Ranger Archive

Thread: New Skills Ranger

ReeveConnor
Mon Aug 04, 2003 7:40 am
#1

I'm not a Ranger, though thinking of moving in that direction. I had a couple of thoughts about how to enhance the Ranger profession so here goes:


Taxidermy


My thinking was that this would be a skill granted at Field Bioscience III. Higher level mobs would drop heads on occasion. I'm not sure of the drop rate, but it should be rare and more so the higher the mob. Also, there should be a minimum level on mob drops so that, for instance, Ikopis don't drop, but Ikopi Stags do. I'd also suggest that heads drop only on carnivores and herbivores (so we aren't mounting insect heads.) In any event, the player who recovers a drop could come to a Ranger with FBIII to have the head crafted into trophy that could be mounted on a wall. This would do two things - add a little spice to the class and, more importantly, give it a market that only the Ranger class could cater to.


Camp Cooking


Foraged foods. Useful yes, but only marginally so. So why not give Rangers the ability to improve them? At Frontiering II or III, Rangers gain the ability to use special spices created by Chefs. While in camp only, Rangers can use these spices to improve foraged food buffs - lengthen the timer and/or increase the buff. Now a couple of comments:


- First, improved foraged foods via Camp Cooking should NOT rival Chef foodstuffs because that's what Chefs do. Its just a skill that Rangers acquire to make thema little more effective in the field when not having access to Chef foodstuffs.


- Second, this would create an additional market for Chefs - creation of spices for the Ranger Camp Cooking skill. Granted, it will not be a large market given the number of Rangers, but every little bit helps.


I'm not suggesting these in lieu of some of the other proposals I've seen on these boards. Conceal, traps functionality vs. pets in PvP and against NPC's. Those things are priorities. I just thought it would be nice to consider adding these skills to help round out the Ranger class further. I also, btw, happen to feel that Novice Scouts should get a crafting device for them to use to make traps and to use as part of the Camp Cooking and Taxidermy skills should they go Ranger. The crafting could generate a small amount of experience - if you make traps, it generates Trapping experience for Scouts and Scouting experience for Rangers; if you make trophies, it generates Scouting experience; if you make improved foraged foods, it should generate Survival experience. I do NOT think Rangers should be able to use it to craft camps - we should be a semi-independent profession, but not that independent.


Ciao.




Jund Starstrider
Chilastra
Imperial Corporal
Novice Pistoleer/Novice Ranger/Novice Creature Handler
ReeveConnor
Mon Aug 04, 2003 8:05 pm
#2

Shameless bump.



Jund Starstrider
Chilastra
Imperial Corporal
Novice Pistoleer/Novice Ranger/Novice Creature Handler
ReeveConnor
Tue Aug 05, 2003 5:20 pm
#3

Bumped again because these are good ideas for some nice little secondary skills.



Jund Starstrider
Chilastra
Imperial Corporal
Novice Pistoleer/Novice Ranger/Novice Creature Handler
DShanKaen
Tue Aug 05, 2003 5:48 pm
#4

I've heard the taxidermy suggestionseveral times before. It never interested me, really. Others may disagree.


Considering how easy it is to aquire foraged items I don't see any significant advantage to improving them or increasing their duration. Camp cooking, to me, doesn't sound like something that really falls into what the Ranger profession entales. I can't see, from an imaginative point of view, a Ranger camping out and using spices on bugs and roots to make them better. Food buffs, aside from foraged items,should remain specific to the Chef class.


At least you're coming up with some other creative ideas for this class. Keep brainstorming.


Peace and Prosperity,


D'Shan Kaen

ReeveConnor
Tue Aug 05, 2003 7:05 pm
#5

Taxidermy. You either love it or you hate it, but consider the possiblities. Mounted Plains Hunter heads over the fireplace (ok, there's no fireplace, but that's SWG's deficiency :smileyhappy. The point is, its a product that only we can create and people will want to have. There are no balance issues at all. Its purely a fun skill that creates cash flow. Now what could be better than that Jeeves?


Camp Cooking. I disagree. Rangers are survivalists, naturalists, hunters. The ability to take what nature grants and improve it while in the wilderness surely is a skill that the Ranger class should possess.


Ciao.




Jund Starstrider
Chilastra
Imperial Corporal
Novice Pistoleer/Novice Ranger/Novice Creature Handler
NRaas
Tue Aug 05, 2003 7:13 pm
#6

I'd love to see an ability added to ranger to draw a single pack beast away from its other friends.


You know.... Those beasts that once you attack one, the others attack you.


I would love a skill to get one of the beasts to aggro on me, while leaving the other ones blissfully unaware.





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JonSee
Wed Aug 06, 2003 1:00 am
#7

I like the Taxi idea , and I agree with the above poster who described it as a fun and somewhat trivial source of income and interest .



Game and this class in particular needs MANY more of these small points of interest . As of right now , the game seems very shallow and not very fun for long term play . Little fun and creative ideas like this Taxi thing would be a step in the right direction . SO many other things need fixing first , tho .



Peace all and good hunting



Jon

TjockSmock
Wed Aug 06, 2003 1:34 am
#8

Great idea, as soon as they make it easy to put things on the wall.


And then I have to geta bigger house to fit that Krayt head in...

SolarWraith
Wed Aug 06, 2003 3:17 am
#9

Well



"Be mindful of the living force young padawan"
SolarWraith
Wed Aug 06, 2003 3:27 am
#10

Sorry guys I am not trying to spam. I dont know what happen there. What I was going to say was the In my mind the Ranger is a Survivalist and not a Game hunter. I dont care for the Taxidermist . We need something more that is involved in the game. I do think they should fix what we already have. Like for the Terrian Negotiation....we should be able to swim faster and even move faster on flat land. Our camps..entertainers should be able to heal your battle fatigue like it states every time you make camp. Our camo should work against everything including pcs.



"Be mindful of the living force young padawan"
bobsyouruncle0
Wed Aug 06, 2003 3:44 am
#11

I like the taxidermy idea and I think the Ranger can be both a survialist and a big game hunter...heck they almost go hand in hand. Not sure where a ranger would aquire his skill for preserving heads but *shrug*, maybe this would cause some interaction with medics, doctors for whatever chemicals are used in the preservation process -------------- another market created -------------


Okay having played EQ I think they should take their forage skills in that direction. Forage 3 sets of berries, mix it with water and *voila* berry juice. Some foraged shrooms, some meat, some chef spices (borrowing from the original post) and *voila*whatever-meat terriyaki

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