Ranger Archive

Thread: Ranger-combatant and Ranger-artisan.

Un4tun8
Tue Jan 20, 2004 9:13 pm
#1

Hey all. Been out of the game for 3 months, very productive at work, so don't call me renegade. SWG has some sweetness to it, I'm gonna stick with it this time. And I'm close to Master Ranger anyway and going to master it.


Enough introduction.


Reading a nice Outdoorsman concept, I continued to compare Ranger with Doctor/Combat Medic. I think there should be two professions:


Ranger-combatant - a mix of Scout and Marksman or Brawler with following four lines of development: tracking/harvesting/creature knowledge, terrain negotiating, defensive bonuses(usingenvironment), and attack bonuses with a weapon of choice. Yes, there should be Ranger-specific weapon. This Ranger is a hunter, main seller of organics.


Ranger-artisan - the only maker/supplier of traps, camo kits, high level camps that can be used by anyone with some level in Scout. This Ranger is pure artisan. Can make traps schematics, run crates of them in factories, etc.


These two are like Combat Medic and Doctor professions.


It's just an alternative view on the situation.





=================
- Zing! You've got milk!
- You start generating a lair. There's a Ranger 1000 m SE. You cannot place a lair that close to Ranger.

Xael K'Bouri - Master Ranger Talus/Naritus
D'aitan Touhi - Ranger Corellia/Shadowfire
Beausoleil
Tue Jan 20, 2004 9:44 pm
#2

A different viewpoint.. but I think that lots of the appeal of Ranger is the self-sufficiency. We like to be out in the middle of nowhere and able to take care of buisness. We like to travel light and fast.

I think your Ranger-artisan would be very very lonely and very very poor.



-K
JBMat
Wed Jan 21, 2004 5:02 am
#3

I agree with Beau.


I seldom, read that as about never, buy stuff I can make. A crate of traps is nice, but I am not spending big creds on something I can make in a few minutes. A crate of camps? I carry 4, two basic, one HTFB and one FB. I use one, I craft one. I carry a satchel with stuff to craft with.


I tried a while back to sell stuff, survey said = ahhhh no go.


Besides being self sufficient, I think I am cheap.


JB


Calculus_Entropy
Wed Jan 21, 2004 8:39 am
#4

A question and a comment. How doesa Ranger-artisan get scout xp without combat ability? And as far as the Doctor vs CM comparison...not a bad analogy, but most Docs seem to have Pistoleer (what's worse, some them hav CM as well)and therefore can out kill me any day (considering buffs and healing abilities). In other works, very few docs are non-combat related. (I am not sure if that gets my point across, if it is confusing, that is normal)



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
NRaas
Wed Jan 21, 2004 8:49 am
#5

"How doesa Ranger-artisan get scout xp without combat ability?"


By the sounds of the design, a Ranger-artisan would only need Wilderness Survival Experience, as all he would be doing is crafting stuff. For all intents and purposes, the Ranger-artisan profession would probably have the Artisan profession as prerequisite.


It is the Ranger-combatant that uses the stuff in combat.


I must say, that is quite a seperation of power there. I doubt there would be much backing for such a proposal.




Ranger Threads
State of the Profession
The Outdoorsman
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AgonThalia
Wed Jan 21, 2004 10:40 am
#6

Original Idea,

however, I like being self-sufficient and I wouldnt like having skills taken away from me and put into a sister class.

My idea, is for you to formulate how the ranger/ crafter would be fleshed out, and post your ideas on the boards. This may add some cool stuff to our profession

l



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

GoldMemberBria
Wed Jan 21, 2004 11:57 am
#7






Un4tun8 wrote:

Ranger-artisan - the only maker/supplier of traps, camo kits, high level camps that can be used by anyone with some level in Scout. This Ranger is pure artisan. Can make traps schematics, run crates of them in factories, etc.






This makes no sense to me. Rangers can do all this now, (except the bit about selling high end camps to scouts, which I'm guessing are not exactly going to be hot sellers) and compared to any other artisan-based profession (even novice artisan) these goods are just pathetic. Hardly anybody uses cammo kits now, and you really can't make them usable by just anybody otherwise you invalidate a good part of the scouting profession. Camps are about to lose 90% of their usefulness, and you rarely see people using the high end ones now except to gind. Traps have some market value, but are still a very under utilized part of combat, and the demand for them is not great since anyone that can use them can also make them. I sell all these items now and even in a very busy store/mall the sales of these items pale in comparison to just about everything else. I just can't see anyone actually wanting to be a ranger-artisan. It just sounds like a skill point sink to me.




Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


Darniaq
Wed Jan 21, 2004 12:25 pm
#8

I've never been a big proponent of self-sufficiency from strictly within the Ranger template. Even Master Rangers have enough points left over for other skills. I personally think there's room for improvement in Rangers, as is being discussed in this In Concept Thread. But I don't think we should ignore the freedom that comes with 110 additional skill points.



As such, the Ranger Combatant and the Ranger Artisan are both achievable within the current system.



Combatant = Master Ranger + Master Marksman. We could stand for a defensive mod if outdoors or in certain geographic conditions (elevated, tall grass, forests, etc.). But that gives weapon choices. Sure it's not as fun and flashy as Commando gear, but then, using Commando flash bangs would logically need to reduce our defensive mod anyway. Nothing like a Flamethrower to show a point of origin



Artisan is even easier. You don't need any skills in Artisan to use a factory. Just the Lot. Get a professional Master Artisan or better to craft you a high end Weapon, Droid & Generic Crafting kit. Then use a high end Crafting Station to create a max-experimented schematic. Then load that plus the resources into the Factory.



I had a side business of camp and trap crates going for awhile. They produce really quickly. And I use crates exclusively now because my inventory space is very very limited and it's easier to double-click a crate when I've used up the previous traps during the few minutes between fights than try to frenetically craft more.



But the business wasn't all that great, since it was only to others who could do this themselves anyway. And since experimentation thus far has only seemed to matter on the number of charges in a Camo Kit, and I generally just use Mask Scent anyway at Wayfaring II, well, it just wasn't worth it.



Rangers are pretty much a Swiss Army profession anyway. They seem to be able to do four unique things versus the four lines of sameness so many others have to deal with. You could choose any one or two and have that many more points to diversify.



That should be celebrated. I quit EQ a long time ago



_____________________________________________
darniaqkihoge
Galentech Industries · Darniaq.com
Bounty Hunter to the Stars!
Eclipse


BlankTim
Thu Jan 22, 2004 1:12 am
#9

No.

No Effing Way.

No.


I don't want to sound like a jerk, I don't know what your real intent was here, and I hope you don't feel I'm picking on you oryour idea exclusively, but how about something that would make the Scout/Ranger profession stronger, rather than making it even more useless like everyone else has been trying this last week.





I already have Master Artisan, I can make an scout/ranger goodies in either case. I LIKE having my artisan skills, yes. Do I want to play one full-time? Nope. Will I stay an MA? Nope. Those points are going to pay my way through Ranger school.


I have Marksman 4/4/4/4. I LIKE being able to use **edit** near any type of ranged weapon I choose. Will I keep all those skills? Nope, going Carbine's only probably. Maybe Rifles instead. Those spare points are shortly going to get dumped into Medic andEntertainer.


I LIKE being able to do this. As it is today.

With your idea, I'd have to keep my artisan, or at least dump those points into something else, if I wanted to be able to make a crate of camps/traps for myself.

That would prevent me from fully mastering Ranger. It would prevent me from exploring the Medic/Entertainer stuff.


Sorry, but No.


A Ranger is NOT an either/or skillset.


In all honesty, I think the whole Scout/Ranger profession was nerfed from the start with the loss of key Ranger attributes to other professions, like taming becoming the basis for an entire newprofession rather than a skill for the Ranger profession.

Nothing can be done about it at this point, but I'm not going to let anymore get whittled away from us. Camp utility, gone. Mask scent, nerfed (and rightly so), No. No more.


:::draws a line in the sand:::

This far and no further!


Oh and Xael? Welcome home! :::hugs:::






__________________________________________
Biwaba Darkfeather - Starsider, Naboo, Theed
Master Ranger Novice Rifleman
I want a cookie! Well, No, I'd rather have a woman, but I'll settle for a cookie.
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