shall put them here. The main problem with my ideas is that it requires some new coding and I know that is not happening.



On the tracking I have a idea that would make it fun and somewhat realisitc. The WP is nice but not very realisitic to the roleplayer.


When a person goes to track a creature out in the wild they look for tracks and study them. Like how deep the track is will tell how heavy the creature is, The size will tell the tracker how big the creature is, ect. I know this will not get implemented but it would work.


Instead of tracks...the Ranger /areatrack the creature or NPC. A ghost image is then displayed on the Rangers screen. The farther away the target is the more translucent (for lack of a better term) the image is. When the Ranger gets closer to the target then the ghost image becomes more solid until the creature or NPC is within 500m of the Ranger.


This is true Tracking and makes ita little more challanging than just a waypoint. The distance gets increased the more experience the Ranger has. Now this will not work of course if the NPC or creature is not on Planet. (You are not going to find Snorbals(sp) from Lok on Naboo.




For the trapping well how about some traps that will Work on NPC's and Players in PVP. Like a flashbang trap. (mix bone spur with Flash bomb) it causes the target to become blind and stunned. ....massivley decreasing thier combat abilities for 30 sec. Or a bolo trap that will stop the target like the smugger's concussion shot where the target is rooted for a period of time.(this one would also be very usefullagainstcreatures)


I agree that more needs to be done with forage..there is not much in its uses other than a small (very small) buff, or for finding bait for the fishing. granted it is useful in getting eggs and milk but other than that not much use.


How about some Ranger specific weapons. Every Profession out there except for doctor has a profession cert requirement.The Ranger has to fight creatures to gain XP so has to use a weapon. Why not a weapon that only the Ranger can use.




Whenever fanning the flames of conquest, Remember that you to can be burned.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Rangers lead the way.

A Ranger is a more elite soldier who arrives at the cutting edge of battle by land, sea, or air. I accept the fact that as a Ranger my country expects me to move further, faster and fight harder than any other soldier.
Page 4 of 4