Ranger Archive
Thread: Man traps
Well, since Ranger is getting a huge overhaul on the super-scout concept and is now incuding humanoid NPCs for both their new /conceal (maskscent) and /track abilities, I thought: Why not traps, too?
Watch movies like Predator, Vietnam, you'll soon see that training in the construction of Man-traps is an important part of defending any wilderness (or other) area in guerilla warfare. This is perfectly in line with the new vission of Rangers, so why not?
Here's my suggestions for implimenting man-traps. Either:
A: Make a ranger skill available at some point in their trapping branch (probably the second or third box) that allows them to apply their normal traps to NPCs and players in PvP (possibly two separate levels of the skill, one at second, one at fourth boxes) or,
B: (my personal favorite) include schematics for new Mantraps. These traps are placed traps which apply only against NPCs and, provided the Ranger is either overt or in a duel at the time he places the trap, other players as applicable by circumstances (either the player being dueled, or all Imperials/Rebels who are overt). They time out just like other placed traps (I think the Devs mentioned something about that). This might open up some intriguing possibilities for Ranger Duels, where two rangers run around an area setting traps in a duel.
Some suggestions for Mantraps:
Tripwire: Knockdown effect.
Spike Trap: Stuns and causesmoderate health damage (1/4 in PvP) but never leathal.
Chokedust Trap: Stuns, Blinds and Dizzies, and causes minor mind damage (1/4 in PvP).
Razorwire: Like tripwire, only causesmoderate damage to Mind and Action.
Grenade Trap: Requires grenade components to construct (which must begotten from a weaponsmith). Has the effect of a C22 frag of average potency.
Dust,
I'm assuming that you know that we ARE getting a "trip wire" trap that is usable on NPCs. ![]()
The other ideas are very good too.
B