Ranger Archive
Thread: Hypothetical Trap building question...
wait for it...
BOTH!
Start with a trap schematic ala the flash-bomb for a trip-wire in the first and second tier. The explosives would be along the lines of the version of an explosive that's made of normal household chemicals and the triggers would be non-specific like a trip-wire... ie: anything you could make at home by simply reading the cookbook, backyard ballistics, little searching of the internet, etc (So everything up to and including nukes I guess
Higher up the tier when using Bio-sig targetting triggers use a detonator made with GP modules, Micro Sensor Suites, Control Units (Artisan)... We could go all the way to using droid sensor packages and droid brains, but I don't think we really need to go that far.
4th tier get a cert for light warhead mechanisms and warhead fusing mechanisms and Master medium warhead mechanisms for the biggest bang.
There's also a mine explosives kit, which is supposed to be a mine power-up, which we should be able to apply to a mine after it's crafted to increase damage
Also, make sure that a Commando/Ranger can concealdevice regular mines too.
I have no idea where some people think parts should come from BEs unless they're poisoned.
Calculus_Entropy wrote:
DISCLAIMER!!!!! THIS THREAD IS ASKING FOR SPECULATION AND IS PURELY HYPOTHETICAL IN NATURE!!!! It stems from a debate on the corr forum, and I want to see where you guys sit on this. The devs have not gotten involved yet, so don't get your undies in an uproar!
Do y'all have a problem with some of the trap modules being given to appropriate crating professions (ie. WS making the explosives, etc.)? I think we would have to retain the final building rights.
That would be like armorsmith / weaponsmiths making armor / weapons for ships / droids.
robpro wrote:
Calculus_Entropy wrote:
DISCLAIMER!!!!! THIS THREAD IS ASKING FOR SPECULATION AND IS PURELY HYPOTHETICAL IN NATURE!!!! It stems from a debate on the corr forum, and I want to see where you guys sit on this. The devs have not gotten involved yet, so don't get your undies in an uproar!
Do y'all have a problem with some of the trap modules being given to appropriate crating professions (ie. WS making the explosives, etc.)? I think we would have to retain the final building rights.
That would be like armorsmith / weaponsmiths making armor / weapons for ships / droids.
Please elaborate.
Jaeryk wrote:
Back before JTL hit live there was a lot of discussion about WS making the weapons or weapon components for ships, same with AS and ship shields and armor...and I believe DE's for the 'droids.
Calculus_Entropy wrote:
robpro wrote:
That would be like armorsmith / weaponsmiths making armor / weapons for ships / droids.
Please elaborate.
Message Edited by Jaeryk on 09-22-2005 10:58 AM
I am interested more in the how WS making trap sub components is similar to WS making ship parts, but different than WS making grenades.
perhaps it's like this:
when new things are added to the game, the profession that best represent those new things are the best to make those items. Shipwright was the crafting profession which best exemplified the new JTL content.
Ground-based traps are a new concept in the game, and they're not like anything we've ever seen. Thus, the profession that uses them (Ranger) is the best profession to have make them. It's a new system, a new concept, and much like JTL, it makes more sense to give the schematics to the profession that is coming in with that system. Ranger is the profession which best exemplifies the new item crafting, and it doesn't neccesarily make sense to defer to the old system in every instance.
Calculus_Entropy wrote:
robpro wrote:
Calculus_Entropy wrote:
DISCLAIMER!!!!! THIS THREAD IS ASKING FOR SPECULATION AND IS PURELY HYPOTHETICAL IN NATURE!!!! It stems from a debate on the corr forum, and I want to see where you guys sit on this. The devs have not gotten involved yet, so don't get your undies in an uproar!
Do y'all have a problem with some of the trap modules being given to appropriate crating professions (ie. WS making the explosives, etc.)? I think we would have to retain the final building rights.
That would be like armorsmith / weaponsmiths making armor / weapons for ships / droids.
Please elaborate.
Message Edited by robpro2 on 09-22-2005 03:25 PM
robpro2 wrote:
Calculus_Entropy wrote:
robpro wrote:
Calculus_Entropy wrote:
DISCLAIMER!!!!! THIS THREAD IS ASKING FOR SPECULATION AND IS PURELY HYPOTHETICAL IN NATURE!!!! It stems from a debate on the corr forum, and I want to see where you guys sit on this. The devs have not gotten involved yet, so don't get your undies in an uproar!
Do y'all have a problem with some of the trap modules being given to appropriate crating professions (ie. WS making the explosives, etc.)? I think we would have to retain the final building rights.
That would be like armorsmith / weaponsmiths making armor / weapons for ships / droids.
Please elaborate.
why make it so ranger needs weaponsmith made modules to make ranger weapon/traps when they dont require weaponsmiths or armorsmiths to make such modules for ships or droids.
would be a good idea but if they do that to ranger then they should do the same with other things such as droids and shipsIf a ranger is smart enough to make there own motion sensors / proxcimity mines / etc why is a bounty hunter not smart enough to make there own seekers / probesMessage Edited by robpro2 on 09-22-2005 03:25 PM
Actually... DE's, Weaponsmiths, Armorsmiths, Shipwrights, etc all must become "Engineers" before taking novice of their professions and as such learn to make low-level versions of weapons, armor, etc and when a DE wantes (or at-least wanted to) make the high-end armor for droids he did require composite segments from an AS.