Ranger Archive

Thread: Help me with new idea: Poison

DaveG
Sat Nov 20, 2004 11:17 pm
#1

I was just watching something on TV about hunting with poison darts. It got me thinking about ranger.


Can current (looted) DOT weapons with poison actually poison creatures, or is it just for PvP?


There's been a few discussions in the past that we should have some herbalistic skills, even to the point that we could give ourselves poison/disease cures. I was wondering if a ranger could or should be able to concoct a poison 'kit' and add it on to a weapon (melee or firearm) as a means of delivery.


If so, then:


  • Should this only be usable in PvE, or with PvP too?

  • Should we only be able to use it for ourselves, or to be able to 'enhance' anyone's weapons?

  • Should the potency be the same or less than that of looted weapons?

  • Should such an enhancement increase the HAM costs of the weapon as a trade-off come penalty?



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Landorien
Sat Nov 20, 2004 11:57 pm
#2

Anything can be poisoned or diseased.


We already have a "poison" attack, in lecepanine/phecnacine(sp?), which are only sedatives. We aren't and shouldn't descend to the level of poison damage that combat medic wields though.

Poison and disease resistance/cure is however well within reasonable for rangers, being the sturdier lot. We eat stuff we /forage from the same ground we find fishbait after all

As it stands now the only real counter attack to combat medic is combat medic, and from a pvp standpointall that power shouldn't be concentrated on one profession, so what other profession deals and receives poison and disease since they were yay tall? Rangers, that's who.

But.. innate resistance has been on the wishlist for quite some time, so not really a new idea.


Just exactly how you "poison" a bolt of light, you will have to teach me one day

Nah, just let traps work on _all_ living creatures; animal, npc and pc, and we will finally be able to compete. Droidswould then be completely out of our offensive range, but as said in other threads I don't think droids should be rangers domain, other than the skill to avoid detection from them.


It's a little surreal, that we can muster a trapsedative that can make a dune kimogila groggy, but a bulimic littlepc bothan shrugs it off like water.



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DaveG
Sun Nov 21, 2004 12:03 am
#3

I'm not going to argue with that. I'd just got the picture of /foraging stuff and crafting a poison, then making my own version of the Gamorean battle axe (funny since i'm a rifleman, but there you go).


Further, I'm right with you on the trap comment. Traps should work on everything in the game. As it stands, creatures, but not humanoids (npc/np) is ridiculous.



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Mac_Leod
Sun Nov 21, 2004 12:50 am
#4



DaveG wrote:
I was wondering if a ranger could or should be able to concoct a poison 'kit' and add it on to a weapon (melee or firearm) as a means of delivery.




I came up with an idea similar to this quite a while ago, in regards to stealth and a ranger weapon. Basically, the ranger applies camo, and crawls up towards his (or her) intended target. The ranger gets into range and then he pulls out his ranger crossbow and gets an arrow out of his quiver. The ranger then attaches whatever device he wants onto the arrowhead, i.e. p-dart, noisemaker, wire mesh, etc. The ranger could also attach poison or disease kits to the arrow, giving a DoT effect.

The crossbow would also be effective against NPCs/PCs, based on the idea that the force of the crossbow would be able to penetrate armor. To promote profession interdependency, rangers would get their poison kits from combat medics. They would also have to get the crossbow from a weaponsmith, but a ranger would be able to craft his own arrow shafts.



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JBMat
Sun Nov 21, 2004 4:44 am
#5

Our traps are designed to work on creatures. Not people. We should have the ability to trap pets - bio types, animals - in combat. If the BHs hadn't whined, maybe they could have gotten people traps, but they have no trapping capabilities now, so no loss there except to the whiners.


Poison is the domain of the CM. Let them play with it. I just wish the stated effects of our traps worked as intended. Let L darts dizzy creatures. We all know the effect, while displayed, doesn't work. It should.


Trapping in Ranger is broke. We need more traps based on the scout traps, but with larger areas of effect. Think of a pdart, now think of the same effect in a gas dispenser, effecting a larger area.


What we need is to get our traps working as intended, and then get the Ranger line expanded.


Realize, many DOTs may be changed in the CU. Wait until after to make a wish list. But the way our traps are now - with no DOTs - we can

easily ask for an expansion.


I don't hink we should be able to craft "cures" either. That is also medic land. I do think camps should lessen the time/severity of poisons/diseases, but that is a discussion for camps.


JB
hamhamthe3rd
Sun Nov 21, 2004 1:05 pm
#6

i think even droids can be poisoned which is very silly but oh well.
Almagill
Sun Nov 21, 2004 5:58 pm
#7

Looted a nice Tusken rifle. A bit slow at 9s, but it does chuck a good dose of poison into any and all targets. OK, I dunno about droids, that I've not tried. Don't use it much now as it IS slow and the combat queuing of weapon changes makes it just suicidal.

Also had a nice CDEF pistol with fire damage but it got deleted by mistake...



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Serraphin
Sun Nov 21, 2004 10:51 pm
#8






JBMat wrote:

Our traps are designed to work on creatures. Not people. We should have the ability to trap pets - bio types, animals - in combat. If the BHs hadn't whined, maybe they could have gotten people traps, but they have no trapping capabilities now, so no loss there except to the whiners.


Poison is the domain of the CM. Let them play with it. I just wish the stated effects of our traps worked as intended. Let L darts dizzy creatures. We all know the effect, while displayed, doesn't work. It should.


Trapping in Ranger is broke. We need more traps based on the scout traps, but with larger areas of effect. Think of a pdart, now think of the same effect in a gas dispenser, effecting a larger area.


What we need is to get our traps working as intended, and then get the Ranger line expanded.


Realize, many DOTs may be changed in the CU. Wait until after to make a wish list. But the way our traps are now - with no DOTs - we can

easily ask for an expansion.


I don't hink we should be able to craft "cures" either. That is also medic land. I do think camps should lessen the time/severity of poisons/diseases, but that is a discussion for camps.


JB




SWG implemented our traps essentially as grenades so I really can't understand why it would be difficult to allow our traps to work on people. They merely apply states and take a combat action to use though I am not sure as to the delay traps impose. Allowing us to use our traps in PvP as well as all PVE scenarios i.e. NPCs and creatures would be a major step in the right direction for ranger. I think the devs fear what a phenacine dart wielding Master Ranger/Master Rifleman would do to there precious Night Sister Elders let alone Jedi in PvP. Hmmm I wonder what Force Run3 would look like after one of our darts.

Landorien
Sun Nov 21, 2004 11:02 pm
#9

Heh.. phec'd jedi would probably get the "chariots of fire"-theme toreplace the combat musicas they slowmo their way across the field



Landorin,
Leader of the Iron Gauntlet,
Imperial Inquisitor,
In service of the Empire.
Serraphin
Sun Nov 21, 2004 11:04 pm
#10






Landorien wrote:

Heh.. phec'd jedi would probably get the "chariots of fire"-theme toreplace the combat musicas they slowmo their way across the field






That alone would be reason enough to wear the Master Ranger tag.
JascoSmlee
Mon Nov 22, 2004 3:48 am
#11


Initially I was against this simply as I thought it would be the realm of the CMs. However, thinking about it why not? We can already forage crappy food that does not encroach on Chefs. So why not let us forage low level, high ham use poisonous items that we can simple apply to our weapon of choice just likea powerup?

Message Edited by JascoSmlee on 11-22-2004 10:50 AM



Jasco Smlee Antarian Ranger
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