Ranger Archive
Thread: Hypothetical Trap building question...
Do y'all have a problem with some of the trap modules being given to appropriate crating professions (ie. WS making the explosives, etc.)? I think we would have to retain the final building rights.
Commandos previously made their own 'Nades, which is the Grenade Assembly / Experimentation tapes people keep looting. They no longer do anything.
SickSix wrote:
actually, shouldn't a commando have more to do with making mines than a WS? i understand WS make all the grenades and mines already, but how come Commandos, the heavy weapons experts, dont make any of the explosive stuff?
How about a compromise - optional enhancers you can add to your traps? Same philosophy as the BE/Chef relationship.
Don't forget to add DEs into the mix if we do - they should provide improved sensors and intelligence, and the weaponsmiths should provide bigger bangs.
Calculus_Entropy wrote:
DISCLAIMER!!!!! THIS THREAD IS ASKING FOR SPECULATION AND IS PURELY HYPOTHETICAL IN NATURE!!!! It stems from a debate on the corr forum, and I want to see where you guys sit on this. The devs have not gotten involved yet, so don't get your undies in an uproar!
Do y'all have a problem with some of the trap modules being given to appropriate crating professions (ie. WS making the explosives, etc.)? I think we would have to retain the final building rights.
I think the fuses (just making that up) should be from WS's, or shape charges, or whatever; Some sort of component.
Granted the role of the SpecOps Operator is to be self sufficient, but that's only realistic to a degree.
i'm split. I think the enhancer idea would be the best. We're not really a crafting class, we need to be able to adapt and build our own stuff in the wildernes. But better componants could be made by the approppriate professions, perhaps. So a Ranger would have schematics for a basic explosive, basic fuse, etc. Actualy crafters could have better schematics. Commandos make better charges, WS make better fuses, DEs make better proximity circuits, etc.
But I really don't ever have to utter the phrase "sorry guys, I can't build any traps, I didn't bring my crate of fuses".
Simply, Rangers make all the traps themselves. Maybe other professions can make OPTIONAL enhancements for these traps, but we should be able to make perfectly good ones ourselves.
In the way you can put a scope on a blaster, have it so a WS can make a, for example, "shrapnel charge" which improves the mines capability.
Or a DE can make an EMP charge that the Ranger can use when making a flashbang to make one that effects droids better. etc.
Calculus_Entropy wrote:
>Do y'all have a problem with some of the trap modules being given to appropriate crating professions (ie. WS making the explosives, etc.)? I think we would have to retain the final building rights.
Hard to say at this point, until we see how these things actually work.
This is also hypothetical, but would there be enough of an increase in rangers for WS to take the crafting/factory time to craft and sell these modules? Would there be an incentive/profit for them?
mgehl brough up a great comparison about BE enhancers. Rather than have a WS, DE or Commando craft components that we require, I'd rather see something they can craft that enhances the traps.
(Goes along with the theory of encouraging player interaction because it's something people want to do, rather than being forced to do).
This is just for discussion, and does not reflect my view on the subject.
Because nobody else has one-use weapons, either. Place a mine, you don't get it back. Shoot a gun and it's still there. The fact that we'd go through them so fast would require us to keep crates of manufactured goods on us, just to make our one offensive special work. Remember, this is essentially our one offensive weapon, and perhaps our one certed weapon. It makes sense that since we're so different in nature, then we should be different in terms of using and building weapons.
I don't know about you, but since Rangers have to craft each trap individually if they want to use a bio-sig, it makes sense that they'd have the tools to create that trap themselves, on the go. Additionally, since we'll likely have the trapping tree as a pre-req, crafting will be part of our profesion even from Novice Scout. I don't mind enhancers, but I really don't think that mky first day as a new Ranger after the revamp, I should have to wait to have a WS build me a fuse so I can use my only offensive special.