Ranger Archive
Thread: Top Ranger Issue
NRaas wrote:
"And camo is all about fooling people as maskscent is for fooling critters."
Because you can't apply/maskscent to another player, /conceal must take the burden of hiding from both critters and humanoids alike.
"How different is domesticated wheat from corellia than from tatooine? Really?"
In the case of how it tastes, I'm sure it's the same, as they are compatible when itcomes to recipes.
However when it comes to how the wheat looks like, they could be vastly different.
Courtesy of professions such as creature handler and bounty hunter, a large percentage of the non-ranger playerbase is just as good as rangers at maskscent - brilliant idea by the devs. :rolleyes:
As far as how different the wheat tastes, I can just imagine that greater sludge panther saying "ooh, imported meat!" as he chomps on my bones
In terms of how it looks, again you are talking about processed wheat, not wheat that you pick up and paste to your forehead.
Having the camo kits require planet specific resources was put in place to encourage people, Rangers, to stay on one planet and actually explore rather than hop across the galaxy to the next big theme park every other day.
Regardless, it makes perfect sense to require the resources be planet specific. You can nit-pic all you want about how perceptive native creatures and NPC's should be vs. extraplanetary flora. I doubt they are going to change the kits so drasticly now.
Traps don't work in caves. Yesterday (Sept 21, 2003) I was in the cave in the Jedi Ruins in Dantooine (dunno what it's called, lots of quenckers.) Threw tons of traps--no notification, none ever affected the creatures.
Ki_Gu_Lon wrote:
Having the camo kits require planet specific resources was put in place to encourage people, Rangers, to stay on one planet and actually explore rather than hop across the galaxy to the next big theme park every other day.
Regardless, it makes perfect sense to require the resources be planet specific. You can nit-pic all you want about how perceptive native creatures and NPC's should be vs. extraplanetary flora. I doubt they are going to change the kits so drasticly now.
The first paragraph is your opinion, which I disagree with. Requirements like these meant to force me to stay on one planet at a time since I don't get the same freedom to travel (which is how I read your statement) is a reason to not be a ranger. Our class should be the most free from travel restrictions rather than the least.
It makes perfect sensein a purely logical sense - I've always agreed. However, it also makes logical sense that scouts and rangers shouldn't be able tochange how we smell at will with no cost (maskscent), ranged weapons needed to have ammo or power packs, repairing armor or weapons actually takes some skill, medics need to be in immediate contact to administer heals, doctors would not be able to resurrect us from death, our equipment doesn't go with us to the cloning center, etc.
These items are to make the gameplay fun and less tedious. Why should we be exempt from the fun and less tedious aspect of this game? My entire focus on this is the way it works in practice. I don't want artificial restraints placed on my traveling (it's what scouts and particularly rangers are most fond of), and I don't want to have to buy a house just to keep my camo resources. Neither of these make sense from a logical perspective or for gameplay.
In my opinion, a ranger should be able to take items from the immediate area and use it to camoflogue himself (ie the way maskscent works in principle). The idea to add the ability to use it on others, while nice, is pointless as camoflogue is not just what you put on yourself but your manner of moving through the wilderness. Putting camoflogue on some guy wearing storm trooper armor shouldn't make him less noticable as he tromps through the woods unless you really believe stealth skills such as moving silently has no place in the game.
"Traps don't work in caves."
I have noted the problem. It will be in list when I post the final Report. ![]()
I never said it forces you to stay on a planet, only encourages.
Please, do notchange the meaning of my statement.
I solo a lot. Specifically, I explore. I don't browse the boards for the waypoints of this point of interest or that feature, I'd rather find them myself. You know, do the John Muir thing. I've found all the temples on Yavin, I found the Owens farm, I found the sarlacc, I found the Dark Force Sensitive cave, I found the deserted Rebel base, the giant fynock cave, etc. Lots of folks I know in game don't enjoy just roaming a planet, hence my frequent soloing.
As such, I do not and will not use camo kits because they're just absurdely expensive to make. They're not worth it for a solo explorer. Most of the other Rangers agree that they're expensive in general.
I would like to see mask scent continue to advance up the Ranger tree. I've mentioned this several times. It would be perfect for the solo explorer, while conceal would still require camo kits (once fixed, that is) for hiding groups or for hiding oneself from NPCs. Right now it's safer to run around a planet unhidden entirely. Camo kits fail too often to be worthwhile, and maskscent -- well, I have nothing nice to say about it. Over the weekend I kept getting attacked by kreetles! Yes, kreetles. Those plentiful little beetles that con green to just about anybody. They kept breaking my scent and attacking. It worked beautifully before the nerf. Just give it back to Rangers for solo use!
I fail to see the difference. They shouldn't be singling out Rangers for such....encouragement.
Ki_Gu_Lon wrote:
I never said it forces you to stay on a planet, only encourages.
Please, do notchange the meaning of my statement.
Well, there is another method they use to encourage everybody to stick to one planet.
Have you ever seen the resource requirements for a Generic house? Compare them against those required for a Planet Specific house and you will notice that the Generic house uses more resources.
This makes the Planet Specific house cost less to make and buy making it more favorable, which in turn encourages people to stay on the planet that thier Planet Specific house is placed on.
Besides, the Generic houses are ugly as sin! That should be enough reason to buy the Planet Specific houses. ![]()
Think of them as winnebagos. We need houses that we can strap to our backs! As it is I am stuck in Naboo more than I wish lately. The only good thing about Theed is you never have to wait for a ship at the starport.
Ki_Gu_Lon wrote:
Well, there is another method they use to encourage everybody to stick to one planet.
Have you ever seen the resource requirements for a Generic house? Compare them against those required for a Planet Specific house and you will notice that the Generic house uses more resources.
This makes the Planet Specific house cost less to make and buy making it more favorable, which in turn encourages people to stay on the planet that thier Planet Specific house is placed on.
Besides, the Generic houses are ugly as sin! That should be enough reason to buy the Planet Specific houses.
Ok, the Generic vs. Planet Specific house gave me an idea that may work.
Generic Camouflage Suit:
- Requires factory cloth made by Bio Engineers. Something that would blend with any environment and nulify body odor.
- Requires factory fasteners (or something along those lines) from Tailors.
- Has limited charges just as the current kits. The suit is fragile and is easily destroyed.
- Can be used on any planet just as effeciently as the normal kits (read: not very).
Any thoughts or ideas?
Ki_Gu_Lon wrote:
Ok, the Generic vs. Planet Specific house gave me an idea that may work.
Generic Camouflage Suit:
- Requires factory cloth made by Bio Engineers. Something that would blend with any environment and nulify body odor.
- Requires factory fasteners (or something along those lines) from Tailors.
- Has limited charges just as the current kits. The suit is fragile and is easily destroyed.
- Can be used on any planet just as effeciently as the normal kits (read: not very).
Any thoughts or ideas?
It doesn' matter how quiet you are, if someone sees you you're detected.
Fine, maybe we can have a skill that allows you to sneak up on NPC's with the caveat that you have to be behind them... that work?
I use camouflage and scents when I go hunting andno amount of sneaky sneaky alone is gonna help you... unless you're some kinda ninja...