Ranger Archive

Thread: What I would add to the Ranger Profession

PopeTom
Fri Jul 18, 2003 5:22 am
#1

While I know some of these ideas have been touched on by others some of them did enter my mind on their own while others wee inspired by the posts of other members of this board.

I am including them all just to make sure my thought is complete.


Wayfaring:

Mostly I think this skill tree is ok. A master scout can already move up any slope at quite a good speed. I do not know how quickly one can crawl at level IV though as I have not reached that point yet. If I were to add anything to this I'd make it slightly modify swim speed as well, but not as much as it does slope movement or crawling speed. Some people think there should be an ability here that hides the ranger's dot from other PCs radar and/or make them invisible in the main screen but honestly I think those skills are more in the realm of the Rifleman/Sniper.


Frontiering:

Now from what I have read here the two base kits that a ranger gets with this skill tree don't just poof on their own, they actually hang around until the ranger disbands them him/her self.

As long as this is correct and not some kind of bug that will be fixed at some point I think this makes the skill tree pretty much worth it. The only thing I might change is to add two optional item boxes to the schematic. One box would be for a factory crate of food the other for a factory crate of drink. If the base kit is made with both of these optional boxes filled then the base built would also allow entertainers to heal battle fatigue in the base.


Field Bioscience:

At first I thought this tree was ok as is. Then some one here mentioned hunting blinds. I think they would have included them under frontiering, personally I'd put them here.

I'd have two kinds of blinds, both made from some kind of wood, some metal to stick the wood together, something represent the actual camouflage (grain or some other kind of 'plant' resource), and polymer to stick the camouflage onto the blind.


Both would increase the camouflage skill of anyone inside them the 2nd blind doing so more then the 1st(they should show up in the world as a circle type structure so anyone can easily see where inside and outside it is.)


I'd limit them a bit too you can only fire a weapon while standing in the 1st level blind and you can only fire while kneeling or standing in the 2nd.


Both should hang around in the world for a while after the ranger who built it leaves them so he/she can run out to forage fallen creatures. Also so that the ranger can leave the blind if about to engage in melee as I think that if the ranger gets involved in melee combat in the blind it should be destroyed.


Advanced Trapping:

I'd do a few things here.


1st, new traps:


Herbivore Musk - Made similar to glow juice trap but uses herbivore meat in place of the glowy bit in the glow juice trap. Trap would not cause agro on the ranger who threw it. Only affects carnivore type creatures. When thrown at a carnivore in a group makes others think it is an eating animal and they then proceed to attack it.


Carnivore Musk - Made the same as above just switch herbivore meat w/ carnivore meat. Also does not cause agro on the ranger. Only affects herbivores. When thrown at a herbivore among a group of herbivore the others mistake the target to be a carnivore and act appropriately (run away, attack, whatever the AI is set to do).


Herbivore Bait - Made from grain(the bait) and hide (sack to put bait in and throw). Does not cause argo on ranger. This area effect trap will cause all herbivores in the effected area to move towards the coordinates of the target creature.


Carnivore Bait - Made from meat(the bait) and hide(sack to put bait in and throw). Does not cause agro on ranger. This area effect trap will cause allcarnivores in the effected area to move towards the coordinates of the target creature.


The two bait traps are both to make the two area effect traps the ranger gets more effective and also would allow the ranger to help the commando set up attacks on groups of creatures.

Also since none of the traps I proposed above cause agro on the ranger the xp rewarded for successfully using them should be lowered dramatically. Unless of course the ranger gets agro if the trap fails, in which case xp for success should be rewarded normally.


Also I wouldadd two trap using tools. Asfar as I can tell currently the max range you can throw a trap is about 50m, these tools would help to increase that range.


Trap Sling -Made from metal, some sort of springy chemical (I'm thinking more like a sling shot), and a little bit of hide.When equipped increases the trap throwing range to 70m. You can equip this item and a weapon at the same time.


Trap Muzzle Launcher - Made from metal, solid or liquid energy, some hide and bone to hold the trap on. This item is built in stacks as one will be used up with each trap launched. Can not equip this and sling at the same time. Much have a range weapon equipped to use. When equipped increases the trap throwing range to 100m.


New animations would probably be needed though to make the above look good.


Also all traps seem to only have the durability quality as part of experimentation. I would like to see Effectiveness added to this as well. A more effective trap should have greater negative effect on the creature it effects, or have it's effect last longer, or have a better chance of actually working on the target, or possibly any combination of some or all of these.


That's my $0.02


-PT
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