Ranger Archive

Thread: My idea for improving trapping

robostackler
Tue Feb 10, 2004 7:17 pm
#1


Hello Community!


With my first posting ever on these boards, i want to present an idea, that came to me when I was dreaming of a ranger class that is worth to be played (don’t get me wrong.. I REALLY like my profession and there is nothing I prefer more than explore the planets and hunt the various creatures, but in relation to the many skillpoints ALL of us invested in our ranger-char, it is really.. useless). I have not read all the threads on this board, so i hope this ideas has not been written beforde. If so, blame me


My idea is following:


“Give the (Master-)Ranger the opportunity to craft placeable(!) traps that can be laid on the ground, just as minefields and affect creatures, humanoid npc’s and players”


I made a short concept how to realize this feature:


-This trap (or “traps”) could ONLY be crafted and placed by a ranger! Making a trap that is unrecognizable for humans and other high intelligent beings needs a lot of skills in hunting and scouting, so it would be right to give only rangers the opportunity to do this (in fact the ranger master has nothing really “master-like” at the moment).


-The trap would be hidden from view of other players. Only other rangers could see them, if they are near enough. This should be a feature you could explain with “the ranger instinct”. It could result in a permanent “scanning” of the area, or – easier – in implementing a new command like “/trapdetect” or something like that.


-If a trap is succesfully viewed, a ranger can sneak to it and disarm it. The trap will disappear and is destroyed after this procedure. There will be some time of delay until the trap is removed, just like when crafting an object.


-If a ranger is in a group of people and he see’s a hidden trap, the other group-members still not see it. Why? Well, i think, if a master of ranger-skills is placing a trap, only other rangers will be skilled enough to see and disarm it. Also, there would be the aspect of “stopping the enemy by placing traps” that is a very important ability in guerilla-tactics.


-If successfully viewed by a ranger, the same “sign” will appear that also indicates minefields. A ranger could walk to it, put the radial-menu up and select the “disarm”-button or use a special command with the same result.


-SOE could use the already existing datapad-schematics for these traps if they are too busy / lazy to implement new graphics *g*


-Rangers could get trapping-experience for successfully placing / disarming a trap.


-Because some people think it would be funny to place one trap after another and transform Corellia into a big trap where you aren’t able to walk 3 metres without getting trapped, the DEV’s could implement a limit of, hum, let’s say 3 traps at a time. Also, traps would have some kind of decay, just as camps have.


-Radius of these traps would increase with getting more skilled in the ranger-profession. Also, a ranger that is not skilled enough, fails, when he tries to view a trap that is above his skill.


-The traps would have several effects like bleeding, immobilizing, blinding ... or just blow up the poor victim(s).


These traps would be perfect for setting up ambushes and other really cool situations that are also very suitable for guildwars or the CGW. Rebels would now be real guerillas that ambush imperial caravans and use hit-and-run-tactics to be succesful. Also, the ranger profession would be very important for the gameplay and is not anymore the “improved master scout” as before. I also never understood, why we are damned to THROW our traps instead of placing them like above. All in all, it would suit the ranger profession perfectly and there will be much more tactics in pvp and the CGW.


I hope this little (but still not perfect) concept is good enough to discuss. I also would be happy if our correspondent, Nraas would discuss this with us. The ranger profession is one with very good chances, but I am frightened that the developers NEVER will add some more features that make this class more playable and more fun. A profession that “wastes” so many skillpoints and that is nothing more than a very high-skilled master scout is not enough and i hope SOE will totally change it sooner or later.


If this feature already has been discussed, please forgive me and just forget about it


Thanks!

NRaas
Tue Feb 10, 2004 7:21 pm
#2

Check out the Modular Ground Trap proposal listed in the State of the Profession, you might find it to your liking.




Ranger Threads
State of the Profession
The Outdoorsman
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robostackler
Tue Feb 10, 2004 8:26 pm
#3

Well, yeah, you're right. Most of the things are already in this proposal. Sorry for wasting your time with my useless-and-already-mentioned-ideas


Do you expect some changes in the ranger profession with Publish 7 or 8? I would be very happy, if our profession would be renewed in some of the ways, the community already mentioned. And i hope it won't take months of work to implement some of the little changes, thatcould be added easily in a short amount of time.
NRaas
Tue Feb 10, 2004 8:32 pm
#4

"Do you expect some changes in the ranger profession with Publish 7 or 8?"


There sound like changes are in the works for camps in Publish 7... Beyond that is anyone's guess.




Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
GeminiMoon
Tue Feb 10, 2004 9:28 pm
#5






NRaas wrote:

"Do you expect some changes in the ranger profession with Publish 7 or 8?"


There sound like changes are in the works for camps in Publish 7... Beyond that is anyone's guess.






it better make the most useless line in the Ranger profession not so usless lol




Moonlight's Kitchen
STC, Naboo /waypoint -3780 4916
In-game Name: Claire
What's in stock?


AgonThalia
Wed Feb 11, 2004 10:35 am
#6

Great post robo

although this idea has been mentioned before, you brought some new and good ideas into play... I look foward to reading more of your ideas and opinions

good hunting



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

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