Ranger Archive

Thread: Trap idea (even promotes interdependency)

Creaturetaimer
Thu Jun 16, 2005 5:46 am
#1


ok the basic idea is to add subcomponents to traps that will be made by a local WS, DE, and by the ranger him/herself.


ok the first would be the body of the trap


Made by your local WS

Basic trap case- cert to make at novice scout (xp on number of traps in the crafting process)

Advanced trap case- cert to make at Novice Ranger (xp on number of traps in the crafting process)

Master trap case- cert to make at Master Ranger (xp on number of traps in the crafting process)


Made by the ranger

next are the effects packages that will be spead out evenly along the trapping lines in scout and ranger. (stun, blind, dizzy, melee def, ranged mez, ect ect.) (exp on the duration of the traps in the crafting process)


Made by a local DE

Next is the Basic and advanced effect amplifier that allows for aoe traps. advanced amplifiers have a larger AOE. (aoe distance is xpable)


Made by the ranger at master ranger


Finally there is the "man catcher" subcomponent that will allow for the trapping of npc's and overt players and creatures aswell. (not xpable)


the trap schems will allowthese sub components all are optional except for the effects package and the trap case and experementation on the duration of the effect number of traps and if aplicable the AOE range


Basic trap: (novice scout)

Effects package

Trap Case (basic or higher)


Advanced Trap: (novice Ranger)

Effects package

Trap Case (adv or higher)

Effect amplifier (basic only)


Master Trap: (Master ranger)

Effects package

Effects package (optional)

Trap Case (master only)

Effect amplifier (advanced only)

Man trapper



Will ad ground traps soon



Message Edited by Creaturetaimer on 06-16-2005 07:49 AM



Galik A. (main)- Master CH (Ret.) and Master Ranger, Master Bounty Hunter
Blowfin A. (craftbot with a soul)- Master BE and working on (Undecided)

"Once i handed a man a compass i was leaving in the woods alone to see if he could make it back to town. He told me "This compass doesn't work!!", and i replied "so?" "
Rolfie
Thu Jun 16, 2005 7:43 am
#2

Just an observation but why make trap making more complex?


Fix whats broke, improve whats gimped, and add some functionality\diversity.







Rolfie Master Ranger, Bantha Poo FTW

AragornSoS
Thu Jun 16, 2005 7:54 am
#3


Interesting idea Galik. I like the idea of being able to pick and choose what a trap does, but I think that crafting complexity might just be... too much crafter for me.



What about a similar concept, but using experimentation to determine how good a trap is? Similar to how you can experiment different stats on armor or weapons, what about making traps something where you can experiment:




  • Amount of damage

  • Duration of effect or Strength of effect (if it's something that ticks, like a bleed or something)

  • # of traps in the stack (based on resource quality maybe? better resources = more traps?)



So you're a 12 point Master Ranger or whatever for experimentation sake, and you can choose to make a trap with a mild effect that does a decent amount of damage, or with a strong effect that doesn't do as much damage? I don't play any crafters ATM, so I'm not sure how this would work in reality in the post-CU world... maybe Fodder orone of the others here who hasWS alts can chime in if they have any ideas on how viable this might be?


Having components is nice, but I'd rather see a lot of cross-profession interdependence introduced with something like modular camps, and leave traps to the Scout / Ranger only. Otherwise in this model, a new scout is going to have to find a weaponsmith to buy trap casings and get into some fairly complicated crafting just to start the profession, which to me would seem to fly against the "easy to understand, difficult to master" theme that seems to be prevalent these days.

Message Edited by AragornSoS on 06-16-2005 09:57 AM



Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
Rolfie
Thu Jun 16, 2005 8:12 am
#4


You know Aragorn thats not a bad post of yours.


Currently we can experiment for number of uses on camo kits and thats it.


So keep the KISS appraoch going.


We could experiement for number of traps per stack, or the effectivness of the trap or spilt the difference.


Then you would have choice more traps per stack or more effectiveness but fewer traps.


If every trap made, came in a stack of 2 but very effective or a stack of 15 but had to be reapplied often that would be a nice change.






Rolfie Master Ranger, Bantha Poo FTW

Cryos_Merovingian
Thu Jun 16, 2005 8:19 am
#5

Very interesting idea and I think, if done well, it could be enjoyable.

But, I think I'd rather have a few simpler things happen to trapping:
1) Add more traps
2) Fix broken traps
3) Solve the trapping xp problem
4) Allow experimentation on traps much like Camo kits - uses

I think with this, I'd be happy.



___________________________________
CRYOS MEROVINGIAN
Elder Ranger

JBMat
Thu Jun 16, 2005 9:47 am
#6

Ok. Fir the 100th time, at least -


NO MAN TRAPS.


We are creature hunters. BHs are man hunters. As they got what they wanted, they can't trap for squat now. As we have no specific P v NPC skills, we should not be able to trap them.


If you want to hunt NPCs, go combat stacker/BH. If you want to hunt big game, stack Ranger and a weapons master.


Any slug can master BH (hey, I did it, twice). Takes a real man to take two gimped professions and solo big game (I do that too).


And please do a search on traps and read the stickies - tons of ideas in there.


JB




RossMan4Life
Thu Jun 16, 2005 10:21 am
#7




Correct, SIR! As soon as we get spread out, (additional functionality on players and NPCs) we also lose our best strengths. Soloing most creatures is outstanding enough, and being able to track players is a great benefit to our functionality regarding the entire combat game. We've got our icing on the cake as far as what we -should- be able to do. Once we get fixed (+Traps+), that's all there is to it.

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