Ranger Archive
Thread: State of the Profession (Sep 12 / 2003)
I posted a couple of days ago about being able to experiment on Camo Kits. I have since read Crafting 101 at the following link. http://members.shaw.ca/nraas/ranger/
It answered a lot of my questions. You can indeed experiment on Camo Kits, but can not experiment on traps and camps. The amount of experimentation points that you get on Camo Kits does not have anything to do with Artisan as I am not even a Novice Artisan anymore. It appears to be directly related to your Camoflauge skill. I have Wayfaring III and thus +80 Camoflauge. I have 8 experimentation points to play with on a Camo Kit (You must be using a Weapon, Droid and General item Crafting Tool near a Crafting Station of the same type...this will not work with a Generic Crafting Tool) At Master Ranger, you get another +20 to Camoflauge and I believe that will give you 10 experimentation points to play with. Any Master Rangers reading this could verify.
Currently you can only experiment in one line to increase the number of charges in the Camo Kit. I would like to see more experimentation lines added. We should be able to experiment on the number of charges, duration, and effectivesss of the Camo Kit.
Now if they will just add experimentation ability to traps and camps, where your experimentation points for those items is derived from you Survival/Frontier skill and Trapping skills, life would be swell.
"I believe that will give you 10 experimentation points to play with."
- Yes. Since Bothans have a +15 bonus, they actually get 11 points (lucky dogs).
"where your experimentation points for those items is derived from you Survival/Frontier skill and Trapping skills, life would be swell"
- Yes, I suspect that is what will happen once the developer revamps the camp and trap lines. ![]()
I would still like to see maskscent progress further into the Ranger tree, as it once did. Camo kits are not only cost prohibitive for general use, but overkill (IMHO) for a solo adventurer. For application to other players, yes -- conceal and camo kits should be used. But please reinstate maskscent for solo use in the Ranger tree.
Further, fix Bothans to include both a camo bonus and a maskscent bonus. In spliting Camouflage into separateCamouflage and Mask Scent modifiers, the Bothan ability only becomes useful at Ranger level. The addition ofa Mask Scent modifier would make their ability useful at Scout level, as well.
NRaas,
Hi, could you please addess my last post in this thread.
Thanks!
Can we please have the ability to craft something like ranger medpacs from harvested organics or something like that? Something to stop poisoning or disease? Already I have been diseased twice on Endor and there was not a doctor around. I even did a player search and nothing. Besides it would of been too late for a doctor to reach where I was and thats only if he was lucky enough to avoid the aggros. All to often rangers will solo on planets like Endor or Dathomir, and sometimes doctors are just nottoo happy about following rangers into places like that just keep the ranger alive.I'm not asking for doctor quality medpacs here, and I dont care if takes 2 or 3 of the ranger medpacs to stop the poison or disease, just something to aid us while we're out there. I know this might make us a little more self-sufficient, but that what's we are suppose to be somewhat. Ifinterdependency is required,then make one of the components for this craftableonly by doctors or even just medics. But please give us something.Its very hard trying to do anything on Endor with only 1 point in mind left because some stupid bird diseased you.
"Can we please have the ability to craft something like ranger medpacs from harvested organics or something like that? Something to stop poisoning or disease?"
- It has been suggested by someone else, to add some foraged herbs that will perform the sme effect.
- I will note it. ![]()
"First of all, has anyone ever used the Rescue Command with any success"
- Depends on how you define success. ![]()
- I have been able to /rescue my companion on occasion (it works best if the target stops attacking before you perform the action).
- I agree, it should probably have a greater chance at actually working than it does at the moment, or have a smaller mind drain so you can try it more often.
"I've seen posts in the past for some kind of Bow&Arrow/Crossbow type weapon added to our profession."
- I've made a note of it already, and I'll add it to the list when I get off work. ![]()
Rescue works in general, though not necessarily in all situations. Recently, a Krayt was chasing a doctor in the group. I /rescued the medic and the Krayt started chasing me. A few seconds later he went back to chasing the medic as the Krayt incapped me instantly.
Arasett wrote:
- First of all, has anyone ever used the Rescue Command with any success?? I have never even been in the position to use it anyway. I would like to see it removed or re-vamped.