Ranger Archive
Thread: The **DREAM** Ranger Revamp
Cool ideas.
Tho reading the notes for pub 9, and 10, we may get looked at about 2006. sigh I really want the stuff we have now to work as intended, and maybe get a boost in harvesting.
Wire mesh? Try Pdarts, they slow the creature for a longer period of time, and Glow Wire or Glow Juice drop it's defenses.
Still on strike btw, no harvesting, but I am making a load of creds and FP. No creature missions.
JB
JBMat wrote:
Cool ideas.
Tho reading the notes for pub 9, and 10, we may get looked at about 2006. sigh I really want the stuff we have now to work as intended, and maybe get a boost in harvesting.
Wire mesh? Try Pdarts, they slow the creature for a longer period of time, and Glow Wire or Glow Juice drop it's defenses.
Still on strike btw, no harvesting, but I am making a load of creds and FP. No creature missions.
JB
Wire Mesh are the melee defense debuff
. Adhesive Mesh is the root
. Glow Wire would also drop the ranged defense but somewhat unnecessary for a melee player.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
Fderrr wrote:
I would like to see the master ranger box get some more bonuses.
1. get a CH limit of 12. i want to have a pet dog in the game. unfortunately the CH Lvl 10 does notinclude canine pets (slice hound/kussak/ 1 more i forget).
2. Survey skill.... we are ment to explore the wilderness, why not let us use the survey tools.
As for those that say they should not cross over skills... look at Combat medic it comes with terrain negotiation. Yes they need 29 more points to master it than ranger but at least in CM you get some offensive weaponry. While with ranger you NEED to have some combat skills to go with it.
Get in touch with your local BE and see what they can cook up. Currently Level 10 non-CH pets can go up to 2k - 4k in ham, decent resists and do attack such as poisons and diseases. If this were to be an option of letting us have CL 12 pets or even some sort of revamp to that how about the ability to use a mount plus have an extra pet out.
On this thought it would be nice if we could use the canine style pets to retrieve or drag our kills to us so that we can harvest them without having to move from some sort of blind setup. Granted it would be an odd site to see a kussak dragging a juvenile krayt to your tent.![]()
Calculus_Entropy wrote:
It is nice to dream about all those skills! /drool
Yes, a dream to some... Payment for 140 Skill Points to others
(ya, ya, I know the "NIGHTMARE" line from Excalibur, that too...)
![]()
- Stealth
- Survival instinct
- Harvest
- Loot
- Traps
- Camps
Now to elaborate real quick on some of these choices one needs to ask exactly what a Ranger/outdoorsman really is. Under most popular thought Rangers are thought to be similar to those in armed services. The word "outdoorsman" brings in thoughts of Grizzly Adams or other popular explorers of the past. What would be great is if we could merge both ideas into the one title.
Stealth
This is something that is most important to Rangers both military and outdoorsfor if your prey knows that you're stalking him you'll lose the element of surprise. Several big factors in stealth is the ability to move swiftly and to do so without notice. Currently all players walk/jog at the same rate on flat ground aside from Squad Leaders (unless that's been fixed). While using stealth we should be able to enact our natural enhanced movement to get from to and from our destinations faster. Also, under stealth using camo kits, we would be able to conceal ourselves from being tracked. This feature could be implemented for both a PvE and PvP stance to help make us viable in both areas.
Survival Instinct
Outdoorsman and Rangers have to know how to treat minor and some major wounds and conditions while out in the wild. You will not last long if you don't know the basics for survival. You need to know the basics of food, water, shelter, (and a few others I forgot) for basic survival. We already cover the harvesting, albeit not to a great extent, and camping as our higher end camps help give bonuses for heals and are more inviting than lower end scout camps. Add to this many outdoorsman know basic cures for poisons and diseases and would naturally build up resists against such things as more than likely they've come in contact with the stuff before. Also, outdoorsman/rangers would be more resistant to bleed and other affects as we deal with state effects from creatures all the time. This feature could be applied for both PvE and PvP to help give our class something unique. Maybe the best resists are saved for master to give players a reason to master this field.
Harvesting
One thing that upsets me as much as any other ranger is the fact that we only harvest around 10 - 30% more than a master scout. This is not a big enough bonus for us to consider ourselves ultimate hunters. As your experience grows you learn how to properly resource hide, bone and meat from creatures so this too should be applied to the game. I've yet to understand how a torton can only yield 20 units of meat for their size or a Kimo/Krate being worth 400 units. Harvest should scale based on creature size and scouting skill.
Also, we need better bonuses for creature-to-hit to add to our skills. At master we should know all the soft points on pretty much every creature we come across. We already know their resist, level, skills and so on but we should also be able to drop them faster than any other player. Something else that needs to be added is a bonus to fishing. I haven't met any outdoorsman who wasn't proficient in fishing. Why do we suck as much as everybody else at fishing as this is one of the panicles of wilderness and outdoors? All of harvesting would fall under PvE so there is no benefit to PvP here.
Loot
I somewhat like the idea of pulling loot off of creatures and especially the higher level carnivorous creatures. Basically you would expect a rancor, kimo, graul, or krayt to eat players so once they're dead you'd be able to find contents in their digestive system. Yes, it's not a pretty site but one thing we'd be able to do is pull stuff from them. Speaking of which how about rare poisons, disease, cures or additives for food and meds or maybe even components. Basically building off how whale oil was used (still is in some places) for the production of items. Maybe the gal juice of a krayt added to a Bio'd shirt will give a poison resist of 50% would be an example of how it would be useful. Stuff like this would help make Ranger a viable profession as we'd have loot specific to our class and make us both useful in PvE and PvP.
Traps
Our traps should be some of the best the game has to offer. We need the ability in ranger to make more advanced traps. Building off of the storage pit, how about a large creature pit kind of like a tiger trap. You'd have to lure the creature to your trap and have a percentage of the trap working to help add in some luck and skill into these traps but would make trapping more useful. Say maybe you could trap up to juvenile krayts in a large pit trap though I guess you'd need some construction equipment to dig a hole that big.![]()
One thing that I always wished for yet never understood why it didn't is traps on player creature pets. Back during the great Pokeman Wars everybody and their brother had a greater sludge panther. In the wild we could trap these things and drop their speed and defenses either to kill them faster or make a quick get away. In PvP you couldn't through a creature trap at a creature pet, something that we should have been allowed to do. Staying on this topic maybe we could get a player trap to help with our PvP part. Something akin to a trip wire or use of flash grenades to blind players. I know that bounty hunters would whine and want their own and maybe they could get access to a few at master but not until then to help limit dabbling.
Camps
This is on of my biggest gripes as camps need to mean more than looking like a mini-Theed. I love the look and feel of the ranger camps and especially the high tech camps (a.k.a. mini-Theed as my guildies call it) though we need them to do more than help heal and look pretty. First and foremost when a ranger or outdoorsman makes camp he knows that he might have to leave the camp but will return at some point. We need to be able to leave our camps up to use as a base of operations. This would be real helpful for PvE and PvP raids. Also it would be great if these camps allowed for static mission terminals that would allow us to pull missions to hunt from. Basically the lairs would spawn no further away then 1k from the camp and allow us to pull pretty much any creature available on that planet.
My guild is into doing hunts and xp leveling on Dathomir though when I travel and place a camp I cannot move from there. I cannot use my skill to help trap or rescue players as once I get into combat my camp goes defunct. Not too much of a problem though if you have any healers (especially entertainers for mind wounds) in your group they will benefit from these camps. Also, the camps can provide a rally point and allow players to come and go as needed. I'd suggest a 3 hour time limit on our camps so that we can do more guild and group related events. Plus this would allow the ranger to be able to help those out in the group who need it.
These are a few things I can think of right now that I feel would help our class become a more viable tool to both PvP and PvE and allow use to gain more respect then players saying "sorry to see you waste so many skill points for so little benefits".
Message Edited by Veustuh on 04-16-2004 02:36 PM