Ranger Archive
Thread: Rangers defensively
we've had lots of discussion on this tree, so i won't go into much detail... Fred_Skinner's post on STEALTH as well as the Outdoorsman proposal go into detail on how /conceal could be made better... WolfwoodCross has a nice post about radar range being affected by scouting ability.. and a few folks have mentioned increased walking/running speed (not TN, but a movement bonus).. all of these ideas would make for a better wayfaring branch, but as stealth is a powerful ability perhaps it should be tied in with all branches, the counter to stealth being in field bioscience..
what can we say, we love our camps?... even as simple decorations these are great, but if only they were useful... again, the modular camp idea described in the Outdoorsman proposal would make this branch worthwhile.. as long as camps are provided some function, i think most of us would be happy..
we talk a lot about needing more of a harvest bonus, and our broken /areatrack and nonexistent /track commands... this is where the awareness bonus to counteract stealth should be developed, if it is ever implemented (anybody notice that there is an awareness score already in the game?... maybe someday we can use those skill tapes).. some people have mentioned bonuses to offense or defense based on our creature knowledge, but i think those should go somewhere else as i'll explain ... ... now..
personally, i don't think there is anything that can save this branch... i think we should throw it out entirely and replace it with something that encompasses quite a few of our extraneous ideas...perhaps naming it "natural immersion"
this could be where we incorporate a defense system based on our knowledge of creatures, a natural defense system (immune responses), as well as certain group related bonuses...
defensive bonuses: rangers have a deep understanding of creature behavior, they can even tell what special attacks a creature will perform in battle; it only makes since that a ranger would be prepared to face such attacks... we could have certain defense bonuses to status effects equivalent to some fraction of our creature knowledge (CK) score... defenses vs. states would be earned as you climb the tree (N.I. 1: Def vs Stun CK/2, N.I. 2: Def vs Dizzy CK/2, N.I. 3: Def vs Knockdown CK/2, et c).. afterall, knowing is half the battle...
resistances: when people are affected by nature repeatedly (stung by a bee, bitten by a snake, et c), they either develop an allergy or an immunity... people who are out in nature will be affected quite a bit, and will either develop some resistance or quit going outside... rangers interact enough with nature that they should have natural resistances to poison, disease and possibly bleeds tiered over the development of this branch...
bringing it to the group: rangers could be useful in groups due to two new developments in this branch: snake-bite kits and a redesigned /rescue (sorry, i love this one)...
snake-bite kits: rangers should be able to create special packs that can be applied to players that increase poison/disease resistances for a time... we don't want to take the ability to cure these from doctors, but maybe we could prevent someone from contracting a disease in the first place...
/rescue: make /rescue distract the attacker in a way that could potentially end combat (PvE only)... ever hear of playing opossum?... maybe we could do something similar to /feigndeath after /rescue - when you /rescue you gather the MOB's attention, throw a speciallycrafted object(flare-like trap?), and play dead... it would work like /feigndeath as combat would start again when you stand up, but it would require a crafted item... think: jurassic park, when alan grant /rescued the kids by waving a flare at the t-rex, throwing it, and then standing extremely still, ending combat temporarily...
I like the ideas...combat capable without being "l337"....
Then again I've always been a big proponent of Ranger defense mods ![]()
we take nothing from other offensive professions
we do not limit ranger to a certain weapon type (melee, ranged, rifles, unnarmed, etc)
we will survive in the wild, rather than destroy the wild
I like the "playing possum" bit, and the resists have been batted around a bit and have been well recieved as a whole.
The snake bit kit would (in my opinion) reduce the time for the poison to affect you, while a doctor would be able to heal you outright.
(is that accurate? or what you meant?)
The main problem that I see, is that I really use a lot of traps, I can go through a crate of scout traps in a good week of hunting. While I do not want to see the trapping line lost, I would like to see the traps we do have become modular, or more effective, or usable in PvP and NPC combat.
Thanks for the posting, and I hope to see more of your ideas..
Well put.
Personaly i would prefer to see the camping tree scraped instead, i would much rather have modular traps then modular tents. The modular camp idea seems much more complex than the trap idea. That and any change to the camp tree would have to redo the concept of camping within the game. The trap idea just makes traps effective and easy to use. Considering thatmost additions to camps would only turn them into amobile city i would rather walk a little to a real city when needed and be able to make some nice traps.
JuCat wrote:
Hasn't that already been done...
The ONLY use a camp has AT ALL is the 1 in 999,999,999,999,999,999 chance you have an entertainer in your group to heal mind wounds or re-apply a mind buff.
(is that accurate? or what you meant?)
I like the "playing possum" bit, and the resists have been batted around a bit and have been well recieved as a whole.
sorry for the double post... mm..
To make camps useful they would have to be changed so extensively that chances are they would no longer have anything to do with "camping".
777erc wrote:
Well put.
Personaly i would prefer to see the camping tree scraped instead, i would much rather have modular traps then modular tents. The modular camp idea seems much more complex than the trap idea. That and any change to the camp tree would have to redo the concept of camping within the game. The trap idea just makes traps effective and easy to use. Considering thatmost additions to camps would only turn them into amobile city i would rather walk a little to a real city when needed and be able to make some nice traps.
Hasn't that already been done...
The ONLY use a camp has AT ALL is the 1 in 999,999,999,999,999,999 chance you have an entertainer in your group to heal mind wounds or re-apply a mind buff.