Ranger Archive
Thread: Ranger Revamp: The Proposal
And before anyone asks yes i am a Brit
Message Edited by Huntseeker on 01-22-2005 01:00 PM
Dariane_Kamutsovy wrote:I'm keep wondering why everyone is saying some kind of combat skill (rifle!???) should be added.Since there are other options for combat (like pike, sword... and such) I think it should not go there.What is the power of a ranger if you ask me? To me, it would be able to do ranged attacks, no melee, since armor in the bush is, well, awkward... A ranger in composite armore (kling-klang) being concealed/camoed creeping up on a rancor to do it in with TKM skills.... yeah right.....No.. If there should be added something to the class in terms of weapon specialisations, I'd like to propose the *SIMPLE* use of a BOW! (As someone else mentioned before, I had my mind tossing and flipping the idea and I came to like it).Simple add the use of Bow and inherent technologies into Scout/Ranger trees. If done right, a Ranger may choose not to have another combat (marksman/brawler based) profession so skillpoints could be used for something like FS or even artisan/entertainer.Have not figured out the tree skill, mods and options, but some general ideas:* types of bows: small, medium, long, crossbow* types of ammo (bolts/arrow): piercing (very damaging to armor, including PCs!), blunt (dizzy strike), normal (damaging)* bolts (crossbow): same as above, energy bolts, nets (sort of trap!), strike-thru (bolt goes thru multiple in line placed adversaries)* special arrows: as generic ammo, but also acid/poisoned/flame/knockdown(as in tkm knockdown)/lightning(electrical)* use of conceal when using a bow (just as rifleman has with a rifle): being able to fire a bow without being noticed.a) more to do for weaponsmithb) ranger/scout can/need to provide items for special arrows (acid, poisoned), or maybe even a BE....c) the ability to do combat (ranged) inherent withing scout/rangerd) different kinds of armor and creature resistances made even more usefull by being able to choose the _right_ tool for the right job.damn, getting alle excited here
Lighting Botls on't work unless it was a stunbolt/arrow, also acid and knockdown arrows wouldn't work either, knockdown would probaly be a side-effect of being hit by an arrow.
Owen-Lars wrote:In SWG they are simply Elite Scouts, which are 100% NON-combat..... So making ties between RL and SWG is hard.
How about ties between SWG rangers RL rangers and SW rangers?
Many SW rangers are combat orientated, real life rangers are combat oriented and survivalist so why shouldnt the idea of SWG rangers change? We dont need a firearm or melee weapon to be combat orientated, simply a set of skills that interact with the combat system directly. We have all those, we are combat arientated.
IMO though the devs got SWG rangers wrong big time. Star Wars rangers and Real Life rangers should of been the references they needed to look at, not find an area of the game that was perhaps lacking (organic collection) and add in a half finished proffession there to make up the numbers. I mean come on, its ranger! Every other game featuring rangers or scouts have a direction involved in combat. SWG rangers should too.
You referenced Ray Mear's in the Nerf Forage thread and I've got to jump in here and say that, in my case at least, my take on Ranger in SWG is far more like him than any tights wearing stick waggling Aragorn/Strider/Gorean mutton muncher.
Here's my take on it:
The Ranger IS a combat specialist. That the combat expertise comes from a different profession only adds to the breadth of experience available within Rangerdom.
The Ranger IS a survivalist. I'll just point at our ability to whip up a camp that HEALS people, to say nothing of letting them craft in the wild and call up faction support... OK, so that's starting to get more of a Logistics expert than survivalist, but you get the drift.
The Ranger is A creature specialist. There are two types of creature specialist, the ones that see the animal as a whole entity and want to train it (or stick needles in it for perverse science experiments) and the ones who see it as nothing more than meat on a stick. We, obviously, are the latter. We should be able to avoid all but the worst attacks from the toughest of creatures (like that Aussie 'gator worrier whose name escapes me) AND know how to keep ourselves alive if we are on the recieving end of a gobbet of disease or poison. Heck, we're supposed ot have grown up hacking these things to bits...
The Ranger SHOULD be a combat support specialist. We already gather a lot of info from areatrack and creature knowledge, but in this role we ought to be able to sus out player faction (Imperial troops use standard issue equipment, various NPC factions would have offworld gear that'd make different marks in the mud from the local stuff (on this I'd point out the simple difference between UK troops boot tread patterns and US GI equipment, so say nothing of 'locally' made tyre tread soles). Some sort of creature knowledge about players resists/armour surely whould be available too?
How the player utilises these abilities will be determined by the sort of Ranger they want to be, but, be it Mountain Man or Mearsian survivalist, it's got to be way more than 'just' a superscout.
Owen-Lars wrote:
This i disagree with, rangers are a combat class, theres no two ways about it. The devs have 'tried' on many occations to explain to us why rangers are not in the CU and therefor not a combat class but everytime they have done this, their explanations can be flawed within a few minutes. Try explaining to the Ranger Alpha Team that rangers arnt a combat class and im certain you will get a united response of "We are a combat class because.....".
Ill never back down from this standpoint either and im sure youll hear me on my deathbed screaming "rangers are a combat class, rangers are a combat class".
It really all depends on how you view Rangers, and given the prevalent opinion regarding who and what rangers SHOULD be, I can see you with the belief that they are a combat class. I do like, however, the term "combat support" someone else used later on... Rangers themselves are very supportive to combat-oriented characters, and can be indispensible in combat situations. However, tactical and strategic techniques away from hunting applications aren't very prevalent... In the time I've been playing I have very rarely seen anyone use Ranger skills to track players for PvP (I don't think many people, at least on Kettemoor, are that focused on personal issues). Rangers are always welcome in tracking big game hunts, but the number of actual "hunting" groups (as opposed to solo groups) seems to have diminished to nearly nothing. I remember heading off to Dathomir, not worried about finding friends, because I KNEW there would be at least two groups forming to go wack rancors.
The reason I believe Rangers are not a solid combat class (although, in all actuality, they damn well should be implemented as one) is that I have never, EVER, EVER seen a Master Ranger that was not also at least some of an Elite Combat profession. (Popular ones being Rifleman or TKM.) The scout and ranger classes complement combat classes in making hunting more fun, and more useful. The only adjunct to PvP or even NPC hunting is the tracking abilities (yes, I am using these to complete the Hero of Tat quest, so what?) and the camoflage abilities. I think the camo concept could use a lot of expansion; just as I believe Rangers (and scouts) should have their own specific weapons.
- Ranger skills are design to be used Prior, During and Post combat. We are designed to work in combat and directly with the combat system therefore we are combat orientated
I absolutely agree with how the skills are designed for use, however, being designed to complement and be useful during combat does not mean you are going to be considered a "combat" class... Weaponsmiths make weapons, Armorsmiths make armor, BEs make Pets, DEs make Droids, all of which enhances your combat abilities... but they are not combat classes. They are adjuncts to combat(because, let's face it, the game is about combat).
- Brawler/Marksman are not required for you to be combat orientated. All they do is simply allow you to use firearms of melee weapons.
- Traps ARE weapons, you may not see them as certifications but they are. To call something a weapon doesnt mean it should just do damage. Id argue with anyone who says that a stun gun (real life non fatal device) is not a weapon.
These two statements cause me some concern. Because, you see, I have neither Brawler, nor Marksman anymore, and my role in all forms of combat is: Run like hell. Having pets as tanks, I find, does not work as well because most pets and droids do not do near the damage I would be able to do with a FWG-5 and Pistols IV. Some pets work well, some don't, but in combat situations, I am about as useful as gloves for a Trando. Brawler/Marksman give you the gateway to all weapon certifications beyond CDEF, and ALL combat specials come to you after these two professions. (I'll get to traps in a second.) Combat for me is no longer a decision of what I am going to do, because I have no more options. All I can do is plink away with my CDEF at the speed it fires, and I can't target any HAM pools, I cannot in any way alter the damage I do save for getting the best CDEF and powerups I can find. The only modifier I get as a result of Ranger is my Creature To-Hit bonus.
Traps, yes, traps are weapons. However, I don't see them as currently being particularly effective weapons. They are useful only on creatures, and only on creatures who's levels are within your striking range. Further, all traps do is duplicate effects you can very easily have yourself by taking any of the combat skills trees. Great, I have a box that can give stun... some times, and for a little while. As a TKM, in the time it takes me to throw one trap, the creature is Stunned, Dizzy, knocked down, and usually, dead.
Comparing traps to a stun gun would work better if a stun gun was only good on some people, worked only some of the time, and stopped you from doing any other actions (such as moving) while you used it.
- Just because scout is our pre-requisit doesnt mean we should be super scouts. Take the ideas we learn in scout and make a unique profession based off them, not following on from them.
- Ranger should not be creature only. Scout is creature only, if you go ranger youtake the ideas and concepts you develope in scout (pathfinding, intel gathering, survival and trapping) and move them into the elite domain (pvp/npc/creature).
- CH uses the same starting profession as we do yet they are a combat class. CH got it right, using the scout pre-reqs as the foundations and foundations only for making a unique elite proffession based in all combat domains.
I agree with all of these things. Well, finding out that CH is a "combat class" is kindof bizarre; I never have thought of them that way, but like the Ranger, as an adjunct to the core combat classes... something to have in addition to a combat class. But yes, these are all good, valid points and I hope to god at some point the devs actually implement some of them.
I know ive rambled on but those are some major points id like to get across.
We just need to remember not to think 'inside the box'. If we take forage away, we are not getting it back, likewise with anything else. Keep foraging in until our revamp so the option is there for developing it into something great. Simply dismissing a skill on the eve of our revamp (admittedly a long 'eve') is extremely short sighted as it has the potential to be a great feature of the ranger profession.
As far as this goes, thinking "inside the box" or within the current paradigm is the only option. Once we all know how far the developers are willing to go in changing things from the Combagravalance, we'll have a better idea of how much we may be able to convince them in shifting the paradigm we currently find ourselves in. However, we DO have to keep our thoughts within the bounds of the core programming and vision the devs have of the game. I wouldn't take any of our skills away until such a time as they have adequately rethought what direction things will be moving in.
A long 'eve'? I dunno, the whole revamp eve for Ranger or Smuggler could be pretty darn long... However, I still stand by my statement. Rangers are not viable as a combat class, because you cannot use Ranger and ranger alone to be anywhere NEAR the effectiveness of any one skill tree of the basic Brawler/Marksman skills.
Rangers do what they do better than anyone, including Bounty Hunters. (We sneer at their pathetic tracking droids.) But without significant investment in combat skills outside of our skill tree, we cannot compete with Elite combat classes. Even when hunting in the wilds.
Okay, Flame On... =) (Suprising (to me) how civilized the discussions are in these "unpopular" profession forums...)
Message Edited by Owen-Lars on 01-22-2005 10:54 PM
Owen-Lars wrote:
There are some major points to address here in regards to rangers combat involvement but they can be highlighted as:
- Ranger skills are design to be used Prior, During and Post combat. We are designed to work in combat and directly with the combat system therefore we are combat orientated
- Brawler/Marksman are not required for you to be combat orientated. All they do is simply allow you to use firearms of melee weapons.
- Traps ARE weapons, you may not see them as certifications but they are. To call something a weapon doesnt mean it should just do damage. Id argue with anyone who says that a stun gun (real life non fatal device) is not a weapon.
- Just because scout is our pre-requisit doesnt mean we should be super scouts. Take the ideas we learn in scout and make a unique profession based off them, not following on from them.
- Ranger should not be creature only. Scout is creature only, if you go ranger youtake the ideas and concepts you develope in scout (pathfinding, intel gathering, survival and trapping) and move them into the elite domain (pvp/npc/creature).
- If we are combat related, and there are talks about a combat revamp, the devs should take into account the Ranger profession. Period. No discussion. (Read on!) However, to be usefull pre, during and post sounds good. Fact is, ranger currently is not.
- You could say they are a base of any combat class (Elite)!
- They are weapons but ONLY pve! Hence those are the only weapons given to the ranger as an *extra* above scouting level and besides the fact they're bugged (adhesive mesh is not working almost 100% of the time) they are only against ai controlled creatures. This does not make the Ranger a combat elite class, usefull during combat.
- So true... So it needs changing. Get it done!
- Completely agree here. But with only a few traps and no other weapon skills (still like the bow idea
hehe) this is an urgent issue.
So far talks have been to remove away foraging and similar possibilities. I think it should be fixed or enhanced to make it more interesting to do, not only for a ranger but also for other players to use the items gained by it.
Next, camps have become a novelty... They are of not much use to other players, except the scout/ranger himself. So let that go along in another tree and fix the trees of ranger to include bow usage skills. Place the camps in novice ranger and master ranger and allow the wilderniss survival to build up for bow skills!!!
This would seperate also the scout (who can easily take on a brawler/marksman profession) from the ranger taking away the "Ranger being an elite Scout" pov.
Since combat revamp is being worked on... NOW is the time to add a bow and such into the game. Should not be done afterwards (=inbalancing again).
Huntseeker wrote:
Lighting Botls on't work unless it was a stunbolt/arrow, also acid and knockdown arrows wouldn't work either, knockdown would probaly be a side-effect of being hit by an arrow.
Dariane_Kamutsovy wrote:
Huntseeker wrote:
Lighting Botls on't work unless it was a stunbolt/arrow, also acid and knockdown arrows wouldn't work either, knockdown would probaly be a side-effect of being hit by an arrow.
1. Creatures, NPC and PCs can do stun, acid and knockdown attacks. There is no reason to assume these wouldn't work with arrows:
a) acid arrow -> arrows made from wood, metal and looted items from arachnid? (BE)
b) stun/dizzyness -> arrows made from wood, metal, water and gasses (cloud of gas on hit)
c) knockdown -> arrows made from wood with a orb as point... trust me, when you hit by a compact bowling ball, you will be knocked over!
Also, come to think of it... special DoT arrows might be in order to... A Combat medic can throw grenades with all kinds of dangerous stuff and there is not much diferrence between THROWING somethig and SHOOTING an ARROW.
So far as gameplay/roleplay is concerned it is all valid and feasible.
In regards to 1.c): Bowling ball, heck. If anyone reading has ever attended an SCA (Society for Creative Anachronism) combat event, you have likely witnessed the awesome power of the "thistle missile". This is an arrow shaft, fletched, to which a very large "nerf" point is added. (Think a Nerf (c) basketball, hand sized. Affects the flight dynamics suprisingly little.) In as much as the SCA does not condone actual bloodshed in their mock battles, you'd think that this modification to an arrow would render it fairly useless. When fired properly from an English longbow, the "thistle missile" is capable of denting plate mail armor at over 100'. At further distances, knockdown does in fact occur; I've seen some very impressive sets of bruises.
To the point of throwing vs. shooting an arrow... There is a very big difference in the two. A combat medic should not in any circumstances ever be allowed to throw as far as an expert bowman can shoot an arrow. An 80 meter "toss" of a grenade was utterly ludicrous; I'm not sure about the current limit, if in fact is has changed significantly lower.
The Bow proposal, however... how do you address reloading of arrows? Weapon speed? Wait, you probably have a thread somewhere for this...
Almightyrastus wrote:
Hunting with bows and stuff is an amazing idea but they would really need to be either powerful or have TONS of shots availiable, there would be nothing worse than running out of shots with an angry beastie after you, who cares how good your burst run is when that happens?
I would quite happy for the bowcaster to be brought in as a master ranger and Wookiee only weapon, it would be quite fitting for both cases.
I disagree... Game mechanics for using bow/shooting arrows is not much different from throwing grenades, with the only one major difference: distance...
Using a bow, longbow, crossbow you start firing 100m and further... If you begin with a knockdown, and if succesfull followed by a dizzy, you have fighting chance. It's only an example. On animals it even would work nicely to use the special arrows (well we rangers know what the weak spots are, so choose the appropiate arrow).
On PVP basis this would really give aid and support to the group having rangers on their side. A tkm that must walk/run over 100m before reaching one of the rangers while arrows are all shot at him...
And for amounts: a quill can hold many arrows. In fact, for game system, arrows could be stacked just like metal. If someone is able to carry 100k of iron, 100k or arrows shouldn't be a problem (since arrows are even lighter then iron).
Ow, and for your bowcaster thing,... that only works for wookiees. I'm not a wookiee, i'm a human. So why should a bowcaster being added as default to ranger? It will only help a certain group with combat. You might say, for game sake, a bowcaster could be used by wookiees/trandosians (big feet, hands no gloves, boots) while the other races have access to crossbow instead... Just a thought..
Message Edited by Dariane_Kamutsovy on 01-25-2005 02:32 AM