Ranger Archive

Thread: Quick Thought Ranger Ideas

Kiros42
Sat Nov 13, 2004 7:53 am
#1

Nothing ground breaking here. Just a couple of thoughts on how to make us better.


Trapping - New trap at every level At Trapping II and IV we would get traps that are effective against NPC types and not just critters. If we're smart enough to Man Hunt, we should be smart enough to Man Trap. Also, the duration and effectiveness of ALL traps should be increased to withhold some sort of value in actually using them.


Sadly, the only real way to make Camo and Camps useful would be to eliminate the ability to call forth vehicles from anywhere. The ability to call forth droids is ok in my personal opinion, but I think vehicles should remain within either Camps or Municipal Zones. I would prefer the eliminate the ability to even call them in camps, but that's my personal preference.


Harvesting - Either increase the amount Master Rangers harvest or reduce the amount Master Scout does. I'm personally for the previous as I hate to see anyone hit with a nerfbat. Also, I would add a random % that the Master Ranger would gain a loot item from a critter. Who knows what (or who) we'll find in its belly once we skin it...


Another possible idea for camps would be to give them the benefits of various city labels. Docs buff faster and for more, etc etc.


I'm sure much of this has been covered and I'm probably just regurgitating old ideas, but I suppose it can't hurt.

I spend a lot of time in the wild, and often times walk from the outpost to the village for the fun, and so long as I'm buffed I've NEVER had a challenge from anything in my path aside from Nightsisters. I think this is just wrong.





-Kiros
Master Ranger / Rifleman
Starsider
Fodder650
Sat Nov 13, 2004 7:58 am
#2

Well this all has been covered in the outdoorsman proposals and such. But its ok to bring it back up. If you look there is a new thread from yesterday by Calc on how we can justify more organics from a creature. The devs apparently wanting some kind of real world reasons for it.

As for tent this is an area of hot debate. There is a long article on what we would like to see with the camps and the creature of modules for the HTFB. Whats the most intersting about the plans for camps is that we intregrate ranger camps into all the support professions. So its not just our fight but those of the other professions as well.



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
WildBil2Me
Sat Nov 13, 2004 8:45 am
#3






Fodder650 wrote:
Well this all has been covered in the outdoorsman proposals and such. But its ok to bring it back up. If you look there is a new thread from yesterday by Calc on how we can justify more organics from a creature. The devs apparently wanting some kind of real world reasons for it.

As for tent this is an area of hot debate. There is a long article on what we would like to see with the camps and the creature of modules for the HTFB. Whats the most intersting about the plans for camps is that we intregrate ranger camps into all the support professions. So its not just our fight but those of the other professions as well.




I can't seem to find this Thread, I know there was a statement made somewhere about more resources from creatures not being "realistic" but I can't seem to find it. I have an idea concerning this but i want to make sure I put it in the right place haha.







Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Fodder650
Sat Nov 13, 2004 8:49 am
#4

Edit - death to necoposting link removed

Message Edited by Fodder650 on 11-13-2004 10:52 AM



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
Vorpaks
Sat Nov 13, 2004 8:50 am
#5

Fodder, that message was from April, it was necro bumped.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Fodder650
Sat Nov 13, 2004 8:51 am
#6

Oh crap attack of the troll necro? Sorry didnt check the date on it. Fixed Paks

Message Edited by Fodder650 on 11-13-2004 10:52 AM



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
WildBil2Me
Sat Nov 13, 2004 9:06 am
#7

Hehe.


It's ok ::waves hand:: this was not the post I was looking for.


Actually there was another post that was relatively recent which said that raising Harvesting % wasn't "realistic." I think it may have been related to the new loot system / tables. I'll search around.


Even if we can't find a way to increase the % that a Master Ranger gets over a Novice Scout by much more than what it is, I think that we can make a successful argument towards the fact that some desperately needed resources are no-where near as available as they should be.


As it stands, the system really points to Scouts as being the ones who are intended to do all the harvesting for Doctors.. Low level scouts can work on the "yard-trash" surrounding Bestine, for example, and supply avian meat while they climb their chosen combat profession. What's inherently problematic about this though is that as players advance they stop hunting the only source of this commodity.


There is no incentive for a Ranger to hunt these creatures!


To me, it seems that in the very least we can make an argument that certain resources should be dropped at higher levels. Maybe Tatooine deserves more high level Avian meat drops? Maybe there should be "boss mobs" that drop higher amounts of resources on any given planet.


In the very least it begs a question, if Novice Scout harvests as close to Master Ranger as it does ... why?


If we're not going to be harvesting that much more, I'd almostlike to see the harvesting mods dropped into Scout to make way for some more versatile mods in Ranger. This would help to differentiate a Ranger from Scout a bit more specifically.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Nemo0
Sat Nov 13, 2004 12:31 pm
#8

Is this what you were looking for?



Lythender Nirou
Crazy Bothan


Nemo0
Sat Nov 13, 2004 12:35 pm
#9

Quote from the Devs' description of the loot revamp that I believe is the basis for the thread linked above. Highlighting is mine.






Creature Loot

Currently creatures are limited to, at best, three types of items they can drop: bones, hides, and meat. Some creatures only get two of these options as several insect creatures don't have bones. The number of items that can be harvested should be increased and for more reasons than just making the loot more interesting.

Creature harvesting should be skill related and gaining increased levels in harvesting should have more of an affect than simply increasing the number of hides a player can acquire from a specific creature, which isn't wholly fictionally justified anyway.

Where possible, an example of a better solution would be giving creatures with poison attacks a poison gland that can be harvested by higher level characters. This not only makes the looting process more interesting, but also adds flavor and rewards for gaining levels in scouting.

The poison gland could then be used by player crafters to make more interesting items. Perhaps the poison gland from a giant arachnid can be "dried, crushed, and mixed" with everyday items to make more powerful spices. These spices might then gain an increase in the length of time a player is sick after eating them.

There are many other potential benefits available to the chef class. Food items that can only be prepared with Cu-Pa brains, Womprat livers or Rancor hearts could be delicacies that require a master chef and a master scout who can provide them with the ingredients they need.

Chefs wouldn't be the only beneficiaries though. Tailors could make a variety of new clothes using slice hound intestines, Mott Bull muscles, or Krahbu entrails. Much like the dragon pearls Jedi use to make lightsabers, perhaps the ocular orbs of a Veermok make for an amazing scope lens. Or the crushed fire gland of a Gaping Fire Spider makes an excellent projectile explosive that increases the damage output for a short time. In short, variety is good, and has almost unlimited potential for increasing game play for everyone. I'll Take Types of Loot for 200 credits, Albor.

The challenge will be finding as many possible loot enhancements without distracting the existing development efforts. This includes any design and art efforts to create new items. The initial loot enhancements that will be made will be focused on utilizing existing assets whenever and wherever possible. To start with, we have listed all the kinds of loot that seem reasonable from both a balance perspective and player happiness (Because everybody loves...)



  • Skill Mod Buffs
  • Stat Buffs
  • Optional Crafting Components
  • Weapon Mods
  • Armor Mods
  • House Decoration Items
  • Cool Stuff






Editted to fix the line breaks that got screwed up with the linkage.

Message Edited by Nemo0 on 11-13-2004 07:37 PM



Lythender Nirou
Crazy Bothan


Nemo0
Sat Nov 13, 2004 12:45 pm
#10






Nemo0 wrote:

Creature harvesting should be skill related and gaining increased levels in harvesting should have more of an affect than simply increasing the number of hides a player can acquire from a specific creature, which isn't wholly fictionally justified anyway.





That's what I wanted to highlight above but the editor doesn't want to help me so I'm just quoting it for the emphasis.



Lythender Nirou
Crazy Bothan


Serraphin
Sat Nov 13, 2004 9:41 pm
#11






Nemo0 wrote:





Nemo0 wrote:

Creature harvesting should be skill related and gaining increased levels in harvesting should have more of an affect than simply increasing the number of hides a player can acquire from a specific creature, which isn't wholly fictionally justified anyway.





That's what I wanted to highlight above but the editor doesn't want to help me so I'm just quoting it for the emphasis.




Are there any real life hunters here that can answer this question in follow on to what Nemo0 wrote. Is the harvest of meat, Hide, and bone of equal difficulty? Or does the harvesting of hide without damaging it require more skill? what about harvesting bones intact? Should these harvests be staggered perhaps at various levels of difficulty, skill, and precision?
WildBil2Me
Sun Nov 14, 2004 1:37 am
#12

That is exactly the threadI was thinking about.


As it suggests it would open up the ability to collegt "poison" glands. Which, though interesting, really seems to be more of a Loot based item anyway. I guess we'll have to wait out its implementation. If it goes into the Ranger tree it'll be a nice addition. If it is in Scout then it means we'll have to some other issues to think about.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Kiros42
Sun Nov 14, 2004 4:17 am
#13





Are there any real life hunters here that can answer this question in follow on to what Nemo0 wrote. Is the harvest of meat, Hide, and bone of equal difficulty? Or does the harvesting of hide without damaging it require more skill? what about harvesting bones intact? Should these harvests be staggered perhaps at various levels of difficulty, skill, and precision?





Personally I try to leave real world equations out of such gaming discussions as the two are incredibly far off from one another. Wih enough thought anything can be validated.




-Kiros
Master Ranger / Rifleman
Starsider
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