Ranger Archive

Thread: Naysayers get PWNED

Deadtech
Fri Sep 16, 2005 8:34 pm
#66

Holy s###. I have a few drinks and watch a movie and come back to this. I need to read. brb.



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Zandreff
Fri Sep 16, 2005 8:35 pm
#67

GrigsOnia, I was just saying at least something should carry over into Ranger, thats all. I like that we're going to be more that a super Scout.


Also, will Ranger require Master Scout or only two lines from Scout as most of the other proff do?


GrigsOnia
Fri Sep 16, 2005 8:37 pm
#68






Zandreff wrote:

GrigsOnia, I was just saying at least something should carry over into Ranger, thats all. I like that we're going to be more that a super Scout.


Also, will Ranger require Master Scout or only two lines from Scout as most of the other proff do?







Understandable, it does hurt a little, butI like the new direction. Though it seems like what isn't being kept is being put into Scout. And I think they are lowering the prerequisites, though I'm not sure.



Grigs Onia

Ranger is a lifestyle, long may it endure!
12/25/03-11/15/05
Zandreff
Fri Sep 16, 2005 8:46 pm
#69

Hmmm...if it's all being put into Scout, I'll probably keep Master Scout. Don't want to lose any of what I can do now if droping two trees is all Ranger needs. Ifsurvival isn't needed,I still want my camps, and hunting isn't needed, I still want to harvest. Trapping and exploring being the two I assume would be the two trees needed to go Ranger.
Nemo0
Fri Sep 16, 2005 8:47 pm
#70

I'm going to repost a quote from the discussion thread as I feel it is somewhat relavent here. Note: I do not necessarily agree with the implications of all this, I am just stating what I believe the Devs are trying to do. And sorry about the formatting but I'm too lazy to put all the right HTML codes in and the graphical editor won't let me click the submit button. I have dashes trying to seperate everything. I hope it makes some sense. But I'm sure it won't so look in the original thread for the orignal post. First post on this page should be a quote of the post below.
Edit: Doh, it seems like some posts are getting deleted in there. Possibly find it somewhere on the page of the new link.


Nemo0 wrote:
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Bionic wrote:
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Nemo0 wrote:
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Bionic wrote:
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Helios_SOE wrote:
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Dyrwen wrote:
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Ohmigodohmigod must read link

Edit 2: Whoa, we're Rogues now. Theft as a Ranger? Weird. The smugglers are going to be mad.

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Think more "spy-ish" than "rogue-ish".

Imagine, sneaking into a place, setting a string between two walls (to make sure no bad guys surprise you), detecting a trap in the hallway and disarming it, slowly pushing through the door - only to see the big evil boss sitting in a chair - his back facing you... you slowly sneak over to him, reach into his pocket and swipe the secret weapon plans - undetected (and good thing too, because this guy would have taken you apart)... you easily sneak back out of the compound... only to get to the front door... you see a bright flash in the air above you, accompanied by a big *POP*- someone set off a Gambit and you have been revealed!

I hope you brought your crossbow skills.... (note: I think this was originally carbine but seems to have been changed in someone's quoting)


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I'm sorry, that sounds exactly like a rogue in any dungeon-crawling game. The only difference is the level of technology used. A fencer using a blade made out of bone doesn't become a Jedi by using a lightsaber instead, despite them both being one-handed weapon users.

A ranger should be able to do more than just hide himself or bring others out of hiding, really.

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I think the point is more that the emphasis is on spying than on thievery. I.E. Rangers are slated to be the "spies" you heard about in the movies. It is somewhat roguish in practice but with a GCW twist. Quite a big departure from the old Ranger but still sounds like it should be fun.

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Shouldn't smugglers with their "Underworld," "Delinquency," and "Dirty Fighting" skill lines be doing the spying, thievery, and rogueish activities, GCW twists or otherwise?

Or else what are Smugglers supposed to be? Law-abiding citizens who take legal cargo from one place to another?

In your example, the bothan spies from the movies? I'm pretty sure they smuggled the plans out. I don't think they made themselves invisible and then picked the pocket of their big, evil boss.

Message Edited by Bionic on 09-16-2005 10:54 PM

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I'm not arguing that Rangers SHOULD be getting the skills over a profession like Smuggler. I'm just saying that it seems like that is the role the Devs are choosing for Ranger.

I'd argue that Rangers deserve stealth, recon, and traps (building upon the similar scout skills). The stealing part probably fits more into the Smuggler profession as things stand now but it wouldn't be especially useful without the stealth portion of things. I think it is destined for the Ranger profession mostly because it fits with other skills that fit in Ranger. While Han Solo might have been great at getting what he wanted by smooth talking people and hiding the items where people wouldn't look, he wasn't exactly the most subtle person (running down a hallway screaming at Storm Troopers is not a good way to keep them unaware of you, and he "never thought he would be smuggling himself" in his smuggling compartments). In a game, some concessions have to be made. I think the Devs decided this was going to be one of them.

It sounds like Smugglers will be the specialists at getting items past authorities while Rangers might be focused on getting the information (and possibly some items) from the enemy. So, once you have the item or information you need you give it to a Smuggler to get to where it needs to go. It's a very wishy washy split but it sounds to me like this is the current division of things.

Also, Master Ranger/Master Smuggler sounds like it is finally an option so that a single player can get both sides of things.

Message Edited by Nemo0 on 09-17-2005 04:49 AM



Lythender Nirou
Crazy Bothan


Deadtech
Fri Sep 16, 2005 9:15 pm
#71

K, did a bit of reading. Yeh the stealing part seems a bit smugglerish. That's going to step on some toes. Butif they drop the reqs for ranger down to 2 lines then I could always try smuggler/ranger. Make the roles work for each other. Not saying this could work but what if you were using stealth and feigned death. then out of nowhere you reappear in a group of people all unconcious looking on the ground in front of the,. Nice party trick. I need some time to ponder on this. All I know is I don't want to lose my Frontiersman title and I don't want to lose my HTFB's. Granted that's selfish, but it would feel as if my character was killed off. Guess I'll have to wait and see.



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AgonThalia
Fri Sep 16, 2005 9:25 pm
#72

Very cool.

Very different.

we were so used to being creature centric, and BAM!! now we're not.

over all a good move, the sci-fi / spec-ops ranger sounds very cool.. i miss the creature centric ranger... but im gonna have helluva lot of fun playing this.



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

KenjiTokugawa
Fri Sep 16, 2005 9:33 pm
#73



edit: nvm, looks like the smuggler missions are already in the works.....

Message Edited by KenjiTokugawa on 09-16-2005 09:39 PM



Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


Rolfie
Fri Sep 16, 2005 9:36 pm
#74

I actually like the changes.


With the harvesting and terrain negoiation skills being moved to the Scout line nothing stops a Ranger from being an outdoorsman.


What these changes do though is make the Rangers of SWG more like the Rangers in the Antarian format.


A Ranger someone who can still hunt and survive in the wilderness,with his Scout skills enhancedby his Ranger abilities. Skilled andversatile enough to take on high stealth missions, be a combat multiplier, and a reconnaisance expert.


If Scout skills are improved we lose next to nothing and gain so much.


Instead of the histrionics and the I quit post. Now is the time to help Helos and the Dev team tweak this Revamp document before the serious coding starts. We are more likely to see changes and tweaks now versus later after the code has been written and compiled.







Rolfie Master Ranger, Bantha Poo FTW

PoppaBear
Fri Sep 16, 2005 9:41 pm
#75

Like Calc said, the paramilitary Rangers win. I like the changes, but don't like a few as well. But like everyone else, I'll just have to see what the changes bring. But with so deep changes, I'm surprised they didn't change our profession to Antarian Ranger.




Bilos Ode-a
Soldier of the Rebellion
ioan
Fri Sep 16, 2005 10:12 pm
#76

I'll reread it, and give it time to sink in, but my first reaction is one of disappointment. As an MCH/Master Ranger, I'm not interested enoughin hunting people, to give up the wilderness abilities.



Emaa
Starsider
Master Ranger / Master Creature Handler / Taun taun Handler #3

For your Ranger, Camping and Creature Resource needs, visit the No-Trace Survival Trading Post in Mos Taike, Tatooine (3500, 2000).

Mount and Vehicle Speeds Revealed in the CH FAQ
Beladan
Fri Sep 16, 2005 10:27 pm
#77

So much creature centric stuff gets pushed to scout. Maybe even most? Are we expecting to see an alternate creature centric elite profession being developed?


I'm thrilled for the spec-ops folks but this is a hard blow for the outdoorsman type rangers. I find myself strangely attracted to the latter rather than the former.



Time will tell I see


ioan
Fri Sep 16, 2005 10:38 pm
#78


Perhaps I'm overlooking it, but is it possible to use the new traps against creatures?



Emaa
Starsider
Master Ranger / Master Creature Handler / Taun taun Handler #3

For your Ranger, Camping and Creature Resource needs, visit the No-Trace Survival Trading Post in Mos Taike, Tatooine (3500, 2000).

Mount and Vehicle Speeds Revealed in the CH FAQ
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