Ranger Archive

Thread: The Offensive Ranger (:D)

Seiryuu
Tue Jul 13, 2004 3:47 pm
#92

Sorry, I don't recall where I heard it. Take it as an ubsubstantiated rumor. Owen is correct that it matters little for most creatures -- toughness is far more beneficial.



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Squidwalker
Tue Jul 13, 2004 4:39 pm
#93

/agree


1. harvesting bonus

2. /track leading towards Owen's ideas on it. Woot.

3. damage multiplier for rangers, going up through ranger topping off at master. this works for any combatant, using melee or ranged.

4. "creature toughness" for pure damage reduction vs creatures building up through ranger topping off at master. as well as poison/disease resists.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
LastEE
Wed Jul 14, 2004 1:25 am
#94


Things that I think could be done to throw us a bone with minimal code changes and without majorly pissing too many ppl off. Numbers are tweakable or replacable with another mod. I still like the modular camps and static traps and whatnot, also...


And yes, most of my suggestions will help in the non-pve world too, but no-one else has "indoor only" limitations and making some of these creature specific may require adding new code rather than the very simple task of adding a #define


Novice Ranger

Max level of pets +2 (rather than making a specific pet do more damage, let us use slightly higher pets).


Wayfairing 1-4 (the line of "moving around")

Defensive Acuity +2 +3 +4 +5 (+6 more at master) Increases chance to react with counterattack, dodge, or block


Toughness +? +? +? +? (Master +?) (never figured out what this means exactly, number-wise)

Make conceal work on us again (I'm the most frequently agroed member of the group, even though I'm the ranger, okay that's a code change).

Wayfairing3: grant /sprint ability. Copy of burstrun code but withlower top speedand no set time limit... "tired" really means "no action left" or whatever but the action can be repeated indefinately ala surveying/sampling. Wearing bulky armor lowers your secondaries making this cost more and take longer to recover to where you can /sprint some more.

Wayfairing4: /Sneak


Frontiering1-4 (Meditating in the wild)

Fix camp repel agro

Add woundheal/pool regen and poison/disease cure modifier. Copy TK meditate line, so that anyone SITTING inside anycamp is automatically "meditating" with poison and disease cure needing say +75 to begin curing (non-scout needs to sit in a htfb, but master ranger can use a novice scout camp and get the poison to subside fairly rapidly). Some form of this is already implemented by the increased regen and woundheal sitting within camps, just make it meaningful past master scout. Master Ranger inside a HTFB would still regen fractionally compared to TKM. Get diseased by a bull rancor, you can run to the htfb and take a seat and the hunt isn't over now (though you may still need some medical attention to get back out in a timely fashion).

Max level of pets +1 +1 +1 +1 (Master +3) you are spending a lot of time outdoors, after-all presumably "communing with nature" NOT stalking and killing prey.

Add some rare stuff to the forage list... ie: disease and poison cure foods and salves, occasional "lost jewelry" or clasps, buried treasure chest, etc...


Tracking1-4 (Creature Knowledge)

Defense Vs DOTs (poison, disease, open wound)

Defense Vs State effects (stun, intimidate)

Damage increase (similar effect as a damage slice on the weapon but only affective against creatures)

/spook: Warningshot type command that works with any weapon


Trapping1-4

Power-ups with poison/disease DOTs with creature-looted(rancor disease gland, style - extraced by new radial option on creatures) or cm made components. May need "delivery cartridges" or"weapons upgrade kits"or "empty cartridge powerups" to make them go into weapons since it's got to be more precise than a jumble of bone and hide going into a gun, though putting a thin layer of poison on a knife blade any ranger should be able to do with a much shorter lifespan (say2 or 3hits)




Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
VeriBeri
Wed Jul 14, 2004 1:56 am
#95

yes, an increased damage/increased time modifier type bonus can be added to the trap branch. This can make that branch useful again.

Add to that a small change to the camo parameters to make it break noticably less than mask scent, and 3 out of 4 branches would be "desirable".

Plus camo that works on npcs and traps that work on npcs/players/pets and im back in no time. Camp branch can wait revamp.



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Beri Beri Syrin--ex Master Ranger & Veteran of the Great Hotpants Wars, current n00bissimo.
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