Ranger Archive
Thread: New Ranger Ability: Lure/Attract
- Would reduce the amount of money coming into the economy
- Would reduce the supply/demmand issues currently causing dangerous inflation in the organics market
- Master ranger would be very attractive and worth mastering if this skill was located there
- Coupled with greater harvest rates the ranger would be able to harvest more resources giving them the advantage they currently hardly possess of master scouts in harvesting
- Would increase the ranger's apeal to groups for hunts etc
- The medical professions would see a reduction and increased suply of organics enabling them to reduce their prices and increase suply themselves
- The professions that need low quality organics currently get overlooked in many ways because low quality stuff does not command the highest prices resulting in less low quality organics in the market. This idea would increase suply and as such organics would be more available to these professions such as tailor
- It only possitively effects other professions as well as enhancing the ranger profession at the same time. The economy as a whole would benefit from this and would set thetone for increased harvest rates at ranger to further rejuvinate the economy and push prices down.
The Bad Bits:
- This feature would obviously be very over powering if a ranger would be able to attract animals such as krayts etc, as such i propose a limit on the cl of creatures you can attract or lure. This would enable players to attract bull rancors, enraged rancors or plane and simply rancors but wouldnt allow them to attract krayts of any veriety nor peko peko albatrosses for example.
- People could say this feature would reduce the value of /areatrack, however i dont think so. I think it will give master rangers another option to just runing around tracking.Searching for babies, boss creatures would still be a viable option for using /areatrach and would still be very valuable. With a few tweaks to /areatrack such as make it show spawns that WILL pop when you aproach them instead of creatures currently spawned, an increase in range and a better organised search result box this skill could become even more powerfull and useful.
- On a similar not the fabled /track ability may become useless IF finally implemented. However once i again believe if this ablitiy was made well and implemented in a way that made it fun AND unique in many ways we shouldnt have a problem.Below is a short section on how id like to change things, enhance them and implement them:
New Features AndEnhancments
- Have /areatrack to go out hunting certain lairs in the wilderness that could spawn babies or bosses to tame or attack.It would bevery useful in group work as you could just take people out and hunt a large veriety of lairs and advanced bosses etc.You would use this skill to guide your hunting party, find rare lairs etc.
- TheLurefeature would be only available to master rangers or hunt mastersrepresenting its high skill requirements to understand migration patterns, creature behavior and animal instincts. It would be used to hunt specific creatures in a controlled environment and could be used as a solo feature with the hunterchoosing to harvest certain organics or as group by taking groups out to hunt a specific creature as a challenge etc.
- /track would be a totally different experience in that it would bea skill that rather than being a tool in hunting wouldbe a tool thatenables the hunter to have fun and set off on a TRUE hunting experience, something he can tell his friends aboutetc.Idealy i would love the /track ability tobe sort of questthing.When you initiate the /track abilityyou should be given the option where you choose what animal you want toultimatly hunt down. The only creatures that should be available are boss spawns and variations of normal creatures oflow and highcreature levels ranging from Reclusive Gurk Kings (mid to high level)to Forest Mite Guardians (low level). Once you choose the creature you want to hunt you have two possible ways of finding the beast.
Route 1: It is your job to locate (no wp or anything) a varient of it through using your existing skill set (/areatrack) Upon finding this varientyou refresh your track and you lock onto the migration trail your creature has left behind. You have now locked onto the trails and are given a wp roughly 1-4km away.Once you reach the location you refresh the track and are given more accurate location (up to 5km from yourvarient sighting. Upon reaching this location the creature spawns and you do the final stage. Your tracker gives you a direction the creature is but no wp ordistance figures. Its up to you to use your area track to find this beast and obviously attack it.
Route 2:When you start the track an experienced hunter is spawned with a 500m radius (current /areatrack range OR 750m if it were increased to1000m radius). It is your job using /areatrack to find this hunter in order to gather information about migration paterns etc.Talking to him you learn the region the beastwas last sightedin and told he has a friend in that region. You set out to this region on the map (1-4km away) and locate the wherabouts of this second hunter, upon finding him you learn of a more recent sighting as close as 2 days ago and are given a more accurate wp to the creatures vacinity (up to 5km from the first hunter). You now set off to this area and upon reaching this wp the beast spawns within 500m of you, by using /areatrack you can lock onto its location and proceed to attack it. It is up to the ranger to select which route they take (The information routeusing the hunter could be made harder by only giving cryptic clues etc such as near the larger foggy vertical mass of water on dathomir = The greater mysty falls of dathomir.) both will result in finding the creature if skilled enough. Finding the creature is where the two routes join up again. With either route killing the creature presents the ranger with a lootable trophy head of the beast or maybe if the art department wern't up for it they could make generic trophys that look the same of maybe a ranger made of bronze on top of a mount etc for decoration with a discription of the animal killed and the planet killed with the date etc on there. I would love the head but if they are too hard to make for the number of possible creatures id be happy with the second option.
Obviously im looking for your feedback on my twisted ideas ![]()
I went into some detail about the possible tracking implementation, areatrack enhancements and harvesting changes id like to see also just to give you a clearer picture of what id like to see ultimatly.
Hope you like some of the ideas
Message Edited by Owen-Lars on 04-12-2004 10:32 PM
Make it once an hour and you have my full support! =)
Calculus_Entropy wrote:
I agree that calling a Krayt would NOT necessarily be overpowered, but unlimited calling of Krayts would be. In the past people had posted that it may be necessary to limit spawning of the rare mobs by Rangers to once a day or something.
Yay i got my new skill AUUUUGH i dint mean to push the button NOOOOO! ![]()
would be very nice to have. ![]()
KaiRaene Wrote:
Would have to be like a once a day thing. I can just see someone with an alt having a Ranger/Doc out constantly spawning krayts so their TKM/Rifleman spanks them one after another. Then let their droid harvest and loot it. LOL
Exactly how is see things if there isnt a well thought out control mechanism on it. I mean if i was able to spawn these on demand I (being a ranger/rifleman) would camp all day long with my master doc/master TK friend. I dont think its the way to go and although would make me a hell of a lot of money i dont think its the way to go. It needs restrictions. I would be happy to have the once a day thing for large beasts such as gorax, krayt, giant dune kimos etc, however i would much prefer them being spawnable (with restrictions) by the /track ability than having them lured ![]()
The set up would be very similar in that you choose what you want and BANG! you got it at this location, however i like the idea of having the /lure system as a means to create an environment to place your group in for a great hunting session. You group stands in the middle and you set the frequency to 3 spawning 3 rancors per wave and you control when you want to attract more to control the environment and fight the beasts on your terms.
In summery i would like krayts and other highlevel beast to be spawned via the /track ability with some sort of control however i would settle for the /lure spawning these too.
Oh and thanks for the kudos............ /munch
Message Edited by Owen-Lars on 04-13-2004 01:40 PM
It is an option i would suport however whatever you hunt is going to have to be spawned. No matter what.
If track was implemented like i said it would give a bit of a challenge and require you to use your existing skills /areatrack and /mask etc to find the beast, wps would be given to guild you, not send you directly there if i had my way. Like "from the enviroment you determin a gorax is in the vacinity and is heading north." you head north and close in on the wp you were given. After getting closeryourefreshrefreshing your track to narrow down your search.
The system would be like you have found its tracks, not just spawned one. ALL creature get spawned from your presence. But thats the technical way to explain it. I like to think beasts are out there already b4 i aproach.
That is the track skill, however i agree the /lure skill would be better if you only spawn 'basic' mobs of varied Creature Level.
Message Edited by Owen-Lars on 04-13-2004 04:45 PM
Calculus_Entropy wrote:
My hunter side of me asks, "Is it hunting if you can spawn a Gorax on command?" I want to kill a Gorax so very bad, but I don't feel I will be fullfilled if I say "spawn a Gorax." It isn't hunting anymore. So maybe we should stick to only spawning the non-rare creatures...who knows?