Ranger Archive

Thread: New 'Concept' for Rangers My 2 cents

Fitzhume
Thu Jan 29, 2004 8:17 am
#1

Hey, since there has been all the 'buzz' about the Ranger profession, I feel I might as well through in my two cents.. From what I have been reading it seems the devs are trying to find some kind of a 'combat' role for the Ranger class, or maybe even just a more defined role would be needed. I definitely agree that the Ranger class is in need of SERIOUS help, due to the extraordinary amount of skill pts required to master and so little useful skill granted hehe.. Think about it, the list is BH=217 pts to Master, Commando =169, Ranger = 140 pts.. Yes, that is us at 3rd highest skill pt requirement! (tied with others) So how can our skills help reflect our exp points??

Combat Ideas (if they want to make us useful)

1) Conceal - First off, /conceal should simply work to start.. but I feel that Rangers that are /concealed should get VERY high defense mods against any type of ranged attack, be it NPCs or players. It only makes sense that if you have trouble seeing a target from 60m, you shouldnt be able to aim/hit as well.

2) Traps - First, they should be much more effective, high lvl Ranger traps should last for a substantial period of time, and have more damaging effects (greater poison, ect). Also, I really dont see how a poison dart, an illuminating sticky mesh, or any other type of trap that would effect a creature WOULDNT effect a person? Logically it just doesnt make sense, and if we could get these benefits against players it would definitely increase our 'combat' usefulness.

3) The only TRUE way to make us useful in combat is to make some type of Ranger-exclusive weapon. It should be paired with our profession (like pistol is to Smuggler), whether it be swordsman skill, rifle, maybe archery? whatever it may be, if the devs want us to be in combat, we need some type of exclusive weapon.


Those are my ideas on how to make the Ranger remotely useful in combat, here is a suggestion to make us 'useful' to start.

1) Make us harvesting machines!! Right now the creature-harvest knowledge skills do not add up. In comparison to scouts with hunting IV, we do not harvest a 'significantly' higher amount off of creatures. Is it higher, yes, but not by any amount that would be substantially greater except in super high lvl creatures that we cant kill by ourselves anyway.You would harvest 3x the amount if you haveScout HuntingIV and a mastery of any combat class than a Ranger. No question. So either make Scouts harvest less, or make us harvest more.. Also, as with the new rare resources we can harvest (milk), again, why in the world the devs are giving this ability to scout also is beyond my comprehension. Ultimately we need to be differentiated from scouts in our skills, considering 3 trees of Scout are reflected in Ranger (camp, harvest, trapping).

2) Areatrack -I really like this, and right now it ain't so bad in my opinion. I use it all the time for animals... it would be nice to have a greater /areatrack range.. I can see from a programming side how it would be really tough to detect creatures from farther than 500m.. but I dont see how it would be hard to expand the player /areatrack to like 1000m.. ? just an idea..


Well, that was a little bit longer than I anticipated when I started this post, but I feel that these are good ideas, and valid points where the Ranger class is lacking. As I stated in my first paragraph, to be a Master Ranger you have to dedicate 140 skill points which puts us in the 'elite' of elite professions as skill pts go, and we really dont get anything remotely useful for that amount of skill points. There is a reason there arent alot of Master Rangers on any servers, and I'm sorry to say guys and gals its not because we are a 'rare' breed of dedicated individuals.. its because these numbers dont add up. I applaud you all for holding onto your professions cause you really enjoy being Rangers, as do I, but without some help from the devs the point/skill ratio just doesnt add up.


-Fitzhume -Master Ranger- Kettemore



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X Fitzhume Emit X
Obsidian Dagger Squadron



WarFerret
Thu Jan 29, 2004 8:42 am
#2

Well, with regards to harvest, why not just make it so rangers can harvest more than once per animal ? Though subsequent harvests of the same resource would yield fewer quantities, say I harvest meat 3 times, I get 100% the first time, another 50% the second time and an extra 25% the third time, radically increasing the amount of that resource I gather, but if I harvest all three types I get 100% of bone, hide and meat if I'm just generally harvesting.

I'm not sure ranger needs it's own combat skill per se, though conceal should work as camouflage (see the stealther thread for this discussion) and ranger traps (sonic pulse/flash bomb) should work on NPCs (I posted a thread on this and got no responses, oh well).

Oh, and master combat medic is tied with commando for skillpoint expenditure (ranged support IV from marksman + master medic) I'm also pretty sure squad leader is up there as it needs ranged support IV from marksman (29 points - 15 novice + 14 for one tree) as well as 2 lines from scout.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
Fitzhume
Thu Jan 29, 2004 8:47 am
#3

Good points.. ahh didnt know that about Commando, thanks for the info! As for the weapons skill in Ranger, I felt it would be necessary in order to make Ranger a 'combat' role.



-Fitz





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X Fitzhume Emit X
Obsidian Dagger Squadron



Fitzhume
Thu Jan 29, 2004 8:53 am
#4

just to add, I just checked in game and cant find where Commando is tied to combat medic.. All I see for requirements is Master Marksman (77), and unarmed tree (29), + master commando (63). If you could point me where this is I would appreciative, I have thought about making a commando and if there is more pts it would mess up my plan hehe.


-Fitz





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X Fitzhume Emit X
Obsidian Dagger Squadron



NRaas
Thu Jan 29, 2004 9:01 am
#5

"cant find where Commando is tied to combat medic.cant find where Commando is tied to combat medic."


Tied as in "they require the same number of skill points to master".




Ranger Threads
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theshagnasty
Thu Jan 29, 2004 9:46 am
#6

I guess I agree with most of the above.


When it comes to /area track I would really like to be able to it from a mount, not a vehicle perhaps, but a mount yes...





Marcus Nasticus - FarStar

-=Master Ranger=-
By choice, not holo....!
Fitzhume
Thu Jan 29, 2004 10:16 am
#7

ahh, yeah I misread that one.. thanks for the clarification!



-Fitzhume





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X Fitzhume Emit X
Obsidian Dagger Squadron



Puck_Starfire
Thu Jan 29, 2004 11:04 am
#8

Archery? Oh boy, we're Ewokian now . Actually...I just want their slings(they took out more stormtroopers with those slings than the Rebs did with their lasers). And while we're at it, maybe the Devs should ask the Ewoks how to make some REAL traps.


Hmmmm..... Wire Mesh Trap?......Or Rolling Logs Trap? Hard decision.




WarFerret
Thu Jan 29, 2004 11:19 am
#9

Rolling logs rather loses out on the whole portability part of the equation I feel though

I'm not sure that ranger should be a combat profession, I feel that like squad leader, it should ADD to a player's existing profession by giving them more options, like stealth in the form of /conceal and anti-PC/NPC traps.

For example a rifleman/ranger would be the epitome of a "sniper" character, able to conceal themselves and remain invisible until they have a clear shot at their target.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
Puck_Starfire
Thu Jan 29, 2004 11:48 am
#10

Portability? This is SWG Warferret.


I mean c'mon. We storemultiple Rancor Beasts in our DATAPAD. Oh, that's along with the other Droids, Vehicles, Creatures, Schematics, and Waypoints. But really, I wanna see them put a Corellian YT-series in there or an Imperial Star Destroyer. How big is our datapad anyway? It must be monstrous!


Besides, why can't I put a bunch of logs in my inventory? They're about the same size as a HTFB.


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