Ranger Archive
Thread: Questions Concerns For the Revamp
If that doesn't work, I guess sneaking around invisible around a Jedi mark to get a bio-sig could be fun
Okay all I remembered was imperial something or another. So do we use droids or start wearing tin foil hats to connect to the secret eyes in the sky?
Calculus_Entropy wrote:
Rolfie wrote:
One more question.
I read that we would be using bio signatures for triggering devices. Since we are losing area tracking will be be gaining the use of Bounting Hunter tracking droids?
What droids if any will we require.
We are supposed to be using Imperial Tracking Satellites...I can only guess what that implementation will be like (Sounds a lot like BH tracking droids to me...). It will be interesting to see what our tracking turns into. It sounds a lot like we need to have found the target at least sometime before we need to track it.
From the revamp proposal document:
Bio Sensor Probe: Used on an attackable humanoid to gain a bio signature sample - used to "shape and target" a trap, filter Motion Sensor Beacons and key Tracking Beacons to a specific humanoid.
- Some questions about Bio Sensor Probes:
- Will using this device actually initiate combat?
- Will bio sensor probes be usable while using a H.E.P. (or while otherwise concealed), so that covert bio-signature samples may be taken?
- Will collected bio-samples be tradable?
- General Pursuit & Countermeasures
- Could Rangers have some form of craftable barrier, or personal alert, to prevent another Ranger taking a bio-sample from them?
- If this is possible, could a Ranger apply sucn an item to a fellow non-Ranger player?
SpiritWolf448 wrote:
Phenix1050 wrote:
. I'm not sure I've seen a single proposal to give us survival
That is not true, Phen.
I made the proposal of making the prereqs for Ranger Trapping4 and Survival4, to keep it entirely in Scout, but also have as minimal overlap with other profs as possible. I don't know though if it was in this thread or in the Dev one in the Development section.
And I *still* want to stay an elite class.![]()
SpiritWolf448 wrote:
Ah, don't mind it, Phen. I just wanted to remind you.![]()
well now I know.
. Not that me knowing will do much, hehe. I'm just a normal community member like the rest of y'all.
and I agree with wanting to remain an elite. I think that making us a hybrid gives us a lot more potential for power. but that comes at the expense of melee Rangers, which is a tradeoff I personally would not make.
DaveG wrote:
Skill sets: Pursuit & Countermeasures
From the revamp proposal document:
Bio Sensor Probe: Used on an attackable humanoid to gain a bio signature sample - used to "shape and target" a trap, filter Motion Sensor Beacons and key Tracking Beacons to a specific humanoid.
- Some questions about Bio Sensor Probes:
- Will using this device actually initiate combat?
- Will bio sensor probes be usable while using a H.E.P. (or while otherwise concealed), so that covert bio-signature samples may be taken?
- Will collected bio-samples be tradable?
- General Pursuit & Countermeasures
- Could Rangers have some form of craftable barrier, or personal alert, to prevent another Ranger taking a bio-sample from them?
- If this is possible, could a Ranger apply sucn an item to a fellow non-Ranger player?
Rolfie wrote:
Time to buy stock in tin-foil. I am thinking 100 feet of tin foil per Ranger should be enough to mask a person from the the satelites above.Then again don't these changes mean Rangers are the new "Men in black Suits"?Good God were is my tin foil. They might be monitoring me now...Oh my they could be reading what I type...To it may concern.Dekiion is my friend. I may be rebel scum but please don't hold it against me. /fold tin foil hat with lots of pointy edges to deflect brain scans.Palpatine is my Hero, I worship his old moldy socks.Please destroy my disloyal neighhbor's house as he has not paid rent in 6 months, and he said palpy suckethed.Your friend Rolfie
You'll have to tell me what you were actually trying to say as you've totally lost me with that one
Thats the whole point actually in the states their a segment of our lovely society that believes men in black suits and helocopters travel all over imposing the New World Order on us by the United Nations.
So tin foil hats was a refernce to what a psychotic personmight wear to avoid the goverment ease dropping on their thought patterns and protecting them from Alien abuctions and what not. X Files references.
My poor attempt at humor.
Here are the questions I had posed previously that got a "still in development" response on the In Design thread...(per Tiggs) (some of these may be covered in other questions here, I'm just bringing it over from the other thread)
- What are the actual Ranger pre-reqs at this time?
- What kind of experience will be used to level Ranger? If Carbines, why not model Ranger after BH or SL, where the pre-req could be 1 line of Scout (Trapping IV or Hunting IV) and Ranged Support IV from Marksman, but the actual Ranger boxes require Carbines XP. The precedent is in the game already, without needing to artifically gimp the class by limiting any possible diversity in template...
- If Explore IV / Carbines IV, why? What justification is there for hampering rangers so severely and forcing a respec scenario for the majority of Rangers in the game, as well as forcing essentially 1 or 2 "FoTM" type templates for Ranger as the only viable Ranger templates?
- If we are in fact moving from an elite to a hybrid class, what combat specials can we expect to see?
- If we aren't getting any combat specials... why? Every other hybrid gains useful specials in combat - either weapons specials, group buff specials, or "weapon specials" in the case of commandos (where the weapons themselves are considered the "specials")? ESPECIALLY if we're tied to a specific weapon line in marksman for a pre-req, and ESPECIALLY if our traps will not work against creatures nor will they work in or near cities or buildings (harvester fields were mentioned at one point), we should see some skills, mods, whatever in Ranger that somehow relate to needing that specific weapon for a requirement.
- Why are the only weapon we currently get (traps) limited as to where they can be placed and used? No other combat profession in the game is limited and unable to use thier weapons in a city, why should Rangers be? If it's a matter of reuse of the same code that allows or prevents you from building camps etc too close to another structure, then I'd propose that:
- the restrictions on that be reduced/removed OR
- rangers need to be granted actual specials that work with normal ranged weapons, as there are planets where you can literally go from 1 side of the planet to the other and almost never leave a city (NPC or player), meaning that there are HUGE areas in game where our only weapons and skills will be absolutely useless.
- Will there be a respec granted for all Rangers if the reqs remain Explore IV/Carbine IV (I'm actually not a fan of respecs at all, but think it would be MASSIVELY unfair to change the profession so much and NOT allow melee or doc Rangers to respec to a more beneficial template)?
SKILL SETS:
As a TKM & Master ranger I'm obviously concerned about the Carbine skill requirement being proposed. I see his has already been listed, but how concrete is this path?
Additional respec's should be alloted for forced drop of any current skills in order to retain ranger, ora respec out ofthenew ranger into our prefered template.