Ranger Archive
Thread: Top 5 Report (Oct 27)
- The improvement could be based on the Ranger's skill level... (62.5% with Skill I, 65%, 67.5%, 70% with Skill IV) "
Shouldn't this also take into account novice and master? i.e. 62.5%at novice, 65% with skill I, 67.5% at skill II, 70% at skill III, 72.5% at skill IV, and 75% at master.
"Shouldn't this also take into account novice and master? i.e. 62.5%at novice, 65% with skill I, 67.5% at skill II, 70% at skill III, 72.5% at skill IV, and 75% at master."
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I'll change the request. ![]()
"I did hear a while ago that the devs were also considering introducing NPC traps such as bear traps and placeable traps like that, is that right?"
That is correct.
- Apparently the code is half written and sitting on our developer's local machine awaiting a future date when he has time to complete it.

Any word on how the /track command is coming along? /areatrack is becoming worthless in ountraveled areas for pet hunting. I wandered out on Talus looking for GSP lairs and wandered west, and areatrack picked up no animals. Then after walking closer to cities i was viewing an entire menagerie of critters.
Thanks
Ranger 4-1-4-2
BH 0-0-0-4
Medic 0-2-2-0
/track devs in charge of /track
NRaas wrote:
- Request to have traps affect other Players at the Ranger level.
Any thoughts on making this a Master Ranger only skill? You know just how much of an exploit this would be for BH's and Commandos. This truly can be a powerful skill if used properly.
Also, any word on hunting cabins? Way in the future or possibly shortly after the vehicle push?
"Also, any word on hunting cabins?"
There are no guarantees the developers even consider the idea relevant to our profession.
- Though if they do intend to implement something like the Hunting Cabin, it will most likely be quite far down the line.
1.) Reduce the burden on the devs.
2.) Use it to promote class interaction.
Basically, remove the graphic, thus requiring us to keep a waypoint of it for later recovery. As part of the smuggler thing, perhaps they'd offer them the ability to recover a hidden stash if they're within a certain range. Of course, this makes the size limit less of an issue as well, as whatever is placed in it is at risk of being discovered and taken. It would also make recovering items from the stash require more caution.
Basically, remove the graphic, thus requiring us to keep a waypoint of it for later recovery. As part of the smuggler thing, perhaps they'd offer them the ability to recover a hidden stash if they're within a certain range. Of course, this makes the size limit less of an issue as well, as whatever is placed in it is at risk of being discovered and taken. It would also make recovering items from the stash require more caution.
You know thats an idea.
It could be based roughly along the same lines as the code used for treasure maps (you know those stupid treasure hunts where you have to kill 20 npcs for a CDEF pistol). I cant remember exactly, since its been a while, but you kill the mob and then it gives you the location of the "buried treasure". I know its a very rough comparison but you get the idea. It would be much easier to integrate for sure without the graphic.
I think you have made a very nice suggestion there playahatah.
I didn't read the entire post because I'm in the middle of playing and alt-tabbed to add my 2 cents.... why? because I made master ranger and then dumped master ranger the next day....
I've felt that I've wasted my time...
Here are a few points.
1. Camps.
Ooooo Crafting stations. except every decent doctor will have a droid with a better station and a better healing rate.
In a High Tech Camp, even though I have I roof over my head, I still get rained on. And what's that dish used for? Direct TV? Don't know, I can't get inside to find out or get out of the rain. Why can't I use the thing to get my next mission?
2. Terrain Negoation.
one word. "Mounts". Besides, Combat medics get the skill also.
3. Area Tracking
Where you expect this skill to shine, it fails utterly. That is, deep in the middle of nowhere where no one has been before. Unless someone triggers a spawn by passing through an area prior to you, you get 'Nothing in the area'. Then move a few meters and watch what shows up. In the end, you just have to find anything by dumb luck. Not what I envision the ranger doing. :-/
4. Traps.
People are animals too. If an adhesive mesh can hold down a tortur.... I wonder if combat medics can throw their stuff at animals?
One simple change can make the Ranger what it should be. Let them be the ultimate 'horseman' as well. Let rangers preform combat moves while mounted. That will make up for the other short commings of the profession.
Signed,
One miffed ex-master ranger.
Commandos have them, Bounty Hunters have them, Riflemen/Pistoleers/Carbineers have them.
This is a HUNTING profession. It needs its own weapon. I should NOT have to waste skills on Marksman to be an effective Ranger. Not when I already have to be a Master Scout.
Here is my idea...
I have heard people mention a "bow". I don't think it fits. This is a hi-tech world. What we need is a hi-tech DART GUN. The gun should have the capability of firing different kinds of darts. I suggest the darts be crafted almost exactly like a stimpack. Make these REVERSE-Stims or something. We should be able to forage for the "poisons" that these darts will use and craft them in our Ranger camps.
You should be able to make darts that will attack any one of the HAMs. If I am hunting with Riflemen, I should be able to use darts that do Mind damage. If I am hunting with Pistoleers, I should be able to do Health, etc.
The darts should have levels just like stims... you get to make better and stronger darts as you progress up the Ranger trees. I should be able to load a pack of five in the gun, like the fishing pole holds bait, and then make my shots until I run out and have to reload. My attacks should be reasonably powerful at Master, but this attack should NOT draw aggro (like the Riflemen's concealshot.)