Ranger Archive

Thread: What I think is In Dev for the Ranger

NerfBurger
Mon Aug 04, 2003 5:31 pm
#1

OK, please take this with a grain of salt. This is all theory. It IS based on things I have discovered in-game and on the forums. Names will not be used to protect the innocent.


In no particular order:


#1. Tracking.



This is not **currently** in the game. Being as "track" is used in the description of the Ranger, it must be added.


#2. More Camps.



The option to pick up chairs and datapads leaves me to believe that the code for camps has been changed and they will become more modular. Options could be limitless. Also recent forum posts have indicated that newfunctions for camps and field bases besides healing are being solicited from the community


#3. Lure



Again, speculation based upon an educated guess and information found on the boards


#4. Group bonus



The creature to-hit and camouflage group buffs seem like the easiest to implement of all the suggestions made thus far.


#5. /conceal



The code for this was bugged at the end of beta and it was removed.It will come back, for that I'm sure.



These are my thoughts about what is currently In Dev for the underdeveloped Ranger profession. This post is an educated guess, please don't flame. I'm just trying to give Rangers like myself a little light at the end of the tunnel.




QMPFLURRY ANTARIAN RANGERSPMQ
DEKAS OLO [FAR]
MASTER
RANGER - RETIRED
MASTER PISTOLEER - MASTER BOUNTY HUNTER - SQUAD LEADER

BoyOfLight
Mon Aug 04, 2003 5:39 pm
#2

i just got ranger and i noticed if u go to the bonus to mask scent it also says it adds to /concel so it will probably be in at some point




Egnar/Egnards Atop
Tarquinas Legion
Grand High Troll of The Troll Order/A Ninja of One
| If you played with force powers before it was viable, put this in your sig |
Pyradius
Mon Aug 04, 2003 5:53 pm
#3

Yeah, Conceal was at Wayfaring I to my recollection. It's pretty much a given that we will at least get this back.



Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
Mineras
Tue Aug 05, 2003 6:21 am
#4

Please do not jump to any conclusions about getting back /conceal. I am trying to get any type of definitive answer here, but so far havent been able to. I'll keep trying, though.





Mineras Silvertree
Ranger Correspondent
Omega, Eclipse
Cadius
Tue Aug 05, 2003 7:52 am
#5

If rangers get /conceal we will quickly become the most common sub-class for anyone that PvPs. I know I dont want to see that happen! I just hope it is implemented with a lot more limitations than it had in EQ and DAoC where it was simply lightswitch invisibility.



Ulye Hartenblu (Shadowfire),
Outstanding Stims at an Outstanding Price
Ulye's Pharmacy: Lake Retreat, Naboo the first house to the north on the shore.
StarSprinter
Tue Aug 05, 2003 9:31 am
#6

I have to concur with Cadius. While I would really like to see conceal as a ranger ability, I'd strongly advocate it as an ability granted to Master Rangers only, and which is balanced enough to keep other PvP roles viable. If that then makes the PvP template du jour Master Ranger/Master Rifleman, so be it. After an initial rush, the template mongers will realise there are plenty of other PvP templates that offer greater scope. I have no problem at all with a resonable and proportional number of people playing Ranger for PvP abilities. We should have some unique merits in that respect.



Righ Badenoch, Master Ranger
" The answer is not always what it seems."
"I was warned before coming to these forums that the SWG community can get out of control."

Xyridin
Tue Aug 05, 2003 10:18 am
#7

I think I asked this in another thread somewhere...



What did conceal do in Beta? Was it basicly invis? Did you actually vanish from view? Or did it provide some nebulous game effect like Cover?



Arzon | Radiant Ranger/Rifleman




Radiant: Arzon - Bothan Ranger/Rifleman

ShadowFire: Aroth Xycrest
XionLion
Tue Aug 05, 2003 11:02 am
#8

I think that if they wanted to "fix" conceal, they should take our suggestions of either removing us from radar, or making us "non-target-able" for a short period..


- Zarn

DarkVirtue012
Tue Aug 05, 2003 2:50 pm
#9

I like that suggestion, make conceal remove us from the radar and non-selectable...but only using tab. If we can physically be seen on screen, then we should be able to be targeted if you put the cursor on us. I think that sounds fair.



Volks Jaeger
Nowi
Tue Aug 05, 2003 3:22 pm
#10

Hee hee, I like the no-tab no-radar thing. When I put on my camoflage coat and go prone in a bush, I'm virtually invisible.



--------------
Nowi A'yka
Retired Mayor of Alya'Starn
Ranger. Creature Handler. Explorer. Bothan.
XionLion
Tue Aug 05, 2003 4:02 pm
#11

The concept of the "non-targetable" is the same concept behind range and weaponry... at long ranges with certain creatures you just have a hard time locking on... and you can't quite get them in your sites... however as you get closer you can select them much easier.. (either that or my mouse truly sucks)


I think that the concept of concealment is being able to hide ... you should be able to sneak/hide/blend in somehow.. and in Beta this was accomplished with actual invisibility, but that is abusable imho... you should never actually cloak or anything similar... you should just be harder to track/shoot/find.


Thus remove us from radar and give us a PC version of /Maskscent that would allow us to get off a few shots uncontested before we are visibile to mobs... and just like mask you wouldn't be able to conceal again until after combat and timer resets.


- Zarn

ReeveConnor
Tue Aug 05, 2003 5:13 pm
#12

It shouldn't be invisibility. You should not show up on radar and the skill should be on a timer so that once its used and you attack from /conceal, you can't make use of it again for 10 minutes. It should be granted at Master Ranger or fairly high up in the Wayfaring tree at the very least.


What would be reallycool is profession-specific armor forthose who achieve Master level. Rangers could get an armor with chameleon like aspects that would blend in with the scenery. Now that would be neat.




Jund Starstrider
Chilastra
Imperial Corporal
Novice Pistoleer/Novice Ranger/Novice Creature Handler
Jolandir
Tue Aug 05, 2003 6:25 pm
#13

1) I too would like to see conceal return. I think the idea of being off the radar and so forth is appropriate for Rangers. I could see tailors designing better concealment clothing for Rangers to use, which would add to how well and how long one could remain concealed, along with devices from the Artisan craft people which could even further electronically hide you from radar, and possibly make you look completely different as in the Episode II Star Wars movie. These enchancements could also greatly assist in making it possible to return to conceal sooner. I don't think it should take 10 minutes though. People who are suppose to be of this caliber of scout/ranger should be able to do it fairly effectively if they can dive into a ravine, dash into heavy wooded areas, etc. If out in the open then it should be harder to do.


2) More camps, with the ability as the game says it suppose to be able to do, to heal Battle Fatigue if and entertainer is in camp. I think that Rangers should have the ability to affect this at least for themselves in camps simply as the docs state they would much rather spend the vast majority of their time out away from major populations.


3) Masking scent needs to be fixed, as it tends to work fair against reds, but if there are any yellows in the herd or pack they tend to knock of scent immediately or even if they are in another herd or pack near by. So unless there all reds the chances of masking rarely works. I think this is just a bug that could be fixed.


4) Tracking! Tracking of specific animals or even people. Something like the surveyors who are looking for specific metals, chemicals, etc. You would use this skill to help you find the nearest groups of this specific kind, and to detect what other potentially dangerous critters/groups are in the area or near the objective. The flip side of this would be to grant us the ability to leave false trails for those creatures or humanoids stalking us.


5) I still think that traps should work on humanoids as well as creatures. It just doesn't make sense to be able to use traps to stop, limit, daze, or encumber creatures and they have no effect at all in combat. Just as it wouldn't make any sense to say brawlers or marksman can only hurt humanoids and not creatures with their weapons. I think I am correct in stating that hand grenades can not harm creatures but can do a lot of damage to humanoids. This doesn't make any sense either. After you master scouting and then ranger, it doesn't leave you much to master in the way of combat. You have to use some of your points to gain any ability for fighting even creatures in Marksman and brawler.


6) I think it is very appropriate to have CH come off of scouting, but I think being a ranger should give you perks in this area as well, since they go hand-in-hand together.


7) Specialized buildings either the Ranger can make, or we can obtain from builders, such as blinds and specialized tree roosts and buildings we can build into hills and mountains and can be easily concealed from creatures and humanoids.


8) Some skills in assisting groups to mask for a short time or to conceal or take coverbut which would tax our minds or actions ability for that period, so we could "assist" in ambushes.


I really like being a ranger, but there seems to be a lot that was taken away and a lot that could really add to this game to make it even better.


Jolandir

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