Ranger Archive

Thread: The Outdoorsman...

GTOfire
Wed Jan 14, 2004 11:57 am
#79

I recently thought up one last possibility for the Ranger profession, which with this almost finished proposal is made too late to be considered with seriousness, but who knows, I'll try anyway.


Some people think a Ranger should be useful as a para-military type, others believe it's a creature centred profession, or an environment centred profession.


Why not divide the profession up like that? One environment tree which is pretty much equivalent to the camping branch. One creature tree with the knowledge and traps. One concealment tree with the gillie suit and an upped maskscent ability. And one paramilitary tree with the things mentioned in that respect like PvP cloaking, player traps, humanoid modules for the camps created with the environment tree (perhaps some bases not requiring that tree at all, like the fortification thing) and player tracking.



Just a thought waiting to be fleshed out for a little too long and thereby possibly made useless, but I thought it was worth mentioning anyway.




--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
NRaas
Wed Jan 14, 2004 12:32 pm
#80

"what exactly is our time frame for figuring stuff out.?"


I am pushing for a release next week in order tohave our position solidified before the developers cycle back around to us in the schedule.



  • Though thatwill be in a couple months at least, I would like the developers in the proper frame of mind before then.




Ranger Threads
State of the Profession
The Outdoorsman
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NRaas
Wed Jan 14, 2004 12:41 pm
#81

"a stacking 1.5 damage modifier (2 at Master)on ALL attacks for 5 seconds rather then 2x/4x for 15 for default attacks sounds fair to me"


Ok... Thebonus of /ambush was only intended to affect the first attack, and only the first attack, performed.


Are you suggesting a change in that concept?





Ranger Threads
State of the Profession
The Outdoorsman
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NRaas
Wed Jan 14, 2004 12:52 pm
#82

"Some people think a Ranger should be useful as a para-military type, others believe it's a creature centred profession, or an environment centred profession."


Considerthe Ranger profession:



  • When the game launched, it had harvesting bonuses, a creature-to-hit bonus, and traps that only worked on creatures.

It was obvious that the original intent of the profession was a "creature" profession. And it was only after launch that things started to get muddled.


The Paramilitary aspect rose from the name of the profession: Ranger. The name really should have beenBig GameHunter or whatever from the very beginning to avoid this confusion.


But now that we havea community of various players angling to push the profession in a direction the developers never intended.


What theOutdoorsman definition tries to fulfill is the developersinitialintention with what the community has grown into (far beyond the "creature" aspect).





Ranger Threads
State of the Profession
The Outdoorsman
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Gelotri
Wed Jan 14, 2004 2:00 pm
#83



NRaas wrote:

"The to-hit skills should probably apply to the CH as well as they know creature behaviors as well as we do since they train the boogers."

I'm game, if the CH so choose towant them... Until then I'm not writing the CH proposal.




LOL....Good point...but you are a great guy...figured what the heck....



Gelotri - Shadowfire - Elder CL90 Jedi
EX Master Pikeman - EX Master Ranger - EX Master Tera Kasai - EX Master Marksman - EX Master Bounty Hunter - EX Master Creature Handler - EX Master Swords

***That which Does not kill us, only affects our HAx***
DarthMercilous
Wed Jan 14, 2004 4:27 pm
#84

While I agree, this is truely fantastic and I would love to see this brought in, Rangers in the Star Wars Universe also played a major role in space, perhaps we should also be working towards how we're going to fit into the SE so the devs can take the ideas on board now rather than later.



Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
Spekter
Wed Jan 14, 2004 9:47 pm
#85






Rancorrider4 wrote:

Hmmm...I'm at a loss of words. It's tough to articulate what an incredible jobN'Raas has done with this. I hope the community has noticed that N'Raas never replies or responds to the compliments given to him, remaining humble, and tirelessly continuing to work for our cause. I sincerely wish there was a way he could be rewarded for all of his work and for his putting up with our numerous suggestions and complaints.





On the other hand, if he took the time to respond to all the compliments he gets, he'd never havetime to do any of the correspondent work that he does. Do a search of "Great N'Raas" and I'm sure you'd get a thousand hits. I think he knows he's appreciated.




---



...I don't want to sell you deathsticks...I want to go home and rethink my life...
NRaas
Wed Jan 14, 2004 10:05 pm
#86

I have updated the first post to now point to an HTML version of the document.


Thanks againSpekter, for the grammar and spell checking.





Ranger Threads
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The Outdoorsman
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Gelotri
Thu Jan 15, 2004 1:34 am
#87

NRaas...I finally got around to reading the document in its entirety. Wonderfully laid out. I do have some comments that may make some sense to me anyways.....


1. The Covert Detector Mod - Who currently makes the covert detector for cities? Does the Squad Leader have crafting abilities currently? Just asking.....I am not totally familiar with the SL professions so this is a genuine question. I think who ever makes the current version of covert detector should be the one that can create it.


2. Mine Field Mod - Same question and suggestion.


3. Live Trap - Instead of having the thing stored in the datapad (100 item limit) it should be stored in the Inventory (60) thus limiting the number of trapped creatures. It shouldnt be storable in the backpack and should probably look much like the creature habitat or sealed container we usually find around and take to smugglers for slicing. That makes more sense to me and the visual is more realistic. The live catch must be transfered in the trade window or could be placed on a vendor? So someone (Creature Handler/Bio-Engineer) must take physical posession of the item before release can be effected. If the creature is released by anyone that is not a CH (for control purposes) the creature auto-attacks upon leaving the container (I would be pissed if someone locked me in a container). Thus increasing the inter-dependance between the CH and BE professions. Everyone benefits.


4. The Creature Combat bonuses - The to-hit skills should probably apply to the CH as well as they know creature behaviors as well as we do since they train the boogers. This would allow us to share some commonality. If a Ranger has CH skills maybe (and this is a Hail Mary) the bonuses would stack?


I dont know if I may be way off base with these but figured....nothing ventured....nothing gained





Gelotri - Shadowfire - Elder CL90 Jedi
EX Master Pikeman - EX Master Ranger - EX Master Tera Kasai - EX Master Marksman - EX Master Bounty Hunter - EX Master Creature Handler - EX Master Swords

***That which Does not kill us, only affects our HAx***
NRaas
Thu Jan 15, 2004 1:53 am
#88

"Who currently makes the covert detector for cities? Does the Squad Leader have crafting abilities currently?"


I believe it is a Faction Reward you purchase from the recruiter.


"Instead of having the thing stored in the datapad (100 item limit) it should be stored in the Inventory (60) thus limiting the number of trapped creatures."


What is the limit of CH pets a player can drag around in there datapad right now? I was thinking it would be limited in the same manner.


In general, the inventory is limited to deeds and such, rather than the realizedbeings (Droids, Pets, etc. are all stored in the datapad).


And I believe the effect was limited to only baby creatures for use by CH as they are easier to corral than full grown beasts (which would require more skill in handling than a Ranger has on his own).


"The to-hit skills should probably apply to the CH as well as they know creature behaviors as well as we do since they train the boogers."


I'm game, if the CH so choose towant them... Until then I'm not writing the CH proposal.





Ranger Threads
State of the Profession
The Outdoorsman
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GTOfire
Thu Jan 15, 2004 5:14 am
#89

My bad I guess. I must have misread the /ambush thing. i thought it was a 2x or 4x damage modifier for all default attacks done within 15 seconds of the command. I personally think it's not unfair to do the 1.5 on all for the first 5 seconds deal, because if the first attack isn't a knockdown, the damage modifier done with the ambush is useless again because it'll be less in the big picture then if you would do a knockdown and a special.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
Squidwalker
Thu Jan 15, 2004 11:36 am
#90

I say we keep the /ambush or what ever we call it, be for the frist attack only. It is more appropriate, and more balancing that way. But if we want to make it better dmg, then lets lower it, and make it usable on all attacks.


Say at skill level 1 you get 1.5 x damage to any attack, and at master you get 3x damage. Yes 3x say a special of x3 is a lot. But that is for first attack to only one creature. If you are solo, that only helps you get the first one down. This skill is meant for the high level mobs, and you have to decide on whether to use it and loose /conceal or to not use it and keep my defence mod. Personally if I was attacking a single mob I would use this atack, but if attackig a group of say 3 or more high levels, I would not. I would rather keep the defence for fighting all of them.




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
NRaas
Thu Jan 15, 2004 12:21 pm
#91

"Say at skill level 1 you get 1.5 x damage to any attack, and at master you get 3x damage."


Good call... I changed it to that last night.





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