Ranger Archive

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

Owen-Lars
Mon Jul 12, 2004 4:58 am
#66

poser00002 Wrote:


if they cant come up with a working system for camps for rangers they need to dump camps and leave it to scout skills.







Thats what im saying, the ideas are here to make great camps and from the sounds of things the devs like our camp ideas.


The problem when you could call a bike pet and droid anywhere was that thats ALL camps were useful for. I personally hated pulling up a camp just for a few seconds to whip out my bike, i hated it alot. I thought that making the timer on the bike calling was a great idea but that made camps totally useless.


The whole idea behind what a camp does needs to change, thats why i suport the modular camp idea so much. Its a way of allowing the ranger to customise his habbitats to suit a wide range of situations. For example using a htfb as a staging area for a group could be enhanced by adding the defensive modules to repell creatures if you want, or a camp used as a hunting blind (camp used as a base of operations to hunt) could be enhanced by adding a pheromone emmitter which would spawn creatures all around say a 1000m radius of the camp enabling a group to have fun.



What modular camps would give us are advantages to ALL our current or potential revamped tiers not just the camping skill on its own. They would enable us to hunt better, provide safer staging grounds, fullfil contracts better and the list goes on, you just need to open your mind to the possibilities there are.


Also modular camps could greatly benefit squad leaders too. Camps orientated around player vs player combat and group extraction camps etc could be easily added and make both our and their professions much more fullfilling.


Perhaps the SL can enhance our camps with their modules or even they have their own camp base kits and can enhance with their own modules, who knows. But one thing is for sure is that modular camps COULDmake camps a truly effective tool AND coupled with other revamps and enhacements enhance the whole profession.



THORTAC BALCOR
The Lost Ranger
RANGER
poser00002
Mon Jul 12, 2004 5:13 am
#67

Here is one idea i thought up why sending u a message lol


Master ranger should have a boost to group harvest. If a ranger is the leader of the group the group should get a boost for that harvest.FOr every person in the group the more units of resources the group can harvest. With that the ranger world get a bigger boost. For every member in the group The master ranger gets a 2% boss per person. For the other members they get a 1% boost. so master ranger can get a 40% boost and the other people can get a 20% boost for a full group.



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
AgonThalia
Mon Jul 12, 2004 5:27 am
#68

There are some great ideas floating around:

1st: Vendors in camps or a hunting lodge
Im not sure that I like the practicality of that idea, first of all camps are inherently temporary, their purpose is to provide a short term area of protection, rest and regroup. The hunting lodge idea as I see it, is also supposed to be semi-permanent, if it was permanent, then it would be a house. The problems I see are this, it takes artisan 0030 just to be able to place a single vendor, if youve mastered ranger, and a master combat class, its impossible to place a vendor without dropping skills to do so.

If I set up a temporary camp with a vendor, what happens to the material Ive placed on the vendor when I choose to disband the camp? Also, the management issues when dealing with clients would be complicated by having a constantly moving vendor as your camp location changes or as your hunting lodge location changes. I personally wouldnt deal with a weaponsmith or an armorsmith if they changed their locations all the time. Another issue, is if the hunting lodge can be placed on dathomir (a no build zone) it doesnt make sense for my client to come out to dath just to pick up his/ her goods.

A similar compromising idea is have Ranger Vendor Terminals, maybe added on to the galactic bazaar:
An armorsmith needs 100k of hide, so she goes to the vendor, and puts "100k (name of resource) and how much cpu they are willing to spend". The armorsmith, in order to place the request, has to pay up front the total cost of the order. The ranger or scout goes up to the vendor, looks at the jobs available, looks at the cpu and then goes to fill the order. The ranger comes back with 35k hides, places it on the vendor, gets paid instantly, and the order changes from 100k to 65k.

Even this compromise idea im not a huge fan of for a few reasons.
Firstly because I enjoy the social aspect and comeradery of my clients, they know me, I know them and we have a good relationship. Taking that out of the game for me would be a little boring. I cannot tell you how many times some one sent me a tell saying "hey drak, i heard you were a ranger from soandso... im a doctor and could you grab some avian meat for me... i will pay 35 cpu" That reputation and trust from my clients is very important to me.
Secondly, there would be no need for the LRC, where we collaborate and sell collectively (the side benefit being a bunch of rangers get to hang out with each other).

The more i think about this, the more im skeptical of its functionality, usefulness and necessity.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Owen-Lars
Mon Jul 12, 2004 5:30 am
#69

Arrow based weapons would be very cool if we they had 'charges' say you purchase a 100 set of arrows and simply drop them into the bow hopper. You then use 1 arrow for every shot you fire.


Perhaps your firstbow gets enhanced as the tree progresses then like a massive increase at master to limit the dabblers. Like this set up:


Bow mods increase as both hunting and outdoorsman tiers get completed up to massive increases at master


Hunters Bow:

Gained at Novice Ranger

Increase damage range up to master (box 1,2,3,4,m give 5%,15%,25%,40% and100% respective increases over base damage against creatures)


High Tech Bow:

Gained at Master Ranger

This bow could do heavy ap

The whole idea behind making the ranger weapon was to increase the hunters effectiveness. So perhaps its even better to give rangers variation in damage types so they can adapt to the creature's weaknesses. I mean we are rangers and through creature knowledge we know how to take a creature down better through the various combat skills we get, but using that knowledge we can plan our attack ourselves and select the right equipment for the task. So in this regard the bow could be changed to suit multiple damage types so we can adapt depending on what we are hunting.

This bow takes charge's and can beloaded up with different arrows (perhapsthe same resource cost aspowerups and prety cheap). Each arrow type has different stats for example:


  • The Flaming Arrow:Heat Damage, Fire Dot

  • Poison Arrow: Acid Damage, Poison Dot

  • Shock Arrow: Electric Damage

  • Compound Arrow: Blast Damage

  • Laser Arrow: Energy Damage

  • Stun Arrow: Stun Damage

  • Plague Arrow: Acid Damage, Disease Dot

  • Hollow Tip Arrow: Kinetic Damage

  • Frozen Arrow: Cold Damage

The stats of the bow are 'enhanced' by the modifyers of the arrow. For example to high tech bow may be:


AP: Heavy

Min: 400

Max: 500

Speed 5.0

Wound: 80%


Using the Hollow Tip Arrow that has been crafted by a weaponsmith that is rated at 30 Kinetic 50, so it gives a 30% increase to damage and does Kinetic damage for 50 shots. So the bow now looks like this:

AP: Heavy

Damage: Kinetic

Min: 520

Max: 650

Speed: 5.0

Wound: 80%

ArrowsRemaining: 50

The hunter has adapted his/her weapon to suit the damage type they want. Perhap the master ranger has come accross a bird with super high resits but vuln to heat. The ranger would simple add a Flaming Arrow package to the bow and now the ranger can use the creature's vulnerabilities to his advantage. The ranger can now use the specials gained to kill the creature with multiplyers based upon the current stats of the bow.


This would give us a massive boost in the hunting department allowing us to further ourhunting effectivenessusing the knowledge we gain whilst out hunting.Tactics can be used in order to kill a creature faster and if done right we would be able to kill creatures much faster and effectively than any stacker template. We are the ultimate creature hunters after all.





THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Mon Jul 12, 2004 5:42 am
#70

Vendors in camps or a hunting lodge







The whole idea behind the vendors in camp idea was not as vendors as we know them, more as terminals to fullfil orders. The ranger does not place items for sale on the terminals, simply exchanges goods for their cpu equivilant.


You could even call this an 'uplink' to bazaar organic contracts. The terminal could scan the current organic request database and give you a list of current contracts, if you take one you add yourself to the list and the trade options becomes available on the terminal.


Instead of the merchant coming all the way to the advanced planet they could simply just use the bazaar to place to contract like you said. And rangers could access this contract via the trade terminal module in their camp. They could be out in the middle of no where and when they have a collection of meat, simply trade in the organic for the cpu equivilant.


Normal scouts would have to travel to the bazzar in question to fullfil the contract and exchangetheir organics. Whereas the ranger would be able to simply trade in their organics and see the current up to date contract listings whilst in the field.

Personal contracts will still happen and reputations would be built due to the report the contractor would get back telling him who harvested what, how long it took and how many times they have hunted for you.

Private contracts could be issued directed at a single person who has proven himself over and over in organic harvest and he gets first options on contracts.



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Mon Jul 12, 2004 5:55 am
#71


Thanks for the clarification Owen, now that its clarified, its more of a resource "email attachment" to the galactic bazaar







No probs mate, i know i tend to miss details i have in my head when i transfer the ideas from brainwaves to text hehe.


Yeah i love the idea you put forward about how contracts could be issued, its was a major problem i had whenthinking of a better way to TAKE contracts. God knows how i missed using the bazaars hehe.


Do you think there should be a requirement in order to issue and take contracts via the bazaar/hunting terminal?

Or can anyoneissue and take hunting contracts?

Message Edited by Owen-Lars on 07-12-2004 01:56 PM



THORTAC BALCOR
The Lost Ranger
RANGER
AgonThalia
Mon Jul 12, 2004 6:01 am
#72

I dont think that there should be requirements as anyone who can harvest is a scout... and there will always be a need for gring/ quality stuff.

The only real problem that i just thought about is the 6k credit cap. If an armorsmith or doc is willing to put, 1000 bids on the vendor to fulfill a 6mil contract, then there will need to be a special bazaar or a cap removal for buyers.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Owen-Lars
Mon Jul 12, 2004 6:05 am
#73

Hmm yeah, i know the devs have said the bazaar is going to get a massive overhaul so maybe this could be a feature they could add or even add as a seperate feature.



THORTAC BALCOR
The Lost Ranger
RANGER
poser00002
Mon Jul 12, 2004 6:17 am
#74

On taking orders it should beatleast novice ranger. It should not fall under scout as there just scouts. IT would be a bounes to go ranger is that u can take orders. Maybe make it master ranger that u can go to a cabin or camp terminal depends on howthey goin todrop off orders.



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
Owen-Lars
Mon Jul 12, 2004 6:23 am
#75

Hmm yeah taking the contracts and using the ranger terminal could be ok if it was ranger orientated, but then scouts should still be able to fullfill contracts by using the right terminal.


They have harvest commands too so perhaps they get to take contracts too from the terminal issuedbut weget a better and much more 'professional' way of taking contracts instead.


How about that? Like agon said, there will always be demand for grind stuff



THORTAC BALCOR
The Lost Ranger
RANGER
Phenix1050
Tue Jul 13, 2004 12:17 am
#76

perhaps a "price cap". I.E. the scout couldn't take orders for 100cpu stuff from the terminal (much like a mission termial won't let a single novice brawler get an enraged Rancor mission. Thus the scout could check if there were grind resources they could provide, but a Ranger could get the best stuff...perhaps even an increae over the course of the Ranger skills. At master, there is no restriction.



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
Tue Jul 13, 2004 12:41 am
#77

Good idea



THORTAC BALCOR
The Lost Ranger
RANGER
poser00002
Tue Jul 13, 2004 6:36 am
#78

to take phenix idea i bit maybe make it 15 cpu for novice scout and say 30 for master scout. Novice ranger 40 cpu and every box up add 5 cpu to the cap. Then ranger unlimted cap.



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
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