Ranger Archive
Thread: Ranger Revamp Ideas
2. the enemy players get a 20%-50% accuracy reduction when targeting concealed players
3. enemy players who are targeting concealed players may, at random, lose the ranger as a target and can re-aquire it after a few seconds
- Area XX Biotoxin (Master Ranger): (same 3 as below but with area of effect. Might be a bad idea....)
- Action Biotoxin (Adv Trap 3): does gradual damage to the creature's action pool; hits a single target
- Health Biotoxin (Adv Trap 3): does gradual damage to the creature's health pool; hits a single target
Frontiering:
Repellant Potency: determines how strong of creatures can be repelled with the camp.
Necrolyte07 wrote:
how do I bump this to the top?
Sorry, I was bumping it when I posted last...
Bumping is simply replying to a post so that it moves to the top of the list.
Since the Ranger should be a PvE expert, he/she shouldn't be good at PvP as well. If the traps were usable in both PvE and PvP, the game would be broken in the Ranger's favor. Imagine immobilizing all the brawlers that came at you with an Adhesive Mesh, or Placing dizzy and stun on about 5 enemy players. For PvP, one of the other professions should be taken; my character is a Rifleman and a Ranger. Granted you won't be as effective as a Bounty Hunter, but if your'e only a Rifleman you won't be either.
If anything, the Ranger's role in PvP should be to counteract the Creature Handlers; kind of how Bounty Hunters are supposed to counteract Jedi (or so I hear).
There was a post by Owen-Lars called "Ranger Sumit Pack" that had a lot of cool ideas, but they probably wouldn't add to the Ranger's role in the GCW a whole lot. Sure there are some people who like to get some intel on an enemy before rushing in, but most people don't really feel like doing that. Also, there are easier ways to achieve the goals that were made in the post.
The post mentioned an ability called "Pathfinding" (explained in note 1.2) where the Ranger would get a movement speed bonus at the cost of attack and defense bonuses. Who would want to do this when he/she could just get on a speeder and get back to safety much faster?
The "Stealth" ability (note 1.5) acts the same way as my suggestion for the Camo Kits, except with my suggestion the benefits can be passed on to non-Rangers as well.
The "Infiltrator" abilty (note 1.6) sounds cool but in practice wouldn't be very useful. If you do manage to get to the enemy base, then what? If you're trying to find out what players are in the base, that can easily be found out by using the "Areatrack: player" ability. If you're trying to listen in on the enemys' plans, that won't work either. If what a group of people are planning is so important, they would just get in a group and use groupchat to discuss the plans; as far as I can tell, nobody can listen in on a groupchat except for the members of the group.
The post went on at lengths on how a reconassiance system should work. It called for a ranger taking an overhead screenshot of an area and sending it back to a Squad Leader who is back in a terminal (note 1.4). It later described a /recon (note 1.9) and an /uplinkrecon (note 2.0) ability. This whole process can be done much simpler with about the same level of results and requiring no dev intervention. Here's how to do it:
1. have some Rangers and a few non-Rangers form a group
2. have the Rangers each pick a direction and head out in that direction; the non-Rangers stay with the main part of the force
3. the Rangers use "Areatrack: player" to look for enemy players
4. if any Ranger finds something, he/she send a message using groupchat to warn everyone that enemies are approaching and gives the direction
5. the non-Rangers at the base use spatial chat to tell the rest of the force that enemies are comming from a certain direction.
This requries the same amount of coordination as the post's suggestoin, but without the need to add new features. Having the /areatrack ability have a longer range would help this, though.
As for the part where an evac shuttle comes to pick up a squad/player (note 1.4 paragraph 2), I think that when they add starships in the game (which I've heard they are) this problem will solve its self.
I don't really like the "Disrupt Comms" ability (note 2.1). To me the radar acts mostly as what they player's character notices about the world around him/her and isn't an actual device that the player holds. That's why my suggestion about the camo kits removed the player from the radar; if the radar were in fact a machine based on movement, thermal, or whatever, then the camo kits wouldn't really hide the player from the radar. The fact that it would affect both sides would only act to anger a lot of players, and if it ended up that your side was the one who used the most tactics and needed the radar the most, you just hindered your team.
I also don't really like the "Ground Trap" idea (note 1.7). It fairly unlikely that a player would trigger a trap if there were only one laid on the ground. A mine field of sorts would be needed, and after a few people went into the land mine, everyone would wise-up and not go to that area. Friendly players would also be effected by the mines as well. There's also the fact that if an innocent player who was not involved in the conflict stepped on the trap, that would be bad as well. Imagine how bad it would feel to know that you blasted some newbie Scout on the way to his first hunting trip. Also, if people got combat xp for getting people with their traps, what's stopping players from littering traffic areas around towns with ground traps and getting free combat xp from players who are walking by?
This isn't meant to flame anyone's efforts at improving the Ranger profession. It's good that people are speaking their minds about how to make this profession fun for everyone. I know that there will be a similar post to this about mine. There were also some things that I liked that were in Owen-Lars' post. The idea on how to use foraged items to heal wounds and stuff is awsome (note 1.3); I also think that the "Priority Mark" ability would help out a lot (note 1.8).
As far as what I think the Ranger's role should be in the GCW, I think it should have two:
1. Recon - The Ranger goes ahead of the main attack force and uses /areatrack to find out if there's someone comming, or to see what and how many enemies are present.
2. Combat Support - The Ranger shouldn't have a direct PvP role. It should be to mostly to support other players; the Ranger player's combat effectiveness should come in one of the other combat professions (like Rifleman). One way this will be accomplished is the give Camo Kits to allied players to hide them from the radar and make them harder to hit. I do think that there should be some form of "traps" that can be used on players and npcs, but they shouldn't be the ones that are used against creatures in PvE. They should be grenades; Rangers should be able to use grenades to attack enemies.
Giving the Rangers certifications for using certain grenades in combat would go well with the "Advanced Trapping" tree. I'm not necessarialy suggesting that they should be able to lob Thermal Detonators during combat, but they should have some grenades to give them an area of effect combat role. One suggestion for a grenade is as follows:
- Ambush Grenade : The grenade does some blast damage and stuns the effected targets (it's my understanding that "stun" makes the effected target miss a round of combat and lowers the target's stats for a bit)
The Ranger's role in combat would be as follows:
1. The Ranger first buffs the squad with Camo Kits
2. The squad positions its self in a spot with a reasonable advantage for an attack
3. The Ranger starts off the attack by throwing an Ambush Grenade or some other form of Grenade.
4. The squad uses its normal combat abilities, along with any Ranger traps or the Ranger's combat abilities from a combat profession.
Other grenades that are unique because they do acid damage or other attack types/ status ailments.
As far as crafting the grenades is concrened, I can think of two possible scenarios:
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1. The Ranger crafts his/her own grenades with a Weapon Crafting Tool. Schematics (along with certifications) are given along the "Advanced Trapping" tree.
Pros: It allows the Ranger to be more self-sufficent. It also doesn't require messing with the Weaponsmith profession.
Cons: It is more logical for a Weaponsmith to craft grenades, since they are also weapons.
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2. A Weaponsmith crafts the grenades and sells them with other weapons.
Pros: it allows the Weaponsmith to have a new market for selling items, since each grenade can only be used once and Rangers would have to keep comming back for more grenades.
Cons: it would require messing with the Weaponsmith profession. The weaponsmiths would need to learn the details of crafting and selling grenades.
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Well, here's what I think about the Ranger's role in PvP. I went into such lengths with this reply because it was brought to my attention that I didn't mention a Ranger's PvP role, and I figured you'd at least want to hear my opinions on what that should be. Although it's a much simpler concept than most others on the message board, I think that it still adds a good role for a Ranger in PvP. It would be more likely to actually be added into the game (assuming my ideas are good), since not too many changes would be needed to make (except for the long list of traps and grenades...).
Thanks for reading.
New Defense:
Ranger Evasion
Works like this: Critter swings at you. 1st Defensive roll of Melee/ranged defense determines if you are "hit". Second, if you are "hit" you have your normal secondary roll of Block, Counterattack or Dodge. If this fails as well, a ranger would have a third roll of "Ranger Evasion" which would basically be the same thing as dodge, but would only be rolled when being attacked by creatures.
Whaddya think?
You know, this would really enhace the usefullness of "rescue" as well, since we'd be better at evading creature attacks.
Message Edited by Kachada on 08-23-2004 10:54 AM
New camp:
Portable Bacta Chamber
A small coffin-sized tube. Being in it alone would heal poisons, disease, and bleeds at rate comparable with TKA meditate. More than one person can enter the chamber, but for each person in the tank, the healing power is reduced.