Ranger Archive
Thread: The trap crafting debate is resolved :).
maigy wrote:
ok I know I was going to post anymore in this thread, but since you asked, and I hadnt removed this from my subscriptions yet... I will give you a few of the thoughts that I had
Makkaio wrote:
Possible Ideas for the subs that could go into the final assemble would be
Stun - adds stun + small damage
dizzy- adds dizzy+ small damage
fragmentation- adds increased AOE + moderate damage
Concussive- adds KD+ small damage
element- adds corresponding elemental damage
High explosive- adds Heavy damage
So for example at master ranger you could make a mine that can have upto 3 of these modules... so you could have a single mine that causes stun + dizzy+KD but the damage wouldnt be as great. And of course there sint a 100% chance of causing this stats... just the standard chance.
This is all of the top of my head, I ahve never really thought about anything like this before... It just seemed cool.
Which would be way to over powering, which would be then nerfed into oblivion so we would be stuck with crappy special weapons that we would lose the ability to make our selves...
No thanks
Rolfie wrote:
Try a Crafting droid requires less skill points thana HTFB.
You have fun with your little droid. My HTFB is bigger.
Alright, Mr. Negativo!
Maxanto wrote:
Makkaio wrote:
Possible Ideas for the subs that could go into the final assemble would be
Stun - adds stun + small damage
dizzy- adds dizzy+ small damage
fragmentation- adds increased AOE + moderate damage
Concussive- adds KD+ small damage
element- adds corresponding elemental damage
High explosive- adds Heavy damage
So for example at master ranger you could make a mine that can have upto 3 of these modules... so you could have a single mine that causes stun + dizzy+KD but the damage wouldnt be as great. And of course there sint a 100% chance of causing this stats... just the standard chance.
This is all of the top of my head, I ahve never really thought about anything like this before... It just seemed cool.
Which would be way to over powering, which would be then nerfed into oblivion so we would be stuck with crappy special weapons that we would lose the ability to make our selves...
No thanks
Phenix1050 wrote:
i think I'll take this opportunity to test out today's word from the "L337-5p34k w0rd 0f th3 d4y" callendar I got...
wh3wt!!!!!
success! my eyes melted! it MUST be leet!
lmao!!
Good stuff Calc. Thank you. ![]()
maigy wrote:
One last thing about the current proposed implementation of the mines... These mines will be able to be experiemented on, that means that to if you just make the mine with out experiemnting on it it will be at about 30% effectiveness... to get it to 100% you will need to make them at a crafting station and then you will want to do a factory run to get the most out of them... otherwise you will be severly gimping yourself. You will most likely not be making them in field, because they willl probably really suck if you do.
That's speculation at this point, because we've had no official word of how experimentation will effect them. I understand you're calling from your experience of weaponsmith, which I bow down to because I've never been one. Although we've no idea if Ranger traps will experiment like weaponsmith weapons.
We'll have to wait and see.
ok I know I was going to post anymore in this thread, but since you asked, and I hadnt removed this from my subscriptions yet... I will give you a few of the thoughts that I had.
Not really the point. Coming into our boards and blaming us for a revamp that we're getting was bound to rub a few people the wrong way. There were more constructive ways, such as this final post by you to get your point across. It would be like me going on the weaponsmith message boards and blaming all of you for the speed and damage caps that the developers put on the product you make and wanting more out of you.
at x level in ranger perhaps novice or tier 1 you would get the ability to make the base mine... no subcomponents... just plan I am in the field I need a mine type of deal.
as you progress through the tiers you would be able to add additional sub-components to the mine... this might cap at 3 subs at master ranger
the loot such as kilcknick gland and acklay venom is already used for crafting the sub-components in grenades, so I would assume it would be easy to port over to the sub-components for mines... so these enhancer could be used in the subs.
Possible Ideas for the subs that could go into the final assemble would be
Stun - adds stun + small damage
dizzy- adds dizzy+ small damage
fragmentation- adds increased AOE + moderate damage
Concussive- adds KD+ small damage
element- adds corresponding elemental damage
High explosive- adds Heavy damage
So for example at master ranger you could make a mine that can have upto 3 of these modules... so you could have a single mine that causes stun + dizzy+KD but the damage wouldnt be as great. And of course there sint a 100% chance of causing this stats... just the standard chance.
This is all of the top of my head, I ahve never really thought about anything like this before... It just seemed cool.
This is one ranger that totally agrees with you. I really like these ideas.
I'm completely guessing here, however, but I think one reason the traps are being kept in the ranger tree is because they are more than just a single-aspect system. Remember, we cannot only place the traps, but we can conceal them. In addition, we can try to detect them and we can try to disarm them. Plus they have three different triggers. We cancustomize everything about how and when they are fired. Plus they all do different things when they are set off. They can also be programmed and bio-encoded to work on a specific target. That'squite a lot of coding behind the scenes that is tied to our little old traps. Maybe as a form of function, they are being kept in the realm of the ranger tree.
Also, do you really want an order from me for 100 traps...30 of them with HX2 Mine Bodieswith timed triggers...10 of those with 5 second timers, 10 with10 second timers and 10with 15 second timers...30 snare traps with proximity triggers...10 of those programmed to snare my favorite Imperial jedi during and upcoming base raid...etc...If I was a weaponsmith, which I was for a short time, that would drive me absolutely nuts.
PS - One last thing about the current proposed implementation of the mines... These mines will be able to be experiemented on, that means that to if you just make the mine with out experiemnting on it it will be at about 30% effectiveness... to get it to 100% you will need to make them at a crafting station and then you will want to do a factory run to get the most out of them... otherwise you will be severly gimping yourself. You will most likely not be making them in field, because they willl probably really suck if you do.
Hence, we finally have a real use for the high tech field base camp kit that we've been begging for the past three years!
Message Edited by maigy on 09-28-2005 01:18 PM
Makkaio wrote:
Alright, Mr. Negativo!
Maxanto wrote:
Makkaio wrote:
Possible Ideas for the subs that could go into the final assemble would be
Stun - adds stun + small damage
dizzy- adds dizzy+ small damage
fragmentation- adds increased AOE + moderate damage
Concussive- adds KD+ small damage
element- adds corresponding elemental damage
High explosive- adds Heavy damage
So for example at master ranger you could make a mine that can have upto 3 of these modules... so you could have a single mine that causes stun + dizzy+KD but the damage wouldnt be as great. And of course there sint a 100% chance of causing this stats... just the standard chance.
This is all of the top of my head, I ahve never really thought about anything like this before... It just seemed cool.
Which would be way to over powering, which would be then nerfed into oblivion so we would be stuck with crappy special weapons that we would lose the ability to make our selves...
No thanks
These things could be scaled to not be overpowered. And her point was to have these components in addition to our standard traps as outlined in the profession notes. You wouldn't "lose" anything.
lol yea I liked the idea too... but come one ive played the game since day 1 I know how these devs think. call me Mr. Negitive thats fine, I call myself Mr. Realism. Makkiao its a cool idea but I doubt it will ever fly.
Makkaio wrote:
LOL, Atiro. Been here since day one, too. I know how you feel. Also, just to clear things up, those weren't my ideas. I was responding to a previous post. My comments were the ones in red.
Yes they were my Ideas... and TBH I really dont think the devs would do something cool like that, but they did do the new cool pet abilities, so it might be possible.
Message Edited by maigy on 09-29-2005 08:12 AM