Ranger Archive
Thread: mask scent, camo, radar vis and traps
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Dark_0ne
Tue Apr 26, 2005 7:02 am
#1
these are just some thoughts that have been forming since we found out that it was technically feasible now (barring CTDs) to take you off the radar temporarily.
1) Mask Scent.
What is this ? really it is just disguising the way you smell, so you smell lke your surroundings.
What does it do ? well IMO it should stop creatures being able to detect you by smell. Currently it makes you invisible to creatures (except Kreetles) untill detected.
It should break immediatlely on entering combat with anything - the adrenalin and other chemicals produced by the body will drastically alter the way you smell immediately
It should break when running - for the same reasons as above
It should break on speeders or other mechanical contraptions
Theoretically, the creatures don't smell you, but they can still see and hear you, so I think this should be combined with a "stealth" skill. As we're borrowing designs from other games now, the implementation of a stealth mode might be a good plan.
2) Stealth would be available to a scout, with progression all the way up into the Ranger trees (assuming the progression stays as it is). It is a way of moving through the terrain to reduce your visibility and audibility
Stealth would make you invisible to NPCs only and partially invisible to creatures - with chance of success based on your skill and the NPC level.
It would cause a movement penalty, which could be mitigated as you get higher in scout and then Ranger. It could also gain a bonus for being prone and crawling.
Stealth and Mask Scent combined would make you invisible to creatures - keep the Mask Scent progression as you go up the scout tree.
3) Camouflage would be available to Rangers. It is a method of concealment to blend in with the surroundings, which, when stationary should make the Ranger invisible.
It would remove you from the radar, and in conjunction with stealth, would allow movement. Again there should be chance of detection, based on skills and levels of opponents.
It would have diferent graphical representation depending on the Camo Kit used - to actually give your oponents (if in PvP) real dificulty in seeing you as well as not having a radar blob.
Also - Camo would remove the ability to target you.
Combat would break Camo immediately.
This would allow the Rifleman Skill TakeCover to stack with the Ranger Camo - giving the Rifleman greater movement abaility and giving the Ranger the chance to shoot and remain undetected.
4) Traps
Some traps should have the ability to be used in a concealed shot mode. e.g. a Dart would be an ideal stealthy attack on a creature, and if you were in stealth mode with mask scent up, you would not necessarily be detected.
Well - I hope this is worth discussing. As usual, apologies if it has all been done to death before - I hope there is something new here tho, and maybe there is something that could be worked into the revamp proposal if people like it.
1) Mask Scent.
What is this ? really it is just disguising the way you smell, so you smell lke your surroundings.
What does it do ? well IMO it should stop creatures being able to detect you by smell. Currently it makes you invisible to creatures (except Kreetles) untill detected.
It should break immediatlely on entering combat with anything - the adrenalin and other chemicals produced by the body will drastically alter the way you smell immediately
It should break when running - for the same reasons as above
It should break on speeders or other mechanical contraptions
Theoretically, the creatures don't smell you, but they can still see and hear you, so I think this should be combined with a "stealth" skill. As we're borrowing designs from other games now, the implementation of a stealth mode might be a good plan.
2) Stealth would be available to a scout, with progression all the way up into the Ranger trees (assuming the progression stays as it is). It is a way of moving through the terrain to reduce your visibility and audibility
Stealth would make you invisible to NPCs only and partially invisible to creatures - with chance of success based on your skill and the NPC level.
It would cause a movement penalty, which could be mitigated as you get higher in scout and then Ranger. It could also gain a bonus for being prone and crawling.
Stealth and Mask Scent combined would make you invisible to creatures - keep the Mask Scent progression as you go up the scout tree.
3) Camouflage would be available to Rangers. It is a method of concealment to blend in with the surroundings, which, when stationary should make the Ranger invisible.
It would remove you from the radar, and in conjunction with stealth, would allow movement. Again there should be chance of detection, based on skills and levels of opponents.
It would have diferent graphical representation depending on the Camo Kit used - to actually give your oponents (if in PvP) real dificulty in seeing you as well as not having a radar blob.
Also - Camo would remove the ability to target you.
Combat would break Camo immediately.
This would allow the Rifleman Skill TakeCover to stack with the Ranger Camo - giving the Rifleman greater movement abaility and giving the Ranger the chance to shoot and remain undetected.
4) Traps
Some traps should have the ability to be used in a concealed shot mode. e.g. a Dart would be an ideal stealthy attack on a creature, and if you were in stealth mode with mask scent up, you would not necessarily be detected.
Well - I hope this is worth discussing. As usual, apologies if it has all been done to death before - I hope there is something new here tho, and maybe there is something that could be worked into the revamp proposal if people like it.
Rhyeal
Tue Apr 26, 2005 6:38 pm
#2
the whole "bug" fix of mask/camo breaking in combat will cause me to use my skills less. The devs really need to make up their mind on this issue as they have flip-flopped for some time over this. It was "fixed", now its a "bug", but its "fixed" again.
shilo2
Wed Apr 27, 2005 12:50 am
#3
"It should break immediatlely on entering combat with anything - the adrenalin and other chemicals produced by the body will drastically alter the way you smell immediately
It should break when running - for the same reasons as above
It should break on speeders or other mechanical contraptions"
i dont like this idea
...if you are covered in animal musk, then it shouldnt matter if you ar fighting or driving, your still gonna stink.
As a noob scout i once tested to see if mask scent was removed when i entered water lol
It should break when running - for the same reasons as above
It should break on speeders or other mechanical contraptions"
i dont like this idea
As a noob scout i once tested to see if mask scent was removed when i entered water lol
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