Ranger Archive

Thread: Ranger Revamp: The Focus (Tier Names)

kujikiri
Fri Jan 07, 2005 10:04 am
#92

well put.

I think also as much as we rangers don't want to be super scouts that the scouts don't want to be lesser rangers.

Why can't we have a whole tier of ranger that is all about the combat aspects of being a ranger? Have that tier include recon and ambush skills. Some may say that would encourage dabbling, so what? If dabbling is so bad then each of the elite professions should be just 1 skill box that costs lots of points. Characters in swg are so diverse because of our ability to dabble. My thoughts on tiers run a bit like this:

1. Wilderness movement. Skills include movement and camo from critters. Skills are conceal, lure, distract.

2. Advanced survival. camps, foraging, creating herbal cures/enhancements.

3. Hunting. Creature bonuses, harvesting, traps, animal tracking.

4. Pathfinding. recon and infiltration skills, people and player tracking, rescue and people/player traps.

so if ranger means to you hunting, go 4040, if it means combat support maybe 4004, make herbal enhancements go 0400, but there will be some good top end levels of the skills in the master box to bring it all together as a true master of it all.
Almagill
Sun Jan 09, 2005 9:00 pm
#93



kujikiri wrote:
well put.

I think also as much as we rangers don't want to be super scouts that the scouts don't want to be lesser rangers.

Why can't we have a whole tier of ranger that is all about the combat aspects of being a ranger? Have that tier include recon and ambush skills. Some may say that would encourage dabbling, so what? If dabbling is so bad then each of the elite professions should be just 1 skill box that costs lots of points. Characters in swg are so diverse because of our ability to dabble. My thoughts on tiers run a bit like this:

1. Wilderness movement. Skills include movement and camo from critters. Skills are conceal, lure, distract.

2. Advanced survival. camps, foraging, creating herbal cures/enhancements.

3. Hunting. Creature bonuses, harvesting, traps, animal tracking.

4. Pathfinding. recon and infiltration skills, people and player tracking, rescue and people/player traps.

so if ranger means to you hunting, go 4040, if it means combat support maybe 4004, make herbal enhancements go 0400, but there will be some good top end levels of the skills in the master box to bring it all together as a true master of it all.




Now that approach I like.

While it's great to have people with their master Ranger tags and all, if the profession as a shole is able to offer ways for players to enhance their characters, be it by specialising in one or two lines OR using 'ranger' as the core for their character and picking and chosing in other profs, that's got to be good for us, the players and the game itself.

We need to be fully fleshed out 3d characters, not simple 2d cartoons.



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Ymegaar
Mon Jan 10, 2005 8:47 am
#94

Right then, my tuppence on the situation. Firstly let me say I am not a ranger. Have just finished scouting and it was where I was looking to go next which is why I came here to find out more about it. To find this discussion raging. So rangers, military or frontiersmen, or both. I was looking to do ranger because I wanted the whole, go anywhere, live off the land, hunt anything idea. Which is great, however surely one of the fun part of swg is groups and taking on either other players or npcs. And I end up feeling daft that, a) a trap that can hold a creature 5 times larger than a player can't affect a humanoid and b) I can hide from creatures with superior senses but can't avoid a group of hostile npcs. So to address what I'd like and what I feel about the character:-


If the Primary Role is recon/stealh = great, If I can hunt down and track squills, bantha's, etc I sure as hell should be able to follow a bunch of noisy storm troopers. The other thing to look at with this is where did scouts/rangers first come from. They were trackers, bushmen/woodsmen who then adapted their skills to track/hunt people as well.


If the sub roles are Hunting Guide = great, but would be nice if rangers were at the front of a group and leading it, called on for our skills as wilderness and animalexperts.


Survivalist = I like the idea of being able to know cures for poisons and possibly being able to manufacture and use/sell poisons as well? Use of plants/herbs as medical uses I like the idea of too. The further up the tier you go the better your poisons/medicines get? Someone mentioned a tent as a ranger's home. The idea of keeping one tent instead of making a new one each time. This to me seems a good idea, not necessarily as their home but it seems very wasteful to make a new one everytime you want to camp.


Ambush/Trapping = Trapping to me has always been 'taking something alive' As opposed to swg which has traps as differing grenades really.The idea of being able to sell a live creature would always seem to be a better way of making money then selling it's component parts. As for ambushes, not sure how you would set them up. To me an ambush is lying up in wait for someone/something. So unless you know exactly the route a convoy/herd/squad/person takes I don't know how you would pull this off. Unless of course you could mark a trail...the equivilent of dragging a bloody corpse over ground to leave a trail for something carniverous. Think Chewie on Endor with that carcass of meat. Or in the case of an npc leave a trail of loot, empty food container's that kinda thing to lure them in. Even, perhaps at the higher end of this tierthe use something electronic which sends a signal/ emits pheremones to creatures to lure them in. Or perhaps a radio signal to lure in npcs.



So maybe I'm barking up a tree here, but my general opinion is someone who is capable of tracking, hunting and trapping a wild animal should be able to do the same to npcs and players. However, if the Ranger character is going to undergo a revamp do I want to wait until it has before learning ranger skills or is all this wishful thinking with no time scale? And also as has so rightly been said, there is an awful lot to be said for hybrid chracters. If we were all rangers plus 1 weapons speciality would be a boring world.


Ymegaar (farstar)
Bethya
Mon Jan 10, 2005 9:05 am
#95


Hi Ymegaar, if you do go ranger, let me know as a fellow Farstarian!


Just a small penneth and I imagine it has been said before, but I've always been disappointed that the Master Ranger/Master Rifleman template which is common and which I have gone down is so sp heavy that I can't even get a sniff of Creature Handler... something I think it makes sense for Rangers to have as part of their template/hybrid look.




sand, soil and sea
d'nara ci-iki, master ranger, FarStar

Keep watch over the worlds, Encourage the faithful, Restore the lost, Build up the community;
so that you may be amongst those who are truly known as a Master Ranger.



Owen-Lars
Sat Jan 15, 2005 7:46 am
#96

Nice ideas guys, some good reading.


Sorry ive been away for a bit but ive had exams and courswork to do for univercity.


Back now but have 900+ messages to read on this forum alone lol



THORTAC BALCOR
The Lost Ranger
RANGER
surreal_entertainment
Wed Jan 19, 2005 12:06 am
#97

I'm just getting my two cents out there.

First, a ranger is a hunter. Now whether you choose to hunt an animal or a person... you're still hunting. Get it? Ok. So next, what to do about it.

Primary Role - Survivalist My reason for this is because life is above all else. You can die for a friend, but you still saved his life, so you're in fact a survivalist. You just didn't survive your life.

Sub-roles - Recon, Hunting

Tier 1 - Frontiersman - I know what you're all thinking. This is a given. However, I got a few ideas to spruce this up a bit. I still do not know the reason why people are allowed to spawn vehicles outside of cities or tents. The devs should never have allowed this as a tent became basically useless. Secondly, with Robot droids all over the place, it makes a camp even more useless. So here's some new ideas. Someone wrote earlier that a ranger really wouldn't need to have a house, because he should be able to just live in a tent. I like this idea. And I want to expand on it a little bit. In the beginning you make a tent. Then you're able to add a few items. Then you're able to add another tent to add even a few more items and so on and so on. Now the next part is kind of complicated, so stay with me.

SWG is an online game. It's online to get people to interact with people. Not to be lone heroes. We're meant to work together. So my idea is if you have a tent down and another ranger comes to town. He can just add onto your tents and before you know it, you have a mobile base. Secondly, this thing about the doctors sitting in front of the spaceports annoys the hell out of me. So only allow them to buff people in a medical facility or in a camp. And secondly, lower the numbers that a person can heal by using a droid. Make it higher in a tent.

A camp is for food, rest, heal, planning, and preparation. So, only allow people to eat in camps as well. And damn it. A camp entertainer should remove BF. Ok. Now for planning and preparation. Preparation comes with the ability for you to make better traps and this should also be the only place where you can add power-ups to weapons.

Now I know what a lot of you maybe thinking... he's gone nuts and wants everything to be used in a camp. Well, like I said... this game was created for online play to create interaction. So MAKE the players interact. Ok. Enough said.

Tier 2 - Hunter - Camo is used here to get in and out of places. This should work for real players as much as NPCs. Make it so they can't see a blip if a person has fatigues on. Then, don't allow that player to be TAB'd with the tab key. The only way the person can attack back is by /target whoever or by actually looking around and clicking on them. Line of sight needs to be 100% for this to work, though. Secondly, it'll actually make people night fight. When real fights actually occur.

Tier 3 - Recon - Information of [target] shall be given here. Instead of /areatrack to select a player, animal, or person, they should all be one. With the ability to just push a new tab button at the top of the screen to filter out information. Secondly, information should be a lot more fun to play with. The longer you're /areatracking a specific target, you should be able to get more information. You're skill level will just determine how long you have to /areatrack a target. Soooo, time for some examples of what I'm babbling about. Let's say I select a specific person from /areatrack. Right away I'll be given direction. A second or two later, the distance. A few seconds later, his health. A few seconds later his entire HAM bar. A few seconds later, what Armor he has on. A few seconds later, if he has a pet out or if he's grouped and with who. Then you can start getting information about that group. And maybe if you've been there watching this person for 5 to 6 hours or so, you should be able to hear spatial information from a few hundreds of meters away, immitating that you bugged him. Something like that.

Tier 4 - Assault - Quick assault or ambush. Either way, when you hunt an animal, you wait for it to get into perfect distance, with a clear clean shot. When you strike at a person or group, you all should have the ability to get a first couple shots in as they *panick* so you can eliminate them quicker.

A ranger is more than just a hunter. It's the one survivor.

Message Edited by surreal_entertainment on 01-18-2005 11:11 PM

Grozurr
Fri Jan 28, 2005 7:02 pm
#98

well i'm not even a ranger, though i have considered going the direction once or twice...

A couple guildies (1 who is and 1 who has been master ranger) and I got talking last night about a "ranger revemp" (we were thinking of professions other than smuggler that needed a revamp and got stuck on the cool things about ranger )

Anyway i'll give a description/idea of what we came up with as well as the sort of things we assumed or set as standards for the sake of not getting tied into too many things.


What we decided on first of all was that a master ranger should be a pve-focused temp, or more appropriately the pve profession of all pve professions. essentially the pve solo class to trump all others. A Master Ranger should be able to leave "civilization" (cities, outposts etc) for days or even weeks on end, only returning to town to purchase a new weapon, food, or travel from planet to planet. This would have to mean that a ranger should be able to avoid civilization and still withstand the combat-oriented "obsticles" such as wounds and Battle Fatigue.

THE BIG IDEAS WE HAD:

First off, we agreed that repealing the vehicle and pet calling abilities anywhere in the wild and restricting them to camps or greatly handicapping them (eg move the call time from 15 sec to 1.5 or 2 min) would benefit the profession. it would make camps more viable and useful, even if only for a limited use.

Camps should act as a PvE fortress. they should not disappear during battle to start, and should keep mobs of all kinds outside, as well as provide nearby members who are grouped with the ranger bonuses such as defense, accuracy, and possibly speed. Camps should also act as a "home away from home" for a ranger by (again) keeping enemies out and providing the ranger with battle fatigue and wound healing abilities (more depth below) as well as defensive bonuses, etc. to allow the ranger to be able to survive out in the wild better.

Master Rangers (only) should be able to harvest not just hide, bone, and meat, but all three at once. we felt this would provide a huge bonus to using the large number of skill points to master ranger and prevent dabbler templetes.

creature to-hit bonuses and accuracy and speed bonuses to ranged weapons. going along with the "stealthy, sneaky, jump-the-enemy" style of play, we thought a bonus to ranged weapons would be appropriate. nothing drastic, such as +5 when you hit master to accuracy and speed as an added bonus. Creature to-hit could be integrated into a tree and be more significant, supporting the idea that rangers have extensive creature knowledge and thus know weak points and how to hit 'em "where it hurts" more. effectively this could make either an accuracy or damage output bonus, but only on animal mobs. could be only for ranged or both ranged and melee weapons.

Healing. Again continuing the idea that rangers should be able to remain in the wild for extensive periods of time, we decided that again damps could be a solution. a camp would provide an accelerated wound AND BF healing rate, though the overall rate would still be slow and dependent on the camp's type (eg high-tech field kit would give 2x the rate as a given lower-level kit) this would ONLY apply to rangers, the feeling being that a ranger is confortable enough in the wild that the region itself would be enough to relieve the ranger of stress. scouts would not benefit from this skill, and the skill would allow different amounts of healing. BF would, for example, be only healable at master while health, action, and mind wounds would have heal speed affected by a skill mod. the other option we came up with was essentially wound medpack stims that could be constructed from materials foraged in the wild. they would require small amounts of resources such as "herbs" which could only be foraged for, would only be usable on the ranger who created them, and would have a highly-diminished effect on others (the ranger who crafted them can use them on himself/herself for a good heal, others recieve essentially nov medic woundpack heals). they would act as essentially a wound medpack, but would be called "wilderness survival kits" and again could only be used by the creating ranger. The idea behind this is that the ranger is in tune enough with his/her surroundings that he or she knows what things can heal them and how to apply them. the "natural herb medicine" of sorts.

Forage. not sure if rangers get this ability atm, but if not it needs to be added, and no matter what the circumstances, it needs to be increased. could be a skill for rangers allowing master to get more resource that novice.

More Camps. Not sure what everyone else's thinking, but imo the camps that you place on lok should look different (in both style and color) than the camps on dathomir. this could be either different camps for different planet, or just a different appearence when dropped. either way, similar plaets such as corellia and talus, lok ant tatooine, naboo and rori could have the same camp. It's completely an appearance factor, but would nonetheless make sense and look cool. (and i'll add that appearance is apparently important to the Devs because of the large amount of recent decoration loot added)

Well there's the ideas we came up with. hope some of it gets added to some extent. i'm sure i could pull 4 trees out of it, but i wont' bother for now.

Grozzer Agoutt
Kauri
evmiller
Sun Feb 06, 2005 6:11 pm
#99

Personally, I think you can't revamp Ranger unless Scout gets revamped at the same time. Why attempt to squeeze all these ideas in just the Ranger proffession when alot of should be used in scout instead. The way I think it should work is this. Scout is the proffession you should learn all the recon, stealth, survival, frontiering, exploration, tracking skills. Scouts should know all about living off the land and using recon skills like tracking while sneaking around the wilderness using camo and maskscent. Scouts, on the other hand don't know anything about traps, hunting, and animal biology. All they know how to do is aviod animals as they scout/recon. Rangers need scout as a pre-req. so they know all this scout/recon stuff already. Now they learn how to hunt these animals they've been avoiding as scouts and learn they're weekness. Rangers now learn how to use traps, and learn to be resistant to poison and disease. Basically scout is more Recon in nature with defensive skills to hide from animals whereas Rangers learn offensive skills to hunt the animals.



Evy Strader
Elder Ranger
Reb Pilot
Owen-Lars
Mon Feb 07, 2005 6:53 am
#100


Evmiller Wrote:


"Scout is the proffession you should learn all the recon, stealth, survival, frontiering, exploration, tracking skills"







Sorry but i hate this idea. Why go ranger when you get all those skills in a starting profession? I hate to sound sarcastic but wont it be fun everyone dabbling in scout to get our camps, our camo, our FORAGING!!! and our areatracking?



"Scouts, on the other hand don't know anything about traps, hunting, and animal biology" [Assuming ranger should get these]


So scouts become the stealthers, they become the survivalists, they become the trackers, they become the explorers and we become the most limited class in the game? No offense but that sucks big time. Creature centric is the worst and most limiting aspect about this profession, it keeps us from 80% of the content, limits ourattractiveness to groups even moreso, reduces 150 skill points to a dead weight when fighting npcs and give us no involvement in the end/elder game (PvP).


How about scout stays as it is teaching basic understandings of:

-Stealth (mask scent)

- Intel Gathering (creature knowledge)

- Trapping

- Survival (foraging)

- Habbitat Engineering (camps)

- Exploration and Pathfinding (TN)


Then if you desire you take these concepts and move into a new profession, the ranger profession. This profession uses these basic concepts used in scout to base a solid and well defined profession on bringing them into the pvp and pvnpc environment.


Ranger developes into an advanced understanding of:

- Stealth: Visualstealth (fade),radar scan jamming (radarimmunity), advanced creature/npc agro avoidance techniques (camo)

- Intel Gathering: Place mark (places agroup udatable wp on atarget),advanced creature knowledge

- Trapping: Ground traps, wilderness traps, advanced thrown traps

- Survival: Foraging, Survival Tools (created from foraged items to boose abilties)

- Habbitat Engineering: Fortifications, hunting camps, modular design

- Exploration and Pathfinding: Pathfinding(increased out of combat run speed),tracking, areatracking.



Id hate to see ranger stay as limited as it is, and even moreso if developed how you stated. This profession has to most potential out of any of the classes, yet has the least of this potential realised. This needs to change.


Again im sorry if my reply sounds harsh but i want ranger to move forward, something i (personally) dont think your suggestion does.


Message Edited by Owen-Lars on 02-07-2005 01:55 PM



THORTAC BALCOR
The Lost Ranger
RANGER
evmiller
Mon Feb 07, 2005 7:47 am
#101

"Id hate to see ranger stay as limited as it is, and even moreso if developed how you stated. This profession has to most potential out of any of the classes, yet has the least of this potential realised. This needs to change.

Again im sorry if my reply sounds harsh but i want ranger to move forward, something i (personally) dont think your suggestion does."


Well I supose I could have flesed my idea out a little better for ranger. As a wrote it, I don't blame you for your reaction to it Owen. The idea was simply to aviod the "Super Scout" situation by continuing the same trees from scout. I'd rather get rid of most of the current ranger skills, increase the values of the scout skills and come up with 4 separate and unique skill trees for Ranger. I just didn't listthe "new ones" in my post above, Just the ones that remained.



Evy Strader
Elder Ranger
Reb Pilot
Owen-Lars
Mon Feb 07, 2005 8:01 am
#102

Ah i see. Yeah sorry for biting out its just i think this profession can be so much more, i dont like to think of things being taken away too much heh, even if we would still have them through scout.



THORTAC BALCOR
The Lost Ranger
RANGER
DND_Cas
Mon Feb 07, 2005 8:24 am
#103


Id hate to see ranger stay as limited as it is, and even moreso if developed how you stated. This profession has to most potential out of any of the classes, yet has the least of this potential realised. This needs to change.


We've had some great proposals in this 'ere forum in our time but I don't see any of them "moving us foward" in the direction I think any of us want - as in they don't move us on from what most of what we currently believewedeserve tobe (not bashing those ideas they're great). Most of the stuff we want that sounds cool either:


  • treads dangerously close to squadleader territory

  • has little use outside of creature hunting

  • requires that SWG has some sort of "information" game (which currently it does not).

Personally I think the third point is the most important one to us. I really think we need to get together with the entertainers & smuggler communities and put together a plan for some sort of "information" game.


Message Edited by DND_Cas on 02-07-2005 03:26 PM



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
DND_Cas
Wed Feb 09, 2005 4:06 am
#104






surreal_entertainment wrote:


I'm curious... what kind of joint community information plan are you thinking of?




Rangers cannot be Rangers, in the sense of being a foward scout, with a mechanic to simulate that.


Anyone can walk upto an enemy base and say "here be an enemy base" and relay it to thier mates. Be nice if rangers could essentially put the co-ordinates of PvE & PvP enemy bases that they have scouted on factional terminals, or if neutral to sell to Jabbaor Lady Valarian,so that the co-ordinates were avaliable for attack groups to find (only per planet tho).


The joint information thing was really to spread this to smugglers and entertainers so that we weren't the only group able to get this sort of information. They're side is a little more complicated tho.


Entertainers would have a chance, while dancing or playing for other players, of "co-ercing" information about bases they have placed. They can then either put this on the factional terminals or if neutral sell it to a smuggler to take to Jabba/Lady Valarian. Once an entertainer has co-reced this information no-one else can co-erce it from that player.


Smugglers (possibly with the underworld line) wouldbebe the only ones who could move information from planet to planet as anyone else would get caught. Anyone can buy off Jabba or Lady Valarian but only smugglers can move it to tatooine from other planets.


Bit rough but thats basically what I meant.





Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
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