Ranger Archive
Thread: Tracking the Elusive Vision...
"Crafting Cage:"
"This cage should allow BE's to sample dna without risk to themselves"
Without the risk, I suspect most of the challenge would be lost in regards to BE sampling, and it is the challengethatmakes thereward worthwhile. So it is doubtful the developers would implement such a system.
"CH's could tame them while in the cage, without worry of its parents eating them."
We have a request similiar to this that would enable a Ranger to capture live creatures, store them in the datapad and then release them for use by a CH or BE.
I also recall someone suggesting this could also be used as a weapon in battle (release a captured Rancor while in combat and watch the fun)...
- Perhaps the release process should be limited to in camp use only.
Hmmm...
- Actually since the request was only for Baby Creaturesuse in combatshouldn't be an issue.
[Edit: Added the last line after a slight brain fart
]
Message Edited by NRaas on 01-07-2004 04:08 PM
"What does it mean ... outdoorman/creature hunter?"
That is the question I asked.
"I say, this man can survive for 2 weeks in the wilderness without any help from other people. And he should be the best creature hunter in SWG."
And that is the type of answer I am looking for. ![]()
"Imagine being out in the wilderness of Endor, and seeing a message "You are being stalked by a Ranger" over and over on your screen."
That would be so freakin' cool. ![]()
Caveat: It would have to be only usable outside of town, and only if that player is in the region.
Of course I can see players arguing about the realism of being able to track a specific individual...
- Hmmm...
NRaas wrote:
"Imagine being out in the wilderness of Endor, and seeing a message "You are being stalked by a Ranger" over and over on your screen."
That would be so freakin' cool.
Caveat: It would have to be only usable outside of town, and only if that player is in the region.
Of course I can see players arguing about the realism of being able to track a specific individual...
- Hmmm...
AAAAHHHHH!!!! You just made it hit me - Ranger specific pets! What if a ranger had a pet that was the SW equivalent of a bloodhound, but only a ranger could figure out how to track with it?? Or if a ranger had a pet flit that could somehow scout and guide the ranger somewhere?
"Also, foraging at our level should give stacked items"
The reason we don't receive stacked items, is that would impede upon the Chef profession (same reasoning behind why Smuggler spices don't stack either).
Originally, the stacking was meant to be a plus for Chef, though nowadays it is not so much as no one uses Chef goods anyways (that will definitely change in the near future though
).
"I always felt the ranger should be THE guy to find a Krayt, or make it spawn."
I agree, that would be what would make us the more effective hunters than the high damage dealers...
- Not ability to kill the game, but rather the ability to find the game in the first place.

"What of a Ranger/CH? would there not be a case here for a stackable bonus?"
I was more concerned about people requesting to be have CH abilities. I do feel that the CH bonus outlined in the SotP (the one where we receive the +5 CL lost in the last patch) is a good compromise.
"I could see a SQ/Ranger (although, not a whole lotta SP left there for combate, that should be fixed) making a HTFB and fortifying it in the way described."
Yes indeed, a previous poster stated that the SL / Ranger combination should be the Ultimate Group Leader...
- I agree there should be some interaction between their "front-linecamps" and our "MASH camps".
Altho it's nice in some ways, I actually don't like the idea of concealing others. It really doesn't seem to work much anyway.I mean, tailors could provide the necessary camo and BEs could provide the necessary chemicals to mask scent. We have such a huge support role alreadywhich include field bases(why would a soloist need a field base), the /rescue command, traps can be supportive, tracking, etc. Anyway, I would be willing to give up /concealing others in exchange for a heavier stealth aspect to rangers. But that's just my view.
These are all great ideas guys, just hope the devs are willing to listen.
If it comes down to a choice between being able to conceal other players or having conceal work against other players and/or npc's, then I'll vote for it working against humanoids.
Also, I like the idea of a bloodhound type pet that would perhaps enhance our tracking skills. Perhaps instead of it being a Ranger only pet, it could be a Ranger-only pet command that we can teach any of our pets in the same way that CH's can teach pets to attack, follow, etc. That way, if a ranger does not have any ch skills, they could get a < 10 cl pet and train it with the command, and those rangers that do have ch could train any of their pets in the skill. As long as the pet that knows the command is out, tracking would be enhanced somehow. Since the pet command is unique and only useful to Ranger (it only enhances a ranger's tracking ability), ch's probably wouldn't care as much about it as they would if we tried to get a Ranger cl increase.
Oy vey. I have read and reread this thread and I'm still a bit uncertain of how exactly to present my views. As many of you probably know I am very unhappy with relegating a Ranger to being nothing more than a hunter. The "Ultimate Creature Hunter". The "Ultimate Outdoorsman" is not much further from this, but I feel the tide of the community moving against my opinion on this, and I feel like I am going to be drowned out, but here goes: (This is basically one reply to several posts in this thread, please bear with me)
Firstly, I need to reiterate my opinion that a Ranger should and could be much more than this, and this vision. I know N'Raas feels that several players' ideas come from other literature and genre's but that is reality. The Ranger has never "just" been a hunter or an outdoorsman, and the players of "this game" are going to draw on their other readings and experiences to make their Ranger in game like that. We should be more involved in combat. I don't understand the "support role" idea. I just don't.
Yes other professions are based on the Scout, but they also have clearly laid out purposes and "visions". They are, what they are. Squad Leader, Creature Handler, etc. My idea of a Ranger, is one who regularly participates in the GCW and God forbid, COMBAT other than killing and harvesting. This is Star Wars is it not? There is a Galactic Civil War correct? WHY should we not be participating in this? I cannot help but feel that this vision, and even N'Raas' broadening of it, is much too restricting. My idea of a Ranger would still fall under the restrictions N'Raas listed. Traps, camps, camoflage, and tracking. Just think, IF, the developers would only follow through on what was already discussed for us, we would already be broadening the Ranger.
I won't recap all of the ideas posted in this thread, but if the dev's gave us the advanced camps, traps and other items we would be well on our way to much better things. I feel the need to rebutt a couple of things mentioned so far however. This tap dance around other professions, namely Squad Leader among others, is unnecessary. We have been promised advanced camps since launch. An advanced camp would be a "fortification" or advanced forward unti of some sort. We are the camp MASTERS. SL's are not required to have the Frontiering line. Yes yes, they have to have the Survival line of Scout. That does not give them Frontiering. I would suggest they be given something that could be added to our suggested "modular" camps. Further I agree with the suggestion of having a Ranger specific pet. Perhaps a higher level non-ch pet, that only a Ranger could use at say Wayfaring or Tracking II or III. I could give a whole list of traps but I'll be brief (ha!) and just say that traps that would work against CH pets (these have all been mentioned by others, not my ideas), NPC's and players all add to this and guess what...still fall within the restrictions and still fall under the revised vision. The tracking involved in this pretty much goes without saying, it can and should be used to track players or at the very least CH pets. They are after all, creatures. The specific "/track" command mentioned by Holo and Q-3PO (months ago)would be nice for this.
Lastly, camo. As has been stated many many times, Camoflage should work against NPC's. There isn't a logical reason it should not. Yes we can apply it to other people, but what good is it really if we're aggro'd by every Meatlump and Swamp Rat we happen to be running by.
All of these things fall under everything N'Raas requested, including the restricitions. I cannot state emphatically or passionately enough, that we are MORE than just hunters. We participate in combat AND the GCW! I implore you do not let us be pigeon holed into such a restrictive description. I am not by any means suggesting we be Rambo, or Aragorn, or anyone else. We should however, be more than what the developers think we are.
Respectfully,
" Unfortunately the majority will rule here, so the para-military aspect may get more attention since many people want to be Antarian Rangers. "
Actually majority rules only work within a democracy. Consider this system to be more of a Monarchyinstead.
- We can plead to theNobility to grant us what we want, but they will decide whether they want to do it.
The developers have spoken and stated we are to be creature-centric.
- Attempting to adjust the direction too far from that focus will simply end up with us butting heads with the very people that we need to implement the changes.
"I don't think creature handling is what the devs meant by "creature" profession...."
Well... Handling was probably not the primary focus, though the wording may allow us to slip some CH bonuses into the mix.
But you are correct in that we already have a CH profession devoted to... well.. creature handling already.
- And since that too derives from Scout, it is easy enough to pick it up it required.
"What we have now is grenades not traps. I have said it before, traps are set, grenades are thrown"
In the developer'sterminology it appears:
- Thrown Traps do state effects
- Thrown Grenades do damage
By this, there could also be Static Traps and Static Grenades (wall mounted explosives for instance).
Our "Trap Launcher" would launch the state effect thrown devices... While perhaps another profession's "Grenade Launcher" would launch the damage effect thrown devices.
Let's not getboged downon the rather bogus terms being used in the game.
"Milk. Nothing more needs said. Totally insanely rare."
This must have been posted before the recent "Milking" revelation on the Scout forum. ![]()
"I didn't read this entire post as it is absolutely depressing me."
Really, I am finding this thread quite enlightening? What concerns are you having?
"If we could speed up the time to throw them and increase the range to 64m, I might get more out of them."
Speed up eh? I should make sure that is part of the Trap Launcher proposal.
"I like the idea of battle camps"
Perhaps you should consult the Squad Leader profession, they might be your best bet regarding those.