Ranger Archive
Thread: What would you like to see traps do?
Page 1 of 2
WornTraveler
Tue Apr 19, 2005 1:11 pm
#1
Hey, whoever said the bola, I agree. I saw that one on the history channels, a bunch of Argentinan cowboys take down an emu-thing with one hit, ll they had to do was walk over and slit it's throat.
Anyways, not asking fora Krayt Killer, but maybe somethign still pretty strong.
WeiQuin
Tue Apr 19, 2005 1:22 pm
#2
I agree with many of the previous posters... Traps should work against NPCs and PCs and apply the states that are described in the trap descriptions.
ZionHalcyon
Tue Apr 19, 2005 1:35 pm
#3
I would love to see a KD/Dizzy trap for animals, as well as a trap or 2 at master ranger that is designed to work against larger Mobs, like Gorax and Krayts and such, but what I don't know.
WildBil2Me
Tue Apr 19, 2005 1:39 pm
#4
I'm at the point where I think all traps should be 50/50 against White Cons with degrees of difference for each Con level beyond that.
If I'm CL 80 all of my traps should have a 50% (if not higher)effectiveness against CL 80 creatures.
BioEngine
Tue Apr 19, 2005 1:47 pm
#5
Awwww, my post about weapon attachments was ignored
WeiQuin wrote:
I agree with many of the previous posters... Traps should work against NPCs and PCs and apply the states that are described in the trap descriptions.
WildBil2Me
Tue Apr 19, 2005 1:48 pm
#6
I saw it and made a mental note. I think its a great idea if its possible.
BioEngine wrote:
Awwww, my post about weapon attachments was ignored
WeiQuin wrote:
I agree with many of the previous posters... Traps should work against NPCs and PCs and apply the states that are described in the trap descriptions.
BioEngine
Tue Apr 19, 2005 2:20 pm
#7
I just think it's the closest we'll get to a Ranger-specific weapon.
WildBil2Me wrote:
I saw it and made a mental note. I think its a great idea if its possible.
BioEngine wrote:
Awwww, my post about weapon attachments was ignored
WeiQuin wrote:
I agree with many of the previous posters... Traps should work against NPCs and PCs and apply the states that are described in the trap descriptions.
WildBil2Me
Tue Apr 19, 2005 3:16 pm
#9
JBMat wrote:
Work
JB
lol
Now, I wanted this to be a thread for realistic expectations. But JB has to go and shoot for the moon.
sheesh...
some people.
Xrystal
Tue Apr 19, 2005 3:18 pm
#10
Calculus_Entropy wrote:
I'd really like to see ground based traps (tripwire, and especially bait/lure traps)!
Yeah that could be cool .. maybe have some that stay there until they trap something ::laughs:: Place a few traps before you log out .. log in and you may find some of your traps have sprung.. some of them may have escaped somehow .. but woot .. could put an extra effect on trapping .. Set some traps on Corellia .. fly to Naboo and do some manual fighting .. come back to Corellia to find your traps have caught a creature (maybe even incapping it so you can mercifully kill it to harvest it) ::shrugs::
Tarnak_Archvold
Tue Apr 19, 2005 9:05 pm
#11
First I would like traps to come in larger stacks, and have experimentation similar to that of camouflage-kits, where we could further increase the stack size. Something like 20-50 uses would be good.
Secondly, I would like traps to have longer lasting effects, so that they could be more useful when fighting more then one target.
Thirdly, I would like then to have a better chance of affecting larger creatures. They should still be useful when a ranger was part of a big game hunt.
Fourthly, traps should be useable on the run. Our character should not stop and stand still to throw them. As that reduce thair usefulness from the more mobile fighting styles.
And lastly I would of cause like to have a more varied selection of traps to choose from.
Secondly, I would like traps to have longer lasting effects, so that they could be more useful when fighting more then one target.
Thirdly, I would like then to have a better chance of affecting larger creatures. They should still be useful when a ranger was part of a big game hunt.
Fourthly, traps should be useable on the run. Our character should not stop and stand still to throw them. As that reduce thair usefulness from the more mobile fighting styles.
And lastly I would of cause like to have a more varied selection of traps to choose from.
SickSix
Tue Apr 19, 2005 9:29 pm
#12
sorry to butcher your post. but your first two points are really my biggest issues. Why in the world do is a Master Ranger limited to ony two-use Adhesive Mesh??? You'd think a Master Trapper would be able to experiment with traps!
Tarnak_Archvold wrote:
First I would like traps to come in larger stacks, and have experimentation similar to that of camouflage-kits, where we could further increase the stack size. Something like20-505-15 uses would be good.
Secondly, I would like traps to have longer lasting effects, so that they could be more useful when fighting more then one target.
Thirdly, I would like then to have a better chance of affecting larger creatures. They should still be useful when a ranger was part of a big game hunt. there should just be two master level traps for CL 80-1**, scout traps should still be fairly week. just give two Master Level traps as mentioned above.
Fourthly, traps should be useable on the run. Our character should not stop and stand still to throw them. As that reduce thair usefulness from the more mobile fighting styles. i think there should just bea speed modifier in the the trapping tree. reducing warmup/cooldown times.
And lastly I would of cause like to have a more varied selection of traps to choose from.
WildBil2Me
Wed Apr 20, 2005 12:11 am
#13
One of my major concerns with the large SP sink that we as Rangers have is that we end up (in a Combat / Ranger build) with fewer combat options than a full combat template.
Wether we're given a weapon or not I'm thinking it might be good to place a few combat specials into the trap line. Think about /rescue but adding some combat specials that would be universal for all weapons (ranged and melee.)
Obviously I think the ranged traps (like Adhesive Mesh) would be great to hold onto, but I'm wondering if we could see some state like specials in the place of some of the broken traps.
For example, giving a melee skill which acted as a ranged defense debuff or a Ranged skill which acted as a melee debuff. This would allow Rangers to hold a support role in which they could help anyone in their group. Similarly, they could have a mixedranged / melee buildand (using Scout or Ranger) support both sides of their combat profession.
Anyway,before Iwrite up a proposal foranything like this, I was hoping maybe people might have some suggestions or thoughts about the concept.
Page 1 of 2