Ranger Archive

Thread: New Ranger Ability: Lure/Attract

Owen-Lars
Mon Apr 12, 2004 2:28 pm
#1


I was throwing around some ideas and thought of how some hunters attract their prey to them rather than they go out and running around for hours in the hopes of finding something. From this i wondered what you think of this idea. The lure/attract skill.


Background:

Rangers live and work in the wild, they have an unmatched knowledge of their prey and know they think. As such they know how to attract a specific type of creature to a location and proceed to hunt them on his terms.


Description:

In order for this ability to work the ranger would be required to craft a lure and have 1 lot free. The lair is constructed using planet specific organics including bone and hide aswel as a quantity of metal. The lure can be experimented uponeffecting thecharges thelure will have (each wave uses 1 charge).


When constructed the lure would be ready to be placed only by a ranger of the correct skill level (I think master ranger in order to make master worthwhile, however tracking 4 would also be ok with me). The same building rules apply to the lure, not to be placed too close to existing lairs and not in city limits etc.


Once placed the ranger would use the radial to select the creature he/she wish to be lured into the vacinity of the lure and the number of animals he/she wants to attract at a time (max 10 per 'wave'). After selecting an animal the ranger only has to activiate it via the radial menu to make the lure start attracting that specific creature. The lurewould act as an artificial liar inmany ways 'producing'the amount of animals the user has selected close to the lure. It will enable the ranger to effectively control the situation and hunt at his or own pace. At master the ranger is the ultimate hunter and has the knowledge required to control the hunting situation. Once the 'wave' of creatures have been killed the lure will shutdown and no more will 'spawn' or be attracted until the ranger wishes to refresh the lure. This is done by simply activating the lure again and waiting for the next spawn (should be around 10 second delay between activiation and spawn of animals). This can be done until the lure has depleated all its charges, the lure then self destructs removing itself from the game world.


Main Uses:

This would be a top end ability used by only masters of the hunt (master rangers or hunt masters). It would enable the user to attract a specific creature they want and hunt it in a controled environment. Think of it as an ambush situation and by altering the attraction value the ranger can control how many animals are attracted at once. Such a skill would be very valuable to the rangers and the groups they hunt with. When hunting on their own they could attract a specific creature that drops a certain type of meat or hide, for example peko pekos of naboo. This would give us a very clear advantage over non rangers as we would be able to select creatures that we are comfortable with hunting and a resource type we want to gather.


Within groups this ability has obvious benefits, we are able to take groups out andset up a lured hunting enviroment with creatures they like to hunt. We are able to attract creatures for our group members to attack and provide them with a constant 'flow' of them. This would be an amazing feature for group hunts and guild hunts, we could take our guild out rancor hunting orbantha hunting.


I like the idea of this feature andalso the economic benefits that come along with it.Being able to specify what creatures you are going to kill enables a ranger to fullfillmore ordersof organicsand with the help of increased harvesting rates will push the prices of organicsdown and increase the supply considerably resulting in a downturn in item prices. Also at present the best way to hunt a specific resource is to take missions for that creature. The other alternative would be to wonder around and waitfor the spawn system to kickwhich onlaggy planets can be a considerable time.Taking missions brings money into the economy in the form of mission payouts that the majority of rangers who ihunt witharntbothered about to much. They would much rather make 100% of their money out on the hunt in the wild. How many times have you gone out hunting to gather resources and ended up making thousands of credits in the process without even selling your harvests based on the simple fact taking missions is the only guerenteed way to find a certain creature?

Thisfeature would allow a ranger to select what creatures they want to kill without taking a mission resulting inno new money being introduced into theeconomy. I think we all are agreed there needs to be more money sinks in SWG to reduce the amount of free cash people have lying around because all it does it cause massive inflation with money being transfered around the economy rather than out. This feature would reduce the inflow of money into the market instead and this of cource must be a good thing. Although reducing the amount of money coming into theeconomy it shouldnt put the ranger community out of pocket, rather shift their income to money already circulating. I think this feature along with inceased harvesting rates would enable us to harvest more and even with a reduction in the selling price of organic we would still end up making enough money very similar to what we do now.



The Benefits:


  • 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



  1. 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.

  2. 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.

  3. /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



THORTAC BALCOR
The Lost Ranger
RANGER
Calculus_Entropy
Mon Apr 12, 2004 2:40 pm
#2

I will have to read it again as I can not tell the real difference from what Holocron stated tracking would be. But a comment on how it is currrently set up is, I would expect it to be set up like a camp (possibly comparable to the Hunting Blind proposed by Holo) and not a structure. It would probably need a "disband" timer so as to not cause clutter.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
dhcpSilicon
Mon Apr 12, 2004 2:46 pm
#3

I can't see the ability to lure a Krayt as overpowering. It still has to be dealt with, and that's a highly marketable skill for Rangers. Remember when people would hire us to find them? Swoops and low spawn rates killed that market.
Calculus_Entropy
Mon Apr 12, 2004 3:06 pm
#4

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.


If we could spawn rare critter we would certainly be the flavor of the month. One argument about using "over powered" to describe the ability to spawn a krayt...it does not make us more powerful than anyone, it just makes us die more quickly . I think most people would think the skill was great and not a nerfable thing, but who knows?



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
dhcpSilicon
Mon Apr 12, 2004 3:53 pm
#5






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.



Make it once an hour and you have my full support! =)

HelpMeImLost
Mon Apr 12, 2004 3:54 pm
#6

Yay i got my new skill AUUUUGH i dint mean to push the button NOOOOO!


would be very nice to have.





Kayvurrra the boring one.
KaiRaene
Mon Apr 12, 2004 6:18 pm
#7

Kudos to Owen for spanking out new ideas left and right.


I didnt read the whole thing but I get the gist of it. I think it would be cool to be able to create the rare spawns we all want to see. I have traveled around the North of endor for hours looking for a gorax... just to see one but nothing.


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



New home of SWG Rangers!

"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "




Owen-Lars
Tue Apr 13, 2004 5:26 am
#8

Calc Wrote:


I can not tell the real difference from what Holocron stated tracking would be.







As i understand it the /tracking ability would simply spawn a lair with an on screen indicator to its wearabouts OR alternatively an on screen indicator to the location of a spawned beast of your choice.



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Tue Apr 13, 2004 5:31 am
#9


dhcpSilicon Wrote:


I can't see the ability to lure a Krayt as overpowering. It still has to be dealt with, and that's a highly marketable skill for Rangers. Remember when people would hire us to find them? Swoops and low spawn rates killed that market.







I can see it as been very overpowering without some sort of restrictions in place. /Track would be a cool skill as apposed to the /lure feature for hunting krayts. I dont like the idea of having a continuous spawn of krayts in one location, i think that would be overpowering if you could spawn krayts on demand.

Using /track to spawn and locate a krayt on its own is a totally different system and requires you to move and infact /track to get a krayt rather than have a krayt spawn in 'your' environment.



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Tue Apr 13, 2004 5:39 am
#10


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



THORTAC BALCOR
The Lost Ranger
RANGER
Calculus_Entropy
Tue Apr 13, 2004 8:29 am
#11

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?



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Owen-Lars
Tue Apr 13, 2004 8:45 am
#12


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



THORTAC BALCOR
The Lost Ranger
RANGER
dhcpSilicon
Tue Apr 13, 2004 9:32 am
#13






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?





This could still be dealt with by


a) limiting it to once per hour/day/whatever

b) tying the CL into the mod, so that you could cap it at CL150 or something (wouldn't allow you to spawn Krayts or the Gorax)
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