Ranger Archive

Thread: An alternative to Camo to keep crafters safe in the wild Input wanted

Big-Rug
Thu May 26, 2005 4:50 pm
#1




Hi everyone!


Firstly I realise I don't post very often. So please don't flame me just because I have a low post count.


I understand the reasons why the Devs have given away camo. Artisans have been complaining about 1-hit incaps when out in the wild. This is directly tied in with the combat level system and damage multiplyers (still unbalanced in my humble opinion). I agree that chracters with a low combat level need some way to brave the wilds without having to resort to finding a protection group. After all, some times one just wants to have solo fun, and sometimes you may be online when many are not (I know this is the case for me as an English player on a US server).


Giving away camo negates all the skillpoints invested into the profession by rangers. More skillpoints than any other 'elite' proffesion. Together with /rescue not wokring, and traps bugged or useless, it doesn't leave the Ranger with a lot to show.


The crafters however, under the present CL system, DO need some way of protecting themselves. So what I propose is a compromise. Professions in SWG have been designed to be interdependant. For example, if a Droid Engineer wants to make an entertainer droid, he needs items only made by a musician etc. So why can't the Artisans make something that will help them safein the wilds that requires camo kits as components in an item to help them. That way we can still sell camo kits (not that we really needed to anyway) and artisans have a craftable item that can be sold to other crafters and low-CL characters.


I have some thoughts on this item. I am thinking perhaps have it as a device that can be used from the toolbar, so crafters can still wear PSGs at the same time:


  • These devices are planet specific - determined by the camo kit inserted during crafting.

  • These devices should be crafted by master artisans

  • The items are limited-charge.

  • In terms of functionality, i think instead of avoiding aggro entirely like camo (is meant to), they should be able to immediately stop aggro - giving the character time to get away and/or heal. (I envisage it as like the personal attack alarms that women often carry in their handbag)

  • The item should by combat level limited - but inversely to how weapons are certified. Essentially the item cannot be used if you are over a certain level (CL14 maybe so the item is useful to new players beginning their professions?).

This is just an outline and I dont imagine to have all the answers or specifics. But I feel this proposal may keep camo where it is meant to be - in the ranger camp, as well as well as letting us sell camo kits for profit. Artisans also get a facility to keep themselves alive in the wild (why you would want to go alone I don't know crafters - rangers are there for hire to keep you safe!


Please tell me what you think, and please don't be too harsh


Best wishes,


BR


P.S. Maybe we can make camo (that garment whose name I will not mention) for the spandex-clad to keep them safe on our turf



*edited for spelling*


Message Edited by Big-Rug on 05-27-2005 01:06 AM

Message Edited by Big-Rug on 05-27-2005 04:23 AM



Big-Rug
*Elder Jedi*

Never underestimate the Power of the Pink Side!

Thought for the day: If a pink wookiee turns blue glowie, do
they turn some sort of purple colour?

Owen-Lars
Thu May 26, 2005 5:47 pm
#2

An interesting proposal and something i havnt realy seen much on. I like the idea we are not giving away camo skill to everyone so that is an imediate bonus and the fact that it could be level gated would be a great feature. If you had something that allowed you to survive a good few hits or disengage combat then it would need to certainly be limited to level 1 players or perhaps only useable on npcs/creatures under level 20-25 or something around that.



THORTAC BALCOR
The Lost Ranger
RANGER
BioEngine
Thu May 26, 2005 5:58 pm
#3

I like the idea of them being a component for another item that we do not craft.



First, there is the decision on which crafter class would receive the schematic.


Then, there is whether or not to make it quest based.


Then, the physical appearance, perhaps comparing it to something of universal knowledge.


Then, the logical explanation of how the item would affect the creatures or npcs.


Then, the limitations on use, or the actions that can be performed while it is in effect.


Then, what resources it would require.


Then, whether or not it could be ran through a factory and if so which one.


Then, whether or not it would be issued as a proficiency, like with armor.


Then, whether or not enhancing items (tissues or attachments or food / drinks) could enhance the user.


Then, duration of the effect.


Then, what stats it would have (resistances, for example).


Whether or not it would be charged, like PSGs, or have condition, like Armor.





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Stamina
Big-Rug
Thu May 26, 2005 7:53 pm
#4


Hiya!


Thanks for the response. This is what I had in mind personally, what does everyone else think?





BioEngine wrote:

I like the idea of them being a component for another item that we do not craft.



First, there is the decision on which crafter class would receive the schematic.


Personally I think Master Artisans should get the schematic, as it is a generic craftable item used by all. And definitely Master so as to ensure the items are of high quality, and the market is not flooded with versions. I really dont fancy getting hundreds of noob artisan tells/emails asking how to get camo kits.


Then, there is whether or not to make it quest based.


I hadn't thought about this, but I would like it if it was quest based, even if the quests revolved around NPCs in different cities so as not to ask theArtisans to have to go into the wilds before they were able to make the device that enabled them to do so. Plus it adds 'content' and is a bit more immersive than just chucking in a new draft schematic.


Then, the physical appearance, perhaps comparing it to something of universal knowledge.


While this is the job of the art department, I just had a mental picture of an air horn


Then, the logical explanation of how the item would affect the creatures or npcs.


Going along the air-horn route i would say it lets out a momentary sharp burst of loud sound to briefly scare and distract hostile creatures and/or npcs


Then, the limitations on use, or the actions that can be performed while it is in effect.


This is designed for non combatants and low level combat players. So to avoid its abuse I suggest you are not allowed to attack while the blast is in effect. Also you are not allowed to use ith when mounted. (Crafters should actually have to take care where they are flying and not charge gung-ho through a pack of nightsisters). I suggest burst run and healing actions + stims be allowed when the blast is in effect.


Then, what resources it would require.


This is a subject best handled by those who are used to sorting out crafting balances. Off the top of my head I would say inert petrochem for plastic casing, some sort of named gas for the propellant, and non-ferrous metal.


Then, whether or not it could be ran through a factory and if so which one.


I am in two minds whether this should be allowd in factories or not. But I am inclined to say yes, as this protection should be mass available to crafters and low level players. I would think an Equipment Factory is the most logical choice.


Then, whether or not it would be issued as a proficiency, like with armor.


I don't think it should be a proficiency, as I intend it to be used by all professions. It should, however, be level gated to stop high level combat players abusing the system. I think Level 20 is probably the maximum level it will be useable at.


Then, whether or not enhancing items (tissues or attachments or food / drinks) could enhance the user.


Emphatically no. This is NOT a skill based item. It is an item that performs a function. No skill, and therefore no modifier or enhancement, can alter how it functions.


Then, duration of the effect.


Only around 7 seconds. However using better quality resources the Master Artisan should be able to experiment to lengthen the duration to up to maybe 12 seconds. Charges will be directly linked to how many charges the camo kit used had - which gives us an incentive to make the best kits we can, and charge a little more for the effort we have to take to do so. Charges can also be experimented on, but to a far lesser degree.


Then, what stats it would have (resistances, for example).


I think it should have a damage mitigation property (not too high, I dont want to step on the feet of chefs). But essentially the function is to remove aggro from all affected mobs, and to stop the user being aggroed further until the effect (shown by a buff icon) wears off. It is important to note the device can only be used in combat, so as to stop a user running around spamming the protective effect. I think there should be a limited cooldown of say 5-10 seconds between uses to encourage the crafter to find a safe area, not keep runnin on regardless in the knowledge he can intstantly use another device.


Whether or not it would be charged, like PSGs, or have condition, like Armor.


As said above, it would be charged.







I would appreciate any more thoughts and/or suggestions everyone. I honestly believe this is a viable solution to all parties concerned.



BR





Big-Rug
*Elder Jedi*

Never underestimate the Power of the Pink Side!

Thought for the day: If a pink wookiee turns blue glowie, do
they turn some sort of purple colour?

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