Ranger Archive
Thread: Adding NPC trapping to Ranger style profession
After Trapping 4 on Scout the improvements to trapping seem obvious - that it should work on NPCs - but even at Master Ranger it is still not possible to trap npcs. My suggestion would be to create a new profession alongside Ranger which stems from Trapping 4 on Scout and (perhaps) Range Support 4 on Marksman called either TRAPPER or (my fav) SABOTEUR.
SABOTOER would have four branches of Animal trapping as feature on Ranger, Anti-personnel trapping which would be in essence npc trapping, Sabotage which would include personal and area effects which would prevent the use of electronics (Think "ion canon" - a trap which stopped all guns from firing for 10 seconds) and perhaps a line of trap crafting.
Second idea would be to include the ability to use a bow in Ranger and to craft different types of ammunition for that bow.
Ideas over - back to work. Thanks for listening...
Necriscoth wrote:
There is a slight difference in what you are talking about. Granted....BH has no need of any scout skills (except for Exploration IV), but NPC and player traps should be different form the trapping skills of scout and ranger. Now....IMO, a ranger should be able to trap any damn thing he pleases, but in reagards to BH traps, they should really only immobilize them are reduce their effectiveness in a given action. Trapping animals and people are two different things.
So, what you are saying is that a biological agent (poison/ tranquilizer) housed in a projectile release mechanism will affect animals different than humanoids?
The logic behind rangers trapping humanoids is that we are the "trap masters" whose traps should be effective and essential in combat. If BH's want to trap humanoids, they should pick up ranger.
If you were to design a BH trap, how would you do so without infringing upon the mastery and skills of rangers?
AgonThalia wrote:
Maybe...
but if you can peg a monkey with a trap between the eyes, it shouldnt be too much harder to smack an armor laden humanoid.
I think DaveG has a great point... player pets would be a natural way for rangers to be involved in PvP.
Also, i think that there is another point that needs to be addressed. The BH could not CREATE a trap that could be used on npc's or humanoids, but rangers would be able to craft them, sell them and make a bit of money that way.
However, if the BH used the trap, to what would the skill be tied to? BH have no trapping mods, so their ability to actually land the trap on the target would be gimped.
Good point. BH can't create anything anyways, so that would be some contribution to the economy.
We don't have any trap mods.....now. This is just another "if". Would be nice. Same thing with player bounties.
Necriscoth wrote:n game mechanics, yes the rangers are "trap masters", but to assume that a BH could not use a trap specifically designed to work on humanoids is naive. BH don't need to pick up ranger in that sense.
There's plenty of room in a new Master BH/Master Elite Combat Profession template to master Scout and pick up the entire trapping line in Ranger. Rangers wouldn't have the same luxury.
What's naive is to think that a profession can get pre-reqs. cut and still reap the benefits.
What's stupid is to have traps with states that only affect NPCs ( dizzy ) and then make them creature-only.
BrettonBossk wrote:
After Trapping 4 on Scout the improvements to trapping seem obvious - that it should work on NPCs - but even at Master Ranger it is still not possible to trap npcs. My suggestion would be to create a new profession alongside Ranger which stems from Trapping 4 on Scout and (perhaps) Range Support 4 on Marksman called either TRAPPER or (my fav) SABOTEUR.
SABOTOER would have four branches of Animal trapping as feature on Ranger, Anti-personnel trapping which would be in essence npc trapping, Sabotage which would include personal and area effects which would prevent the use of electronics (Think "ion canon" - a trap which stopped all guns from firing for 10 seconds) and perhaps a line of trap crafting.
Second idea would be to include the ability to use a bow in Ranger and to craft different types of ammunition for that bow.
Ideas over - back to work. Thanks for listening...
umm...not to sound condecending but...why make it so danged complicated by adding another profession? A profession all about trapping, no less. The basic principle to life is KISS. Simplicity is always going to be better for a game, and I can tell you that there are much better ideas for new professions that will never make it into the game. What we've got is likely all we're gonna have. So why muddy the watters with another trapping class?
I like your ideas. AoE traps and electronic traps have been a part of the Outdoorsman 2.1 proposal (which I penned) for a long time now. There is no need for a new profession. Just make Ranger traps work on NPCs and give us cooler traps. Seems much easier. Honestly, why advocate for keeping a broken profession broken and adding a new one that does the same thing when you could just fix the broken profession in the first place?