Ranger Archive
Thread: Weather Effects
I supose realistic weather effects with combat repercussions fit well with the desire for a realisitc and persistant fantasy (as in a virtual environment) world. I think in the next gen of MMOs or perhaps the ones after that, the details such as weather, migration patterns, seasonal variations and world impacting events (monsoon for example causing flooding) will all have to feature in order to push the boundaries of a believable fantasy world.
I know for me, if SWG had a realisitic season system and weather system, the worlds would seemmuch more the fantasy world id always wanted to live in when watching the movies. Doubt an affective weather system will ever feature in SWG but im hoping in future games there will be.
Tarnak_Archvold wrote:
Necro post.
That's really weird - that was a necro post I did, but this thread was listed on the first page of the ranger forums for me... the listing must be a little borked atm. Apologies for that, lol
The post before mine was 4months previous... (!)
This is a very good idea. Weather always plays a huge impact in hunting and in warfare, as been seen repeatedly throughout human history. Rangers should excel at being able to overcome any and all weather effects, for helping armies (well really squads) to survive, and be the ones who excel at recon and attack in adverse conditions whether hunting or warfare (in this game both are combat).
Clothing should have obvious effect of both survivability (certain types of armor in certain conditions could be a real drawback), and in the area of concealment. I mean if we ever get a planet like Hoth with such extreme weather conditions this should reflect correctly and effectively in game play.
But this should also be backward effective on the present planets as well. Lok and Tatooine should be obviously desert survival arenas. Endor heavy wooded and to a lesser degree desert gear. Endor should be one nasty place to survive in climat wise. Dantooine predominately warm plains type climate. Naboo with forest and swampenvironments, and Yavin 4 the most tropical (not a nice place for heavy armor at all with that much humidity).
The possibilities are vast if SOE implements this correctly and it would make Ranges a force (pun intended) to be reconned with. Along of course with camo that really does take you off the radar in all creatures/npc/players and nearly invisible where the need for the actual camo kits being truly needed, as is true realistically in hunting and warefare of people and equipment, and with area tracking even being related to climates and terrain on various planets (meaning you have actually learned how to track and survive well in these conditions and terrain; it should be reflected in the camps we can make and have to survive outside our houses that are everywhere; make all traps in the scout profession with specializes uses of traps in planets and against creatures/npcs/players on these planets and in these climatic conditions, thus camoing them correctly so they are very hard to detect before coming on them. Add some survival gear (special first aid, no not complete healing kits), but specials first aid kits for the climate, terrain and poisons, etc to triage the patient so they can survive long enough to get back to civilization and see the doctors (gads doctors actually doing what they really are suppose to do, novel!). We could have special camps designed to give significant bonuses to docs gear to planets and climate on those planets to aid them in healing people.
Of course special moves and weapons for a true combat (woops sorry) I mean true fighting profession.
Owen-Lars keep up the good work!!!!!
Jolandir