Ranger Archive

Thread: New Ranger Tree (7/7/04)

poser00002
Fri Jul 09, 2004 2:24 pm
#53

I was thinikiing the same thing about the vendor. Maybe if the vendor was in the cabin. But not one like the other vendors more like the bazzar or a mission terminal. Say we place it in the middle of no where on endor. The cabin shows up on the map as a camp area. Also any ranger's that sign up with a terminal in the area would get any email of any order that was placed on the vendor. So say a ws needs 100k of wolly hide. He goes to the vendor places an order and email goes out to all the rangers. After are hard days work we all start to show up and drop off the hide to the vendor and fill the order the best u can. Once the people start to fill the order the person that placed the order gets any email that he has an order wiating for him and to come pick it up.


ROught idea just woke up brain hurts lol



My thoughts on a working gcw/rank and fun factor in this game.......

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=210974
Fred_Skinner
Fri Jul 09, 2004 2:59 pm
#54

On the modular camp issue: a few things your version does not address...


  • Becon and Landing Pad. I have a picture of just such a thing in an NPC camp.

  • Protabale Garage - just like a city. This too has an NPC camp version

  • Portable Cantina. The have them at outposts and some of those outposts (Endor) look suspisiously like a HTFB that was expanded.

The reason I mention these things is because the graphics are already there. I say have the HTFB required tohave been builtfirst. Then there is a build terminal for an extention (and it takes resources to add to the base). No need to "complicate" crafting. Set up camp, build more, keep building till you have what you need. Even a FB might have some option to expand (although possibly fewer options).




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


MonsofoLexius
Fri Jul 09, 2004 5:15 pm
#55






Fred_Skinner wrote:

On the modular camp issue: a few things your version does not address...


  • Becon and Landing Pad. I have a picture of just such a thing in an NPC camp. I would love to see this on the HTFBK, but if we could swing the Hunting Cabin I think it might be more appropriate place for it

  • Protabale Garage - just like a city. This too has an NPC camp version. Good idea (I know you have mentioned before) Could we charge a tax? Just thinking of the Monkeys!

  • Portable Cantina. The have them at outposts and some of those outposts (Endor) look suspisiously like a HTFB that was expanded. What if the Sq. footage of the HTFBK were increased slightly with an open area for the Band? You could "add" to itif needed as you state below(I would love this as I have a new alt as master musician, I am getting ready for the end of the hologrind, not by grinding myself, but because playing in cantinas or camps is my favorite thing to do in the game in cities.)

The reason I mention these things is because the graphics are already there. I say have the HTFB required tohave been builtfirst. Then there is a build terminal for an extention (and it takes resources to add to the base, or craftable subcomponents? maybe made by entertainers/artisans). No need to "complicate" crafting. Set up camp, build more, keep building till you have what you need. Even a FB might have some option to expand (although possibly fewer options). Agree






Am I dreaming? Or am I not the only one IN favor of making camps better but NOT in favor of making them as or more complicated to craft than a Stim E??


/faint





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- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
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Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
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Phenix1050
Fri Jul 09, 2004 5:23 pm
#56

they wouldn't be difficult. Two steps:


1)Make/buy module. Especially w/ factories, this is a cinch. drop in schematic, walk away.

2) make camp, as usual. In the newly added (module slot) you drop a module.



if that's too complicated for you....crafting REALLY isn't your thing.


also, you could just make a crate of camps w/ a certain module. Crate of rocket launcher camps. Crate of hunting camps. Crate of Band Camps....


after American Pie...maybe that last one isn't such a hot idea....





PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Owen-Lars
Sat Jul 10, 2004 1:54 am
#57

Sorry but i love the modular camp idea. It involes a range of professions and makes camps alot more exciting, functional and customisable to fit certain situation, and its been said even by th, the devs like the camp idea.


The whole idea behind the vendor idea is to simply provide a hunting gathering for rangers who want to fullfill contracts. Rather than travelling from lok to dant then to a player city on the off chance a contract will still be open, i propose this so rangers (not any other professions) could trade their produce 'in the field' simply and quickly to optimise hunting time.


Ive just gotton off the back of a 120cpu endorian insect shift and i would of been much happier if i could of just visit my camp where my contractor had set up and exchange vendor instead of running around off planet before the contract dries up.


Maybe on other servers its different but on eclipse when theres a good shift the contractors are litterally 'begging' for as much as they can and this idea, integrated as part of the modular camp idea, would push rangers to the very peak of organic collect because they will be able to stay in the field longer and have contracts available to them.



THORTAC BALCOR
The Lost Ranger
RANGER
poser00002
Sat Jul 10, 2004 2:04 pm
#58

Well owen i like the idea for the camps with the vendor but last i checked when u get in combat your camp disband's. Also the prom is will u have the people that will want to place a vendor down out in your camp? Will they want to work there way to a camp that might not be there longer? That is why if we have a built in one with are cabin's and all that they had to do ones come to the cabin on a hot shift and drop an order off. That is if we have the cabins pop up on the map as rest area type things. That way anyone can come out there and place any order.


As much as the devs say they like camps unless they change thingsso u need them again as in to call bikes and pets and all camps will die and they will lose that whole row. Just with all the great ideas for them it will always come down to really being useless in the game. The way the game has kinda turned we really will never need them. The shutle idea sounds great for them but just asking my self on that how easy will that be for the devs to code? I can see that being a major prom or atleast in the way bugs turn out in this game lol.


Just asking my self today could rangers be given something better and more usefull then camps in the long run? What that might be or change to no idea at this time. BUt no matter how usefull camps become in the end it seems they will always be useless. Just a view not a flame at all maybe they will make them good hope they do but never know.



My thoughts on a working gcw/rank and fun factor in this game.......

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=210974
Owodroi
Sun Jul 11, 2004 5:22 am
#59

Camps as they (don't, heh?) exist now could be improved. The best being allowing the master camp to heal BF. The other module ideas are nice.

The best things that I PERSONALLY (as a Ranger) like include the WEAPON tree....that is, for SPECIFICLY hunting critters only, the Hunting Bow and Hi Tech Hunting Bow and the Rangers Dagger. I think Rangers SHOULD be the masters of taking down critters. To this end, the Track Big Game is a nice idea, too.

Hunting Lodge or Cabin. I really like this idea. Docs and CM's get hospitals. Dancers, Musicians, and Chefs get Cantinas (and theatres?). Smugglers are reported to be getting Casinos in the near future. I heavily concur with placing it on ANY planet, moon, asteroid, etc with the limit of one per Master Ranger at any time, allowing it even on slopes.

There were many great ideas presented in the proposed revised/new trees, but my absolute favourite is the WEAPON TREE with the two bows and dagger that ONLY Rangers can use. The resistance to poison and disease also make sense.

Anyway, that's MY opinion.

Thanks to the originator(s) for all the work, and to all who contribute additional ideas/opinions.

Duster,
Ranger/TKA/CH...Starsider
StikerRunningfly
Sun Jul 11, 2004 1:47 pm
#60

/sign


I hope we can get this or something very similar.



Vandilar Darkwave - Master Ranger/Carbineer Kettemoor
Owen-Lars
Mon Jul 12, 2004 2:31 am
#61


Well owen i like the idea for the camps with the vendor but last i checked when u get in combat your camp disband's.








CAMPS:


Yeah mate they currently do but the whole concept behind the new camp tree is based on the implementation of the modular camp idea. Some modules allow a camp to stay up in combat such as the small creature pheromone emitter etc.


This camp would obviously have features such as:


Increased Tender Range to 1000m:

This means the owner of the camp will be able to fully utilize the /track ability within camp to spawn natural creature lairs within 1000m radius (within the tender zone) to enablethe camp to stay up.


Hunting Set Up:

Allows the camp unit to stay up in combat aslong as the tender is within the tender zone


Increased Camp Duration:

This feature included in most modules would enable to the camp to stay up for a extended time period providing the tender is within the tender zone.



Following on from this i said the unit would be a level 4 module, perhaps even a generic level 4 and built partly by a merchant. This means the only camp that would be able to 'handle' this module would be the high tech field base. As it is a base kit it would become a 'base' of operations for the ranger and the merchants who are involved.


The smart hunter could then also include a level 1 small offensive hide to the htfb and gain the added benefits to hunting given by that module. I think beging able to spawn the creatures you want to hunt in ranger of tender zone, getting the benefits to hunting AND being able to fullfil contracts WHILST out in the field would give ranger a big boost in thehunting department.

This coupled with increased harvest rates you could see crafters coming to rangers first instead of offering market wide requests. For example i could just go to theed or the forums and say organics camp starting, requesting contracts. Those people would be given the co-ords and simply add their contract to the camps that could be fullfilled. Rangers (all rangers not just the camp owner) could then register for the camp for the contract(s) they want to take part in and start using /track, /track lair /areatrack to simply find the creatures in question. The benefit would be to master rangers who have the /track ability.


Overall this module would:


  • Enable Rangers to hunt for longer without loosing contracts to other non rangers

  • Push Rangers to the front of the hunting market completely

  • Allow Rangers to trade organics to contracts whilst out in the field (obvious time benefit and convienience)

  • Provide a base of operations for many rangers to fullfil contracts

  • Simply be at the forefront of organics trade and collection with a feature that is designed 'specifically' for this prupose.


BF DEBATE:


On the bf debate, i dont think we need this unless its with a dancer of musician and perhaps at a reduced rate. I have no problems being forced to return to town ever so often to recover bf, which at present it effectively does. It gives the sense of the ranger returning from great hunts to recouperate and gather supplies. I think it gives dancers and musicians a great boost to their suffering profession and from all who i have talked to during mind heals and bf healing have greatly apreciated the increased bf gain rate and players being forced to come to the cantina as well as the downturn in afk macro'ers due to the jedi path changes.


I am very much against auto bf healing in camps but wouldnt mind bf to be slowly healed if a musician or dancer is performing in my camp.

Overall a feature i would welcome or pass over for something more exciting.



HUNTING LODGE/CABIN


Hunting cabins remain and probly always will close to my heart. They are my 'ultimate' goal after we get our hunting sorted out but i dont think before. What i ask though is:

With ranger hunting cabins most likely being on advanced planets, what is the benefit to having a vendor in it to provide organic sales over a vendor in a mall in theedfor example?

I just dont thinks its an exciting 'worthwhile' feature because i guarentee i can sell every last organic i harvest withoutrequireing the buyer to run out to a hostil and costly (time and ticket) advanced planet by having my vendor in my theed mall. Dont get me wrong it could be cool but it wouldnt be long before it came redundant.


A feature such as the hunting cabin thati hold insuch a high regard shouldnt be just aranger house that does everything a house does. It should be completely different.Having the ability to place a vendor is a very unatractive feature and would not change my mind in any way into buying a hunting lodge (i wouldjust buy one because it would be my hunting lodge hehe)

What i am looking for are 'out of the box' features that would set this feature 'alive' withbeneficialadditions that specifically help rangersfullfil their true purpose. Features such as:


  • Planet wide hunting bonuses: Provide bonuses to offense, defense, harvesting/trapping for thatplanet

  • Ranger databasethat is 'uplinked' to W.O.R.D(World-wide Organic Resource Database) providing ALL stats for each hide/meat/bone/fish/egg type on that planet.

  • Storage ability to 'hold' items. To hold weapons, organics and otheritems from the planet.

  • Bonuses to healing even better than a HTFB

  • Increased spawn rate within the hunting cabin area (to provide protection against non rangers, a feeling of wilnderness living and something to hunt)

These types of feature would make a hunting cabin truely fullfil its potential and i would be so happy if they could be implented. Also with the ranger only zones thread you may have read, the pleasure zone area where rangers could meet could be a hunting lodge or hunting cabin (large scale) and provide access to W.O.R.D aswel as other features, perhaps you need to register your hunting cabin with the ranger only pleasure zone to set the 'uplink' toW.O.R.D. active in your lodge.



Just some thoughts but camps need a boost in functionality, and exciting modulesare the way to goin allowing rangers to enjoy camping again.


Message Edited by Owen-Lars on 07-12-2004 03:48 PM



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Mon Jul 12, 2004 2:39 am
#62

poser00002 wrote:


BUt no matter how usefull camps become in the end it seems they will always be useless.







Hehe in my understanding if something becomes useful it seases to be useless


And on the point of lodge vs camps, camps should be one thing and cabin a totally seperate feature, im not willing to keep camps redundant in order to have a hunting cabin. Dont get me wrong i would love a cabin but i want useful camp ideas first and formost to justify my skill points invested.Usefulness of camps have so much potential its insane. You have to think out of the box but once you do, a whole load of exiting things can come into your head that can make camps truely an exciting feature.


What i mean is, if a camp provided you withing hunting bonuses, would you use it? I think most would say hell yes!

If a camp provided an added bonus to harvesting, perhaps a harvesting module, would you use it? Again i expect the response to be hell yes!


All in all with our help the modules could be very exciting and give some genuine bonuses to our professions. The ideas and creativity is here in our community but instead of saying things like, they will always be useless, we need to atleast think about new ideas that could be put in. perhaps even going as far as totally revamping the system in order to make them fun.

Module COULD be useful but it would still be up to you if you want to use them, you dont have to, but you should if you want all the bonuses.



THORTAC BALCOR
The Lost Ranger
RANGER
poser00002
Mon Jul 12, 2004 4:01 am
#63

WHat i was saying if they cant come up with a working system for camps for rangers they need to dump camps and leave it to scout skills. Would rather have a working tree that is usefull then 14 points for camps that do nothing that a tiny camp can do. Yes huge camps are nice for when u are in major partys just for everyone to group up in. WIth the combat revamp and groups need to start to come together that might help.


First off they need to take away that u can call bikes and driods in the field any more with out camps. This is the first step to making camps usefull to scouts.Also need to change the style of camps.Wellif they fixthe way u get in to combat the camp disbands and make it so that if u are with in 250-500 meters from the camp it stays there even in combat. This could beused to help harvest more units. Also maybe get some other kinda of resouce. like blood. Maybe we could make some kinda food for are ham or take away bf, I know that this would step on dancers/music/chef. Make a food that takes away say 100-150 bf but costs say 70 to filling lasts 30 mins.


Maybe also beable to make some kinda of traps in the camp. Like posion, disease, num agent traps. To go with the last idea that the camps u can harvest the compants needed to make the traps. JUst like to make conceal u need to kill animals to harvest it. Like venom from spiders or other animals like that. Once u get the compants u can make the traps in the camp, with out the camp being out u cant harvest the compants needed to make them.


If we use arrow based style weapon (i know that it is not high tech) Maybe have a craftying system in the camps to make are arrows. This would not effect ws as no other weapon needs ammo. The better the hide and bone used to make them the better dmg. The bow hasa min/max dmg (100-200) then every arrow add's to the dmg. So a really good arrow can added say 300-400 dmg to max. A **edit**ty one adds say 30/50 min/max dmg. Could be used to make ranger more of combat use.


Just a few ideas to add to ranger and to camps.




My thoughts on a working gcw/rank and fun factor in this game.......

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=210974
Roowokka
Mon Jul 12, 2004 4:15 am
#64

And I agree with everything. The only other suggestion I would add is to allow Wookiees to partake of this bounty. First Wookiee culture is one of hunter gatherers so it would make sense that they gain some bonuses for being a ranger, Second, Wookiees have some serious disadvantages in other classes do to limited armor usage (wheres our other wookiee armor SOE!?!)


I would like to see the bowcaster be included in the "bow" skill mods


Anyway, great work coming up with the ranger overhaul


Roo
ClaudCrimsil
Mon Jul 12, 2004 4:47 am
#65

lol... i really don t see your point sorry roowokka...


at least you got some armor.. think at trandoshans still taking full hit in hands and foots....


and trando has not as nearly as your stat bonuses..



'Claud Crimsil (StarSider)
Master Ranger/Master Rifleman
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