Ranger Archive

Thread: A few suggestions from a new Master Ranger

Tyyylowyspetily
Fri Jul 02, 2004 6:10 pm
#1



Hi all. Please pardon if any (or most) of this has been mentioned before as possible improvements to the Ranger class, but being a Master Ranger only recently, a few things occured to me as being in need of desperate change. Actually, IMHO, most of the class could use some help.


1. Camps. Other than having a seemingly irresistably newbie attraction quality, the high tech base camp could use improvement, particularly at the master level.


Suggestion: Create a modified HTBC craftable at the master ranger level, which requires parts made by droid engineers. This improved camp, would feature a mission terminal, for extended hunts away from population centers, thus avoiding competition from other hunters. This would also allow the Ranger to act as a unique support class for Jedi that wish to hunt out of the way of prying eyes.


Suggestion: Allow battle Fatigue to be healed by entertainers in either variation of the HTBC. This would allow, again for more extended operations by a group of hunters.


Suggestion: Provide for a medical bot, which heals wounds at the same rate as TK meditation 4.


Suggestion: Make that nice blue line at the edge of the camp function as an alarm, automatically informing the ranger that placedthe camp, that the perimeter has been breached.


Sugestion: Allow for extended operations away from camp without it becoming automatically abandoned. Thisshould hold true for all ranger camps.


Suggestion: There are already two crafting stations in the base camp. At master, why not all 4?


Needed: The edge of camp does not correspond to the visible boundries. Players may have "left" while still standing in the camp. The boundries of the camp need to be corrected.


2. Traps. The current array of traps is decent enough, save for the fact that we have no area of effect traps available which can stop, or limit movement. The effectiveness of traps against high level enemies is also sorely lacking. They are also slow to use.A Ranger may be able to track a Krayt, GDK, or Gorax;but they contribute littleto the creature's demise with their Ranger skills, other than finding the beast. There is also mention in many threads that traps do not effect players or NPC's and that perhaps the should.


Suggestion: Create a new droid module that can be installed in a droid, usable by Rangers and scouts with trapping 4, that can be loaded with traps, similar to the droid concept for stims. This would avoid the long delays involved with using traps, and provide additional/ alternativefunctionality for a harvesting droid.


Suggestion: Create a trapping speed mod for theRanger trap skill line. This should be similar in nature to the Commando's thrown weapon modifier to speed.


Suggestion: Create an area of effect version of Adhesive Mesh, craftable at trapping 4.


Suggestion: Allow the use of traps on NPC's at trappping 4, andallow Master Rangers, and only masters, the ability to use traps on players. This restricts the amount of skill points that can be placed in a combat specialty, given the power that many of the traps would represent in a PVP environment.


3. Tracking. One of the best skill lines by far in the profession, but not without issues. Tracking is of somewhat limited usefulness at the present, given it'srange restriction. There is also a problem with spawns occurring after the tracking attempt is made.


Suggestion: Provide a direction only, in which signs of a particular creature look promising, and increase the spawn rate in that direction. I do not know if this would be possible to code, but this would allow for the exploration type missions to be a bit more within the realm of possible in a timely fashion.


Suggestion: Allow the Master Ranger to track a specific creature type. This would be linked to the above suggestion.


Suggestion: An additional harvesting bonus at master. This should extend to fish, eggs, and milk harvested.


Looking for a suggestion: How to make this more accurate. It's disheartening to be staring at a creature spawn on screen, and have them not show on area track. Possible fixes any one?



4. Wayfaring: Again, very useful line. However, camo kits lack the usefulness they should provide, given the need to acquire materials to construct them. Mask Scent seems, in many cases, to work just as well, and without the need to harvest materials or take up inventory space. There are some additional shortcomings to burst run at this level which should be looked at.


Suggestion: Mask scent should be wholely ineffective on creatures above difficulty level 25. Mask scent is a scouting ability, and should remain useful, but not to the level to which a Ranger can perform.


Suggestion: Camo kits should not go away if an individual creature manages to spot you. That creature should aggro you, and if it is social, any other creatures that can see that creature attacking should investigate, then aggro you as well. However, you should remain camo'd for a set duration, based on skill, regardless.


Suggestion: At Wayfarer, /burstrun should not be affected by entering bodies of water. The wayfarer should be able to cross a small stream without collapsing on the opposite shore, out of breath.



Master Ranger is currently lacking enough benefit, given the skill point cost. The comparison could be drawn to what a Master Doctor can do, as that class requires the same number of skill points. Above, there is the suggestion for player traps, increased harvesting, improved camps, and possibly an increased ability to track the general direction of a particular creature type. As a character that spends a tremendous amount of time in a very dangerous outdoor wilderness, I would like to see the Master Ranger provided with resistances which no other character class possesses- disease, and poison. This serves as more than justa function of the class for flavor's sake, this provides another possible counter to the MCM with regards to PVP.


As I say, I'm a little nervous posting all of this, as I am sure much of it may have been previously discussed, but that is my take on a few changes that might bring a little better return for our 140 SP investment.

Message Edited by Tyyylowyspetily on 07-02-2004 09:25 PM



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

MonsofoLexius
Sat Jul 03, 2004 11:07 am
#2

dont feel nervous! And I agree that we need SOMETHING for the sp we invest



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