Ranger Archive

Thread: Ranger Revamp: The Proposal

Wasstastic
Sun Jan 30, 2005 7:25 am
#53

I'd like to see the ability to drop one small or medium house on a no build planet at master Ranger. Just one so there aren't houses all over the place on Dathomir. Not that there's enough master Rangers around to do such a thing.



Nerf Shaman
O'Mally

Whiteravenh
Sun Jan 30, 2005 8:31 am
#54

well my two sugestions are for camping add in extra slots for optional componets like the artisian things at field base make it so you can add a mission terminal and at hightech fieldbase make it so you can add in normal mission terminal and faction based terminal depending on the faction of the ranger.


the other part is as for camo look to marrine snipers and model the camo as a over lay that would mix into the ground cover of teh worlds you make it on and takes you off radar so this could be used in the GCW and in normal hunting but still give people a chance to find you.



Silurian
Goldear
Sun Jan 30, 2005 9:34 pm
#55

Never posted here before. Master Ranger since forever, master rifles for a long while too.
1) Harvest loss while in a group. Make it the same as when solo, I won't hunt for profit in a group, when I can collect more alone.
2) Traps. Make them work on NPC's at least and PVP would be good too. Logic dictates, that if I make a trap, the darn thing should work on a human/alienbeing as well. With varying degrees of success or failure, against each type of being/npc/creature.
3) Camo, Mask Scent. I can walk up to a creature, tickle his chin, make a cup of java, steal their eggs and leave and they never know I am there. Yet, I can't come with spitting distance of an npc(redders, imps, rebs, whatever) and they try to kill me. Ok..realism tells me, that it should be far easier to sneak up on a human(not sure of other races hehe)than the smallest of nuna's. Try sneaking up on snoozing"uncle fred". The "detect" for camo in PVP could be changed greatly reduced making it 40m or somethign like that. Which would have the great effect of making a ranger/rifleman a truely great sniper, able to get off a few shots before detection. Somthing this game lacks.
4) Areatrack. An increase radius would be nice for sure. When tracking a krayt at 500m there is not a lot of room for error, when your camo won't work against them, go figger. I've seen odd things happen when tracking spawns and a bike runs through. Creatures come and go.
5) A few tweaks to camps would be nice too. Healing of bf, with a dancer present, I think we need to preserve their profession. Stopping the rain would be great! A camp with a tent you could go inside! Inside this tent creatures could not detect you.
Probably a few things I've forgotten. I'm sure some or all have been mentioned, I hope I will add to the voices then.

Regards,
Webber
"ranger for hire"
Starsider



Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
Goldear
Sun Jan 30, 2005 9:39 pm
#56

6) Forgot one. When in a group with a Squad Leader. It would be great if my "areatrack" worked, when he called a "rally". Kind of important when you know there is a second krayt in the area!

Regards,
Webber
"ranger for hire"
Starsider



Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
Goldear
Mon Jan 31, 2005 12:55 pm
#57

I've listened to smugglers moan and complain about a fix for them. I think as rangers we are not vocal enough. If a smuggler could only slice certian things, armor, they would know what it feels like to be a ranger where your traps only work on creatures.
One cannot stress the traps enough in a ranger career. Once I became one..I always thought..ohh next box my traps will really work. Didn't happen of course, but I like ranger so much I'll never leave it, and now a year has slipped by. Since I've became master ranger, I swear the same adhiesive mesh traps are still in my backpack, haven't used them.
"rescue" nice skill..but only works in a group, make it work outside a group too. I come across numerous ppls, getting thumped on by a npc(been ages since i've used rescue..i think it only works on npc's). Be great to give them a hand. Odd that we can rescue someone from an npc but can't use a trap on that same npc.
Regards,
Webber



Regards,
Webber
Master Ranger
Dune Sea Rangers Inc.
Tatooine
TiTanB
Mon Jan 31, 2005 8:08 pm
#58


I decided not to read all the post and I am sure most of this has been said but:


1) remove harvesting penalties from MASTER rangers in groups


2) move +harvesting to the trapping skill tree so people using Ranger 0040 to track Jedi and other "uber" mobs don't get our 2 most useful skills in one tree (besides harvesting seems to fit with trapping more than tracking)


3) increase the range of tracking to 1000m on the ground and 500m on a creature mount


4) tracking should give us constant updates on our targeted quarry via WP, chat box, or on screen messages but only viewable by the ranger


those are needs but these are wants:


5) camo vs humanoids -maybe only when prone? (allowing you to crawl through their encampment/base)


6) a ranger only tracking droid that could track up to 2000 - 3000m but can only be used by MASTER rangers and launched only from camps or our highest level camp- results would take up to 3 or 4 min and there would not be an auto update on these creatures or... we would have to select a specific creature to track (ie. a giant peko peko within a 2000 - 3000m range)


7) added schematics to the master level for atleast one camp (preferably customizable) and a useful trap (maybe some sort of single target or AoE lull for creatures, so they either don't attack until attacked by someone/something or it could cause "group" mobs to not assist one another)


8) forage should allow you to choose from availble items in the surrounding area (atleast once you have a certain amount of skill) and/or the list should grow as your skill does


that's all for now maybe I'll think of some other when I get home. Some of these ideas are borrowed from this thread and others and some are mine.


Wikan

aspiring ranger of

Lowca


EDIT: wanted to add a few trap ideas

a) we are masters of scent and creature knowledge (not control CH) why not have a trap that would make 2 normally friendly creatures fight eachother by changing the scent of the animal (effectively thinning out the herd)

b) some sort of lure trap like a scent that would lure males away or a noise maker to lure the females away (also for thining out the herd)

I know these traps are kind of weak and not useful on Kaadus but maybe someone with little or no weapon skills could use them or they could be used on higher level creatures like rancors because 2 of them at oncemay be too many even for a small group after the CB


ALSO,

RANJA HATS!!111!

Message Edited by TiTanB on 01-31-2005 07:23 PM

Aajax
Tue Feb 01, 2005 8:46 am
#59

Foraging: I'm not a ranger but it would be great if we had to rely on rangers for stuff. Like if mind poison and stuff for doctors and combat medicsetc could only be foraged by Rangers and sold. The better the ranger the better the resource found. like special plants or something that could be found blah blah..



What do you think of that idea?



Aajax Hammer - Jedi Noob....

"If you happen to get chased by a police dog... Make sure you don't run through a tunnel, or go over a little see-saw, or jump through a hoop, coz they're trained for that..."
wizardrahl
Thu Feb 03, 2005 9:04 am
#60

Tracking: I think 500m is just fine since view only goes up to 100m(just about). But anything past that would either involve driods or an item(binoculars) for an increase in distanceof like 50. I also agree about real-time tracking. Oh and have tracking be done on mounts like atrisan with survey, come one it balances out.


Camoflage: Good when overt going into a opposing pc faction base. Don't get touched, unless turret is around. VS players though i would at least like to drop of on radar and the crtl+m. I'm tracking someone or want a sneak attack that is more effective. The invisble..ala EQ doesnt fit here, so dropping off heat signature could be explaination of radar drop off.


Traps: ok don't really want used in pvp other than realy adhesive. They are status effect traps, It would make TK lose a good usefull skills they have.


Tents: Thier great but can be better. Entertainers should heal bf in master rangers camps for sure to have a good hunt NOT get ruined by someone with a bf of 1000. With the factional buy off in the Camp terminal(bet no one else knew that). like the percentage to drop to -5% (why cause i'm a zabrak and it would lower the amount fac i have to pay). Maybe use the camp term to summon a squad ofnpc(faction) by a high ranking factional player. Consider that could be a factional perk.


Combat: Ranger should help enhance players already mastery of thier combat profession, like smuggler does. Ranger have a mastery terran negotiation and should know the terrain better than anyone. So have so postive attack bonuses or modifier if we attack up hill, down hill. In combat 25% more speed (wayfaring IVcome on),cause we are able to close distances or increase them. (we should be second to jedi in that aspect).And be able to attack while we are in water. Why? you ask. we are the best swimmers so why not.


Thats about all i can think of right now. Gotta go cause I here a ancient rancor comeing.



"You keep what you kill"- the necromonger way

IGN: Richard' Rahl
Prof: TKM/ M.Ranger
Server:Valcyn

Ranger info! http://forums.station.sony.com/swg/board/message?board.id=Valcyn&message.id=212065
Lightbones
Thu Feb 03, 2005 3:49 pm
#61

I haven't read all of the posts here so, basically my ideas may not be so new here


Anyway here they are :


Camps :


  • Add a mission terminal to the hi-tech field base and field base. We're supposed to be loners / outdoorsmen, constatnly prowling the wilderness. A portable terminal WILL keep us that way.

Tracking :



  • The tracking radius seems a bit low, I'd recommend increasing it.

  • We should be able to "target" a single creature from the tracklist and get a wp leading to it's last known location

Traps :



  • Add static traps that would heavily affect our prey. The only trick would be to lure the creature to actually get close to the trap

  • Some of our traps can affect target's states - like "dizzy", but not all of us are using professions that can put it to good use. Make some traps that will affect the target's stance. Like : Sharp Bone Spikes that will hurt the creature's leg and make it kneel or fall down.

  • We're supposed to be masters of the hunt. Our traps still lack finesse. How about a "feromone trap" ? Available to master ranger only ? This would be a species customizable trap - just like camo kits are planet - customized - for example you'd have a gurk fermomone trap that would affect gurks only and would require specific resources. Effect : some of the surrounding creatures aggro the target, because the scent makes them agressive.

  • Master Rangers should be able to trap NPCs. We're masters you know.

Wayfaring



  • We're the masters of stealth and camouflage. Make us that way. Enough said.

  • We're the masters of the terrain. We should be able to put that to good use during combat. Combat bonuses for terrain ?

Standard & Explorer Mission Terminals



  • Rangers should be allowed to get mission against creatures that don't normally show up on terminals.

  • Explorer terminals should offer a larger variety of targets for us. I'm just sick when see Bolle Bol missions on Naboo. I've had enough.



Siati Darkfly
FAME- FOREVER / 53rd Raptor Squadron
In space, no one can hear you scream


SickSix
Tue Feb 08, 2005 2:57 pm
#62

Trap expierementation(sp?).... I'm sure it has been brought up before, but I'd REALLY REALLY LIKE TO BUILD MORE THAN 2 ADHESIVE MESH TRAPS!!!!!!!!!!!


and since i'm a trap master now, i should also be able to expierement with my traps effectiveness. right????



SickSix
MASTER INVISI-PUSS
HadesNNHellriders
You're supposed to sit here
and die while I poison you.

FourthNail
Tue Feb 08, 2005 3:18 pm
#63



SickSix wrote:
Trap expierementation(sp?).... I'm sure it has been brought up before, but I'd REALLY REALLY LIKE TO BUILD MORE THAN 2 ADHESIVE MESH TRAPS!!!!!!!!!!!
and since i'm a trap master now, i should also be able to expierement with my traps effectiveness. right????





No kidding. In my opinion, the best trap I throw should have more than TWO friggin uses!


Plunk




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JokitoRoyo
Wed Feb 09, 2005 9:32 am
#64



Looks like everyone has said the things I think about already but here goes anyway.


My camo should work against everyone. Also as a master ranger my camo shouldn't be broken.


Traps... we need more of them. And at the least I should get more than 2 adhesive mesh. Nuff said.


I think that everyone regardless of class should be able to use Stim-A's (Been gone for 6 months don't know if that is already true)


Rangers should get a bonus to creature handling


Our camps should repel aggro


Tracking should drop a waypoint like /findfriend and should have the chance of spawning rares


Also kinda add to the immersion factor. Allow rangers to whittle(sp? while in camp. We could make little trinkets for decorating our houses/to sell.

Message Edited by JokitoRoyo on 02-09-2005 11:40 AM



-Deleted Pesoj Maub Ex-Master Ranger/Ex-Master Rifleman Ex-SOE Customer

Come on by forum.swgranger.com the camp is up and the punchbowl is deployed!
YoddaKiller
Thu Feb 10, 2005 4:38 pm
#65

1. Master Ranger should be able to Harvest ALL resources
2. Amount of resources gathered at Master Ranger should be double that of Master Scout
3. Area Track distance should be increased
4. High Tec camps should be able to heal ALL stats (BF)
5. Traps should be worth using...immobilization of target for 15-20 secs
6. Ranger specific weapon would be nice



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