Ranger Archive
Thread: A solution to multiple ranger related issues ?
Solving multiple scout/ranger issues
With the news that scouts and rangers are going to be losing some of their ability with the change in camps and pulling pets/vehicles, it is clear there are calls to replace the funtionality inherent in the camping skill.
Also of some concern is accessabilty to meats by many of the crafting classes. Meats such as Herbivore and Avian are already in high demand, and with the coming changes to the BE profession, domesticated and wild meat also look to have big potential.
It is in the merging of these two problems that I belive a unique opportunity exixts to add a great mechanic to the scouting based professions.
I propose the addition of a line of snares that depend on a set camp to use. Basically the idea works like this. High level scouts and rangers gain access to schematics for varying levels of snares. They would be very similar in ingredients to traps, but their function would be more along the lines of a focused forage.When used in conjuction with a camp, these snares could be set around the camp (bigger camps = more snares) and after a random period of time from 1-4 min, the snare would trigger and reward the scout with a harvest of meat, hide or bone, based on what type of snare was placed. If the scout placed a Domesticated animal snare, when it was triggered the scout would then access the snare through a icon in the datapad (similar in function to a mission data point) Through the interface the scout would choose to harvest bone, meat or hide. For ease of use, no mob would ever spawn to be visually represented as being snared, it would all happen through the scout deploying the snare and then the snare's correspoding data entry.
Obviously, Rangers should have the most opportunity, and if number of snares is related to camp size, it may not even be necessary to have varying levels of snares, rather the power curve for amount of snares is simply tied into how many snares a camp of a given size can support.
Yield on the snares could be tied into the harvesting skill or not, just depends how they could best implement it. Number of snares per camp would be another variable that would need to be balanced. Personally I favor snares being contructed from minerals and chemicals rather than bones and hides as the traps are. The reason for this is I would like to see a direct trade in process (veiled in snare resource cost) to get organics like meat and hide out of similar amounts on inorganic materials that can be far more easily harvested with machines.
The concept is sound, but I agree there's little reason for them to be tied directly to camps. Camps are already getting overhauled, but even now they can't be set up with 100m of a Lair. I very very rarely see a mob move too far from where they spawn, though since it happened to me once, I imagine it's happened more to others
I'd rather sneak near the lair, lay some traps (visions of Planetside deployed mines
But I don't see that having anything to do with Meat. Rangers getting an appropriate amount of harvestables above their younger Scout cousins would be enough.
I also don't see the connection to players no longer needing a camp to call a pet or a vehicle. I read TH's original response to that huge thread that talked about this need. He said it was never going to be changed because it was exploitable. Quite honestly, I never understand how. I also do not define the Scout or Ranger camps as the pinnacle of how we interact with other professions. I love my camps, and am almost to the best one. But their role is group healing (and relative safety while doing so... theoretically). Making them a requirement to call vehicles or pets was a force-fit at best.