Ranger Archive
Thread: New Master Ranger/Master Rifleman! (with a plan)
New Master Ranger/Master Rifleman! (http://www.petter.us/rettep) Scylla, Lok (-1643 5067)
Master Ranger was my goal from day one. I've been one for a while now but was waiting until I got my masters in Rifle (my second love) before I dropped my first post.
Ret's Ranger Improvement Plan
I've been waiting patiently, like the rest of you, for the Ranger upgrade. Let me tell you. I'm tired of the wait! Posted below are some of my thoughts on changes that would outfit Rangers with the right skill set. Most have been floated before, some are new. It'd be supa cool to get all of them. But hey, gotta have a balance, right? I've also included a list of things that would really be kick-ace. And hey DEVS, how about something for the long time Rangers that have been staying true? If we ever get fixed, every joe shmo grinder will want to be a ranger. How about something kewl for the real RANGERS vets?
Wayfaring
- Terrain Negotiation
- TN bonus speed should be transferred to vehicles and/or vehicle damage should be minimized. We know the terrain so, we are not so hard on our vehicles/can move about faster.
- Camouflage
- Camoed Ranger should not be visible to players within 45-60m if crawling. Only Rangers for this one.
- Camoed Ranger becomes visible when the 1st or 2nd shot is fired from crawl.
- Resources for making camo should be increased (2x) and applications reduced (3 per kit).
- Camoed players should be removed from the scope. (Groups larger than 4-8 with camo should become visible)
Frontiering
- Camping
- High Tech Field Base and Field Base Kit should be able to be attacked and disabled, repaired?.
- High Tech Field Base should have structure which can be entered.
- High Tech Field Base should have a small short range (15-25m), med/low impact turret (can be disabled).
- High Tech Field Base and Field Base Kit should not disband during combat.
- Hunting cabin! (50 item cap, better than camp wound healing)
- High Tech Field Base and Field Base Kit should be able to be attacked and disabled, repaired?.
- Foraging
- Rare items could be foraged (rarely) to sell for decoration, etc.
- High level Rangers should be able to forage better food.
- Rare items could be foraged (rarely) to sell for decoration, etc.
Field Bioscience
- Creature Harvesting
- Higher level of harvests for Rangers. Master Rangers should be able to harvest 10-20% more.
- Master Ranger should be able to skin each kill of meat, bone, and hide. No waste.
- Higher level of harvests for Rangers. Master Rangers should be able to harvest 10-20% more.
- Creature To-Hit Bonus
- Master Ranger should receive a +5-10 Creature To-Hit Bonus when attaining Master.
Advanced Trapping
- Trapping
- Schematic for an alert trap that will target a specific creature/player and alert you when it comes within 100m of the trap. This electronic trap will last for 2 hrs and be expensive to make.
- Schematic for a hidden trap that creatures/players can fall into.
- Adhesive mesh should last 2-3x longer.
- Some traps should work on players and NPC. Mesh and sonic would be good ones.
- Schematic for a ground trap as proposed to immobilize creatures.
- Schematic for an alert trap that will target a specific creature/player and alert you when it comes within 100m of the trap. This electronic trap will last for 2 hrs and be expensive to make.
- Rescue
- Schematic for a thrown device that protects a player for 20 sec. While in this "shield" they cannot attack either.
Kick-Ace Ranger Wants (After the needs above get fixed.)
- Hunting dogs that would increase tracking range, rare creature finding, harvesting.
- Survival knife to increase harvests, healing.
- (All New) Digital Ranger camo outfit, for increased invisibility/cover. (Great gift for Rangers vets!)
- Hunting rifle with Creature To-Hit Bonus.
Sunsplitter wrote:
New Master Ranger/Master Rifleman! (http://www.petter.us/rettep) Scylla, Lok (-1643 5067)
Master Ranger was my goal from day one. I've been one for a while now but was waiting until I got my masters in Rifle (my second love) before I dropped my first post.
Ret's Ranger Improvement Plan
I've been waiting patiently, like the rest of you, for the Ranger upgrade. Let me tell you. I'm tired of the wait! Posted below are some of my thoughts on changes that would outfit Rangers with the right skill set. Most have been floated before, some are new. It'd be supa cool to get all of them. But hey, gotta have a balance, right? I've also included a list of things that would really be kick-ace. And hey DEVS, how about something for the long time Rangers that have been staying true? If we ever get fixed, every joe shmo grinder will want to be a ranger. How about something kewl for the real RANGERS vets?
Wayfaring
- Terrain Negotiation
- TN bonus speed should be transferred to vehicles and/or vehicle damage should be minimized. We know the terrain so, we are not so hard on our vehicles/can move about faster.
- How does our ability to wlak up a hill faster translate to making a vehicle drive faster?
- Camouflage
- Camoed Ranger should not be visible to players within 45-60m if crawling. Only Rangers for this one.
- See Fred's Stealth thread which is stickied.
- Camoed Ranger becomes visible when the 1st or 2nd shot is fired from crawl.
- Resources for making camo should be increased (2x) and applications reduced (3 per kit).
- Camoed players should be removed from the scope. (Groups larger than 4-8 with camo should become visible)
Frontiering
- Camping
- High Tech Field Base and Field Base Kit should be able to be attacked and disabled, repaired?.
- High Tech Field Base should have structure which can be entered.
- High Tech Field Base should have a small short range (15-25m), med/low impact turret (can be disabled).
- High Tech Field Base and Field Base Kit should not disband during combat.
- Hunting cabin! (50 item cap, better than camp wound healing)
- Foraging
- Rare items could be foraged (rarely) to sell for decoration, etc.
- High level Rangers should be able to forage better food.
- Works for me.
Field Bioscience
- Creature Harvesting
- Higher level of harvests for Rangers. Master Rangers should be able to harvest 10-20% more.
- You forgot a 0..100-200% more would be better
.
- Master Ranger should be able to skin each kill of meat, bone, and hide. No waste.
- We would all love this
.
- Creature To-Hit Bonus
- Master Ranger should receive a +5-10 Creature To-Hit Bonus when attaining Master.
- The to hit bonus is usually negated by your combat profession. We have batted around the idea of a critical hit (extra hard hit) which seems like it would be more useful.
Advanced Trapping
- Trapping
- Schematic for an alert trap that will target a specific creature/player and alert you when it comes within 100m of the trap. This electronic trap will last for 2 hrs and be expensive to make.
- Never heard of this one..it is an interesting idea, but i am not sure how useful it would be. Could you explain what exactly it does and how it would be utilized?
- Schematic for a hidden trap that creatures/players can fall into.
- Adhesive mesh should last 2-3x longer.
- That would be GREAT!
- Some traps should work on players and NPC. Mesh and sonic would be good ones.
- The consensus is that ALL traps should work on players
.
- Schematic for a ground trap as proposed to immobilize creatures.
- Rescue
- Schematic for a thrown device that protects a player for 20 sec. While in this "shield" they cannot attack either.
- Another interesting one...can you explain this in more detail as well?
Kick-Ace Ranger Wants (After the needs above get fixed.)
- Hunting dogs that would increase tracking range, rare creature finding, harvesting.
- Survival knife to increase harvests, healing.
- (All New) Digital Ranger camo outfit, for increased invisibility/cover. (Great gift for Rangers vets!)
- Hunting rifle with Creature To-Hit Bonus.
the only thing I would critique is the hunting rifle... there shouldnt be something that forces melee rangers to be ranged rangers, or visa versa.
Other than that, take a look at the "outdoorsman" proposal which is theoretically sitting on the dev's desk under warm soda and cold pizza.
This was created to show what most of us would like to see the rangers become.
AgonThalia wrote:
nice ideas, and some original stuff too
the only thing I would critique is the hunting rifle... there shouldnt be something that forces melee rangers to be ranged rangers, or visa versa.
Other than that, take a look at the "outdoorsman" proposal which is theoretically sitting on the dev's desk under warm soda and cold pizza.
Perhaps it is being used as a monitor stand? That way it would be on the Devs desk, but does not necessarily mean that they are looking at it...
This was created to show what most of us would like to see the rangers become.
Its being used as a napkin to catch cheese droppings and random soda explosions.
I dont think that the "outdoorsman" is a load-bearing proposal
I was trying to think of a way to transfer the TN to something useful (although TN is great when on Dath). TN does not make our bodies/vehicles faster, but makes them seem/go faster because of our knowledge of the land. TN is not so much the bodies/vehicles ability to move about quickly as it is our knowledge of how to "negotiate" the "terrain" types we encounter more efficiently.
You forgot a 0..100-200% more would be better
The to hit bonus is usually negated by your combat profession. We have batted around the idea of a critical hit (extra hard hit) which seems like it would be more useful.
- Requires metal,bone,hide. Bone and hide are for structure and creates a natural look for the trap.
- Trap would be built specific for each planet. Like camo.
- Trap has a range of 100m.
- Trap would be invisible to all players except Rangers. So I could see that someone else is trapping in my area. Still the device should visually blend in a bit with the land.
- Traps could not be placed within 10m of each other.
- Trap would operate for 2 hrs and then runout of juice and disintegrate.
- If a target is found I would get an audio and visual alert that the creature has been detected. Then I go kill it.
The consensus is that ALL traps should work on players
- Requires metal,bone,hide.
- Thrown at a targeted player to shield them from attacks.
- Duration of the shield should be 5-20 seconds
- Shielded player could not attack while in the shield
- Only targets people in your group. (prevents throwing at enemy player to stop them from attacking)
Sunsplitter wrote:
Good feedback guys.
Lol, I've read the Outdoorsman. Maybe if we put it on nice resume paper with gold letters, they would read it?
Here's my reply Calc:
How does our ability to walk up a hill faster translate to making a vehicle drive faster?
I was trying to think of a way to transfer the TN to something useful (although TN is great when on Dath). TN does not make our bodies/vehicles faster, but makes them seem/go faster because of our knowledge of the land. TN is not so much the bodies/vehicles ability to move about quickly as it is our knowledge of how to "negotiate" the "terrain" types we encounter more efficiently.
Good answer...I can buy that.
Higher level of harvests for Rangers. Master Rangers should be able to harvest 10-20% more.
You forgot a 0..100-200% more would be better
I could easily live with that!
The to hit bonus is usually negated by your combat profession. We have batted around the idea of a critical hit (extra hard hit) which seems like it would be more useful.
Sounds good. Knowledge of where to hit a creature to make them fall would be a Ranger trait.
Schematic for an alert trap...
Never heard of this one..it is an interesting idea, but i am not sure how useful it would be. Could you explain what exactly it does and how it would be utilized?
Good for alerting you when a high level creature spawns or player is about. I could use one now for finding Gorax! I could place this trap or tripwire and if the targeted creature is nearby I could get a message on my screen.
Details:
- Requires metal,bone,hide. Bone and hide are for structure and creates a natural look for the trap.
- Trap would be built specific for each planet. Like camo.
- Trap has a range of 100m.
- Trap would be invisible to all players except Rangers. So I could see that someone else is trapping in my area. Still the device should visually blend in a bit with the land.
- Traps could not be placed within 10m of each other.
- Trap would operate for 2 hrs and then runout of juice and disintegrate.
- If a target is found I would get an audio and visual alert that the creature has been detected. Then I go kill it.
So kind of like a stationary device to tell you when something is in the area? How would this work for multiple creature spawns? Would you get spam for each creature? It sounds like a mix of areatrack and 'you are being stalked' to me...
Some traps should work on players and NPC. Mesh and sonic would be good ones.
The consensus is that ALL traps should work on players
I think it would be more fun to have targeted traps for specific situations. I could live with ALL traps tho.
I am indifferent, TBH...I was just going with public opinion on that one.
Schematic for a thrown device that protects a player for 20 sec...
Another interesting one...can you explain this in more detail as well?
Good for when a player is about to incap. Throw the shield and take out the offending beastie or pull a rescue.
Details
- Requires metal,bone,hide.
- Thrown at a targeted player to shield them from attacks.
- Duration of the shield should be 5-20 seconds
- Shielded player could not attack while in the shield
- Only targets people in your group. (prevents throwing at enemy player to stop them from attacking)
And this would basically be a WORKING version of /rescue? I like the idea behind this, but I am not sure about resource requirements (I hate having a lot of items in my inventory
).