Ranger Archive
Thread: Ranger: The Cross-Purpose Class Theory (name edited)
Message Edited by Phenix1050 on 09-21-2004 01:21 AM
Message Edited by Phenix1050 on 09-20-2004 02:57 PM
Phenix1050 wrote:
I must look at Owens' post for another argument-
They changed the skillpoint costs of Smuggler because they were excessive. I believe that this proves that sometimes, skills can just be justified by the type of class it is. Technically speaking, fist-fighting and shooting pistols doesn't teach you how to make spice. Nor does it teach you to slice into data terminals.
What is happening is that the toon undergoes a fundamental change upon taking an elite novice proffession.Being a smugler seperates your from a person with simply Brawler 4000 and Marksman 4000. You have learned, by taking that novice box, basic skills that apply to the essence of that proffession. Same thing happens at novice Squad Leader. You can shoot (ranged support 4) all day and go on long walks and camps, but that technically doesn't qualify you to lead a squad. There is some inherent knowledge which is imparted at the novice box that changes the way you use the experience you have.
In the case of the Ranger, hunting with other weapons has taught the ranger the soft spots of the animals and surviving in the wilderness has instructed the Ranger in how to adapt. Through unique training, at Novice Ranger, a Ranger learns the art of using rustic weapons in the same way that a Novice Smuggler learns to make spice and slice and a squad leader learns how to lead.
Phenix1050 wrote:
I must look at Owens' post for another argument-
In the case of the Ranger, hunting with other weapons has taught the ranger the soft spots of the animals and surviving in the wilderness has instructed the Ranger in how to adapt. Through unique training, at Novice Ranger, a Ranger learns the art of using rustic weapons in the same way that a Novice Smuggler learns to make spice and slice and a squad leader learns how to lead.
This tells all. To me, creature knowledge means we understand the physiology of the creature therefore, it doesn't matter what weapon we use, we still know the creatures weaknesses. Why must a bow be used to hit a creature in his weakspot? How is that better than a T-21?
Damn I gotta go to class... LOL BE back later!
Phenix1050 wrote:
I am trying to fill in all the holes Calc. A lot of them aren't holes, but merely points not fully fleshed out.
I am willing to concede on the crafting issue, but only because that still leaves us as a hybrid proffession. I think with the ability to make modules that can be sold to lesser scouts and squad leaders (if the Modular Camping idea goes in, of course) the argument would still stand, but since it's not neccesary to my main argument, I'll let it go. We are not, as of now, a crafting proffession in the traditional sense.
However, the main point stands. We are a hybrid, but, unlike other hybrids, we are lacking a full palate of skills. Traps are a combat weapons. They apply state effects, damage creatures and are used ONLY during combat. Ranger are a combat class. Getting to Ranger requires hours of killing creatures. Thus the prerequisites is in the getting to Ranger. Perhaps a smart thing to do would be to remove XP from harvesting things you didn't kill. Even in groups, if you did no damage to the creature, you get none of the XP (much the same way that looting a corspe only gives money to group members who are in range/helped kill the creature.
Combat does not imply damage dealing. Traps are used in combat and are state dealers, not damage dealers.
This ensures that a Ranger has combat experience, since they don't get credit for things they didn't help kill.
Still, I think it's obvious that getting through scout almost guarentees killing, which involves combat, which is a reason for us getting weapons
I consider that hole plugged.
The plug just fell out. One can (easily in this day and age) master Scout without ever using a damage dealing weapon.
Message Edited by Phenix1050 on 09-20-2004 04:04 PM
Phenix1050 wrote:
Smugglers are getting a revamp, part of which is focuesed on making them more effective in combat. So they don't NEED pistoleer and TKM. This is part of my problem. They have crafting skills while needing only combat XP. Is there really a difference between that and Rangers getting combat skills that apply to creatures only while needing only scouting XP?
Another idea- make Master Ranger based on combat XP. Just like you need so much XP to get to BH, perhaps add a 40k Combat XP requirement to get Novice Ranger, instead of scouting XP. That way, you ensure that Rangers have done lots of combat. How does that strike ya?
But I believe the smuggler skills will be more about getting away from overwhelming combat situations, not winning them. They will have combat skills but with a different focus to a combat profession (at least, I think so). That is the direction I would want for Ranger as well.
As for adding a combat xp requirement, that would alienate the Rangers who don't want to do combat. The entire Ranger tree is not focused on combat, for better or worse. I personally like the non combat Ranger skills. Such a change is almost forcing that away.
Phenix1050 wrote:
Traps apply states....AND do damage. I have whittled many a chubba down to 1 pool point through judicious use of traps.
also, I double-sealed the plug.
if combat XP is neccesary rather than (or in addition to) scout XP for Novice Ranger, it ensures we killed stuff. BOOYA!
Message Edited by Phenix1050 on 09-20-2004 04:04 PM
Message Edited by Nemo0 on 09-20-2004 09:10 PM
Nemo0 wrote:
Square plugs don't fit round holes.