Ranger Archive
Thread: Making Ranger traps viable
I've never been very good at composing things in an orderly fashion, so I'll just blurt things out as they come to mind and hope everyone here is intelligent enough to understand / not give a darn about my inane psychobabbling. Many of these things could go to benefit Scouts as well.
Rangers have to craft traps and camp kits. These things require resources. Resources have attributes. Why is a Camp kit made out of the gossamer wings of some creature with 2 in every resource attribute the same as one made of thick, sturdy bantha or krayt hide? I don't know..
Would it be possible for a portion of a camp's heal rating / mob repel abilities to be affected by the quality of materials involved in it's crafting?
Would it be possible for the effectiveness of traps (chance to hit, chance to effect, overall damage, etc.) to be increased with the quality of the materials involved in it's crafting?
I like using the best materials for the job. Any other crafting class sees notable improvements in their items when higher quality resources are involved. Why not Scout and Ranger traps/kits? How about experimentation? Why not add stats to traps so we can experiment on range or damage instead of.. decay rate. Has anyone had a camp kit decay? Anyone? Ok, just checking.
And what about a trap that just does DAMAGE? Like a Grenade, but only for Rangers? There are four skills in the Ranger trapping line, and only two of them give traps (the other gives a skill.) Let's fill that with a bio-bomb or, even better.. sharpening a krayt bone and having it swing down from a tree to impale that pesky rancor.. *gives everyone the mental image of that* Ohyea, baby.
Rushakra wrote:Rangers have to craft traps and camp kits. These things require resources. Resources have attributes. Why is a Camp kit made out of the gossamer wings of some creature with 2 in every resource attribute the same as one made of thick, sturdy bantha or krayt hide? I don't know..
Would it be possible for a portion of a camp's heal rating / mob repel abilities to be affected by the quality of materials involved in it's crafting?
Shhhh... What you're suggesting is that our camps become LESS effective, given random materials. When the devs address the various bugs/grievences of our current camps, then we can entertain the notion of camp quality commensurate with resource quality. As it stands right now, this would hinder us more than help us.