Ranger Archive
Thread: Ranger Revamp: The Focus (Tier Names)
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.
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.
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
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
Message Edited by Owen-Lars on 02-07-2005 01:55 PM
- 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
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.