Ranger Archive

Thread: Ranger: The Unrealized Potential: A complete ranger skill revamp

azimaith
Thu May 06, 2004 2:31 am
#1



You guys might have read my 2 ranger abilities i'd like to see but I really have alot more I would love to see implemented.


Skills: Havesting.

One of the big complains among many rangers is our harvest amount. I have to agree making 15 more than the master scout next to you when your nearly master ranger is depressing so lets adress this first.


Foraging Expanded

Ranger will be given access to the rarest of harvests with the highest average OQ's. This includes fishing, egg hunting, and rarer foods such as crustacean meat.

The /forage command will be given a huge revamp. First, foraging will be like sampling but with higher lump sums and restricted locations. When you forage you will be given a menu with several choices.

Forage Food

Forage Flora

Forage Fauna

Forage Bait

Forage Specialty


Forage food works as it does now, you can forage for various types of nutritious veggies as well as tasty grubs. (I'm a wookiee, so they are tasty to me at least.)


Forage flora allows you to find various herbs and other flora related organic substances that can act in various ways. Herbs will encompass a variety of healing functions such as healing damage temporarily,lowering state duration, and fighting poison and disease. All of these herbs only lower the duration of effects such as stun, dizzy, or poison, they do not cure it. As for healing damage temporarily, think of it as willow bark, it contains various pain killing elements in it that help you keep fighting. You can also find various flora dyes that increase the camouflage ability. Take note, these are not a replacement for stimpacks, they simply allow rangers to treat the results of a nasty battle just long enough to finish off one last enemy.


Forage fauna allows rangers to hunt down rarely seen organics such as mollusks, crustaceans, or eggs. Mollusks and crustaceans can only be found on the banks of rivers or lakes, eggs can only be found around lairs (as opposed to the current search lair option) and in high grasses.


Forage bait simply allows you to choose bait you want to forage for fishing.


Forage specialty allows you to forage up a variety of substances that are not used directly as food or herbs. You can harvest honey around trees or even sap to be distilled into syrups. You can find deadly poisons as well which can be distilled and used by combat medics. While none of these can be used directly, they can be sold for a nice profit on bazaars. Different planets will provide different substances that can be found. For example, the heavily wooded planet of Endor would give access to a large numbers of saps, and honeys, while a planet such as Lokwould provideless in terms of sap and honey while having more in terms ofinorganicpoisons.


Milking Venom

At the moment milking is fairly good but not quite what it could be. I am not proposing changes togathering milk, but proposing rangers be able to milk venom. I'm sure anyone whos been on the GCW board has heard complaints about spider poison. Right now, it drops on spiders in the Geonosian Labs I believe, I think rangers should be able to harvest it. The process will be similar to the current milking one, you calm the creature, cautiosly approach camouflaged or mask scented and begin. Venom power is dependant on the special attack rating (strong, medium, ect)


Fishing For Profit

At the moment fishing is a very slow slow process. Most of the time you recieve about 12 or 13 meat per fish leaving you high and dry against current market requests of 1k shipments. Rather than boost fishing, lets give our neglected ranger the chance to show its prowess in the wild. Using wire mesh traps, rangers can fish for mass amounts pulling in 5-12 fish in a single toss. The process of course will take more time, once you throw the net out you will need to wait, there will be system messages reporting when a fish has entered your net and become entagled. Higher level rangers may instead wish to use adhesive mesh traps, which increases the speed at which fish get caught. This isa ranger only ability and it deals directly with new skill mods to be detailed at the end of this.


Shearing Wool

Rangers can shear the wool from wooly hided creatures and sell the substance to tailors.


Master Harvesting

No scoutis mean't to out harvest the ranger yet it happens quite a bit. The ranger harvesting mod must be substantially increased along with the ability to harvest multiple resources from one animal. I suggest master rangers have 150 harvesting plus the ability to harvest all three resources from one animal at a time.


Skills: Wayfaring

At the moment, camouflage does not live up to its name. Rather than making camouflage a giant neon sign over ones head, it should be keeping people well hidden. I simply propose that camouflage, at master level, make people have a 95% chance of being completely invisible to enemies flat, or have it scaled so that every 10 CL a creature or NPC has gives it 2% chance of detecting a camouflaged ranger. Therefore a level 50 rancor would have a 85% chance of missing a master camouflaged ranger.


Hah! Walking? Thats for the birds!

Indeed walking, or perhaps now, riding, is the primary movement of choice for everyone, but when have rangers fit the mold? Thats right, two new ranger movement forms, arborical and aquatic.


Arborical Movement

Thats right, movement through the trees. Rangers will gain the ability to not only climb trees, but with the help of a grappling hook, swing through them to avoid mobiles on the ground and to set traps. While movement through the trees may not seem terribly practical, especially noting how fewtall tree's there are, I'm sure this could be solved by simply putting in more trees. The crafting of a grappling hook will be detailed later.


Aquatic Movement

At the moment rangers swim like everyone else, how about allowing rangers to not only swim faster, but also dive under the water. Diving under the water will not only allow rangers to escape detection and flee from aggressed mobiles, but it will also open a whole world up to rangers under the water. With the help of a rebreather crafted by an armor smith, rangers can spend time under the water harvesting valuable items such as pearls, and allow them to access underwater vegetation and fauna.


Skills: Trapping

One of the tree's that needs more help than almost any other is trapping. At the moment it is more or less useless. A way to make trapping more useful is to simply divide the components of a trap up into seperate parts just like most other professions and make sure those parts can be gathered by the ranger. This has be detailed more indepth by another player but I just felt it was a great idea. So thanks Nemo0 for this great idea.


Trapping in the Galactic Civil War

I've detailed this in another post so I will simply move it here.



Neutral traps for both factions:

1: Janta Spikes, your basic dead fall taken from the Janta Dantari people. This can be upgraded with grenades as can other traps which i will go over later. When deployed a hole is dug and spikes are placed under a cover of foilage. To normal people this is invisible, to enemy rangers this shows up with a red square on it. When an enemy walks into it they fall through the camo onto the spikes which deals a pretty large amount of health damage, paralyzes them for 2 seconds, and bleeds their health.


2: Tree Snare: This snare can only be deployed under a tree. As before, master rangers of opposing factions can see these. Those who walk over this trap are snared and hoisted into the canopy of the tree. The net is made of microfilaments which cut them for a small amount of DOT over a time of 30 seconds. They can still be shot while in this net. After this it drops them, if they happen to be in a big tree (dathomir valley ones for example) they take damage from falling too. This trap can be poison upgraded or barb upgraded.


3: Trip wire designator. This trap does no actual damage but it "designates" the target that stumbles over it as a target. They lose all defensive bonuses they have for 10 seconds. This can be grenade upgraded.


Imperial Faction Traps:


1: Subterannean sonic detonator. Basically a giagantic noise bomb that works on humans. This dizzies and stuns nearby rebels and continues to fire for 10 seconds preventing those within the area from functioning during this time.


2: Independant Weapons Platforms or IWP's. These are droid dispensers which release swarming ball droids. These droids attack with a weak energy attack but they paralyze those within the cloud preventing them from moving (but not fighitng) they have very high dodge and are best eliminated with emp grenades (described later)


3: Magnetic Pulse Trap, these are large plates covered with camoflage. Any rebels using any type of armor or weapon moving over one is pulled into the prone posistion and slowed by 90%. During this time they are unable to fire or remove their armor. The pulse cuts out after 10 seconds and comes back on 10 seconds later. This trap can be electroshock upgraded.


Rebel Faction Traps:

1: Ultrasmooth polymer trap. This trap does no damage but acts as a knockdown. Any imperial stepping on this trap falls down and is unable to return to standing for 4 seconds. After they fall the inertia of their movement slides them off thetrap.This trap has no cooldown and it can be upgraded with either barbs or hidden blasters.


2: Poison Morass Trap: This trap slows all in it during their entire movement through it by 50%. Those inside can't burst run. The trap releases toxic vapors which deal action damage at a moderate DOT. This can be spike upgraded.


3: Beast Pit: This trap uses a one way trapdoor system to dump unsuspecting Imperials into a pit filled with vicious beasts. These beasts can either be ones that fell inside by their own movement or CH pets placed inside. This trap can be poison and spike upgraded. Imperials can escape this trap only after they blast open the doors locks.


4: Ewok Log Trap: As seen in The Empire Strikes Back, this trap must be placed between two trees or walls. When an enemy AT-ST walks through it its crushed for massive damage by two swinging logs. This only functions on AT-ST's.


Trap Upgrades

1: Grenade Upgrades: Grenade upgrades are simply grenades bought from weaponsmiths and inserted into the trap. When the trap is triggered the grenade explodes dealing additional damage or special effects. Crates of grenades can be used as well.

There are also a couple new Nade types:

1: Choking Gas grenade, inflicts a stun state and slows movement by 20%

2: EMP grenade deals minor stun damage but deactivates all electronics including firearms and armor systems for 10-30 seconds, depening on their quality.

3: Steroid Suppressor: This can only be used in traps, this trap suppresses all buffs on a target for a time from 10-60 seconds when they are hit. They take no damage from it however.


Spike Upgrades: As the name implies they are simply spikes added to enhance damage and cause bleeding. Different resource types yield different spikes and spike abilities. Wooden spikes deal more damage and are cheaper to make. Metal spikes deal less damage and cause bleeding. Spikes have different attributes based on the materials.


Barb Upgrades: Barbs are used to hold targets in place and cause DOT effects. Barbs can be made from different materials which affect their overall holding power and damage. They can paralyze and damage someone from 10-30 seconds.


Poison Upgrades: Poison upgrades allow for Poison pack A's as used by CM's to be included in a trap. This can be any poison type.

Hidden Blasters: By using blaster barrels and a few other components make shift zip guns can be created. These unleash a salvo of blaster fire inflicting damage. These can be altered to do different damage types or do a particular attack.


Electroshock Upgrades: Electrocshock upgrades cause traps to release a massive electrical current when triggered every 20 seconds. These traps do stun damage and hurt the mind pool. The damage is relatively low but they do great amounts of wounds (50) to all the mind secondary stats.


All these traps can only be placed in proximity to a base and bases have a set number of traps that can be made of each quality level. Traps take 60 seconds to place and can be moved. Once a trap fires it resets itself after 20-60 seconds, depending on the trap. Traps can't be damaged but lose condition when they function. Rangers gain the trap disarm skill early in the tree and can disarm better traps with more success as they climb the tree.


Trapping: Creature Control


At the moment trapping for animals is an short stop on the road to master ranger, nothing more, rather than attempt to fix whats broken I find it easier to simply redo the entire thing. Traps, by definition, are not substandard weapons that are thrown about. Traps are tools which manipulate an enemies ability to fight and flee. While some traps include doing damage by the nature of how they manipulate, that isn't the prime function.


Leg Clamp: A simple, though effective, leg clamp. When used it tosses a simple leg clamp to the ground in front of you. Once an NPC steps on the clamp it closes on their leg and roots them in place in a standing posistion while tiny induction motors keep the clamp rooted to the ground. In order to escape this clamp the victim must actually target and destroy it. This trap does a minor action DoT. Also note I said NPC, not animal, this works on any NPC. Novice Ranger.


Smoke Blind Trap: This trap releases a cloud of hot, blinding smoke into the face of an unsuspecting victim. When deployed the trap drops in front of the ranger in the form of a bar of flammable material. Once the trap is crossed by an NPC it ignites releasing huge gouts of smoke as well as fire. This trap inflicts a blind and stun state on all enemies within the cloud so long as they remain within it. It also does a moderate fire DoT. Ranger Trapping 1.


Tie Down Trap: This rather large trap deploys a network of microfilament launchers when it is deployed. Any NPC that crosses the trap is entangled in the mesh and dragged down to the ground as the filaments tighten inflicting a knockdown state on those within it. The trap slowly takes damage as the creature struggles to get out but even for the the hardiest average creature such as the rancor, the trap will hold him fast for at least 30 seconds. Ranger Trapping 2.


Caltrops: While it doesn't contain any mechanical parts, a good handful of caltrops works very well when a ranger has an angry kimogila bearing down on them. When deployed the ranger tosses a handful of caltrops, small bone balls with 3 spikes ensuring one spike is always skyward, in front of him. Any NPC passing over these spikes is drastically slowed until they get off the spikes. This also does a moderate health DoT. Ranger Trapping 2.


Concussive Blast Trap: This trap consists of a highly explosive substances within a pressure sensitive shell. When an NPC steps on the trap it explodes in a deafening blast whose concussive force sends even the mightiest beasts reeling. This inflicts a dizzied and stunned state on an NPC lasting anywhere from 60-120 seconds, dependant on the NPC's relative level. Ranger Trapping 3.


Hallucenogenic Cloud Trap: This trap consists of a hallucenogenic material in a pressure sensitive shell. When the trap is stepped on by an NPC it explodes in a cloud of hallucenogens that suspend themselves in the air. Any NPC within the cloud will do 1 of5 things chosen at random, each state lasting no more than 30 seconds and no less than 10.


1: The creature begins to attack random friendlies, IE, a rancor will begin to beat on its buddies that are *currently in combat with you or your group*.


2: The creature will become dizzy and suffer from a knockdown effect repeating the knockdown every 3 seconds.


3: The creature will stand aimlessly completely ignoring all others, even attacks.


4: The creature will attack a random inanimate object nearby. This can be anything from a tree to the ground.


5: The creature will continue attacking normally.


Ranger Trapping 3.


Pyrotechnic Flare Trap: This trap consists of a highly flammable substance in a pressure sensitive fragmenting shell. When this trap is stepped on it explodes sending glowing red shrapnel skyward toward an NPC's face and head. While the heat is not intense, the light is, enemies hit by this trap are blinded and reeling for the next 10-20 seconds allowing a ranger time to take cover. A peculair side effect the ranger can use camouflage or mask scent while the enemy is blinded causing them to effectively vanish when the NPC is capable of seeing again. This causes minor health damage.Ranger Trapping 3.


Subsonic Fence Trap: This trap consists of a number of wires and filaments previously used only in camps. These release an irritating subsonic frequency that dissuades any enemies from crossing them. When deployed this trap releases a 6 meter long strip of fence which no *creature* will cross unless fired upon.While its not especially useful on its own, in conjunction with other AoE traps which continue afflicting enemies while they are still in the area this trap becomes quite powerful. Ranger Trapping 4


Clamp and Blast Trap: This trap combines the features of two earlier traps into one very effective package. When deployed this trap releases a very large clamp trap in conjunction with a concussive blast trap. When it is tripped by an NPC the clamps slam shut with far greater force than in its predecessor flinging the unfortunate victim to the ground. When they impact the ground the concussive blast trap explodes dizzying and stunning them at the same time. The states last dependant on the challenge of the NPC trapped. It will last no longer than 60 seconds and no less than 15 seconds. Ranger Trapping 4.


Bakalite Mire Trap: This trap consists of apit of Bakalite (A liquid that freezes into a solid at room temperature) as well as a variety of adhesive substances. When deployed this trap covers the area about the size of a small harvester footprint with this pit. Any NPC passing through the trap moves slowly and progessively becomes slower and slower as the agitation of their passing hardens the bakalite until they are finally rooted. Unlike previous traps this trap does not scale to size, it will not an NPC larger than the trap itself. There is no duration on how long the hold lasts, the trapped victim will have to destroy the bakalite holding them fast and still get out of the pit before they become rooted once more. Ranger Trapping 4.


Rock Trap: Sometimes simple is best. The rock traps main method of attack consists of a very large rock mounted on a torsion spring. When deployed the rock trap has a very large foot print, about the size of a small mineral harvester. Once an NPC crosses the trap the large, previously concealed trap is released. As the torsion spring uncoils the unfortunate NPC is clobbered by the rock inflicting a knockdown, and stun state as well as a very large amount of health damage. The trap then resets itself slowly. The states will last no longer than 60 seconds and no less than 20 seconds. Ranger Trapping 4


Subsonic Corall Trap: Unlike the previous subsonic fence trap, the subsonic corall actually encircles the prey that steps in it. In addition to encircling them it has mounts for 3 other modular traps of your choice. Modular refers to any trap with a small foot print. Master Ranger


Tension Snare: This trap consists of a large loop of cable attached to a hidden tension spring. When this trap is placed it has large foot print the size of a small harvester. When an unfortunate NPC walks accross this trap the loop tightens around their legs and the tension spring releases whipping creatures rancor size or less physically through the air into the ground. This action inflicts Heavy health damage and as well as a stun and dizzy state. Once the creature strikes the ground on one side it is flung back in the other direction as the spring attempts to straighten itself snapping the cable and flinging the creature to the ground inflicting even more health damage as well as a knockdown state.Master Ranger


Pressure Pitfall Trap: This trap is specifically designed to trap *very large* creatures. This includes giant dune kimogilas, Krayt dragons, and the Gorax. This trap has a *very large* foot print, about the size of a large harvester. Luckily thanks to its design it can be placed with interevening objects in the way. This trap will not deploy on smaller creatures. When a large creature crosses over this trap a previously concealed giant pit opens beneath their feet dropping them into it. This action does little more than immobilze them for no less than 20 seconds and no more than 60 seconds. This trap has mounts for 5 other modular traps of your choice. Master Ranger


Skills: Tracking


Tracking currently suffers from a great deal of spawn issues, mainly that lairs often don't even spawn until your right on top of them. While I really can't give an answer on that due to my limited knowledge of computer programming or equations, I can give suggestions on increasing the overall usefulness of tracking.


Filter Tracking


Unlike tracking now, which gives you a jumble of tracked animals, players, or NPC's, a new folder system will be created allowing rangers tracking to pick and choose what they find. Rather than a dozen tracked animals all in a list, several folders will come up, these folder being: Alphabetical, Distance, Age, andDirection. All of these will give you the chosen trait or organize it according to the traits. Some like age, and direction will give you a second folder to choose from such as baby or adult.


Increased Tracking Information


Tracking will give increased information including: Aggressiveness, faction and color coded difficulty. Also, when you select an animal, the examine screen for the creature will appear and you will get the selection arrow to help guide you too it.


Skills: Creature Knowledge


Creature knowledge will give you far more information as a ranger than a scout. Creature knowledge asa ranger will include: Damage, Current type of resources as well as resource quality, whether a tamed version will be mountable, and if they are pack hunters.


Skills: Frontiering


Frontiering has taken serious hits for the ranger due to changes in the pet calling system. Frontiering will change for the ranger allowing them to make camp kits they can assemble and dissasemble over and over again with various modules. The higher level the camp, the more modules you can get. Your ranger could make a high-tech field base camp kit with a weapons and armor crafting station rather than a chemical and food crafting station, automated healing services provided by a droid engineer module that heals both pets and people, or a small stage for entertainer to heal both battle fatigue and mind wounds. By allowing rangers to make their camps permenant and allowing them to increase the versatility of the camp, ranger camps can come back into the spotlight as the premier form of wilderness rest stops. However, building camps for rangers will be more like building lightsabers are for Jedi than as a simple mass grind. Camps will be permenant lodge structures instead of just throwaway dwellings. While you can pack it up and move it the same camp will be the only one you need.


Skills: The Future and Beyond


Rangers have a great deal of potential that hasn't been explored simply because they condemned it to being a rehashed scout with better skill mods. In fact, ranger has the possibilty to become one of the most interesting class in the entire game, regardless of combative power. Rangers should be able to go farther, into wilderness even the masters of combat fear to tread in.


Natures Wrath Unleashed


As Mr. T once said, Pity da fool who messes with Mother Nature. Rangers can inspire pity very very quickly with a new trap, pheremone dart. A pheremone dart simply is a trap used to attract predators. While it can be placed on the ground to enrich hunting grounds, it can be used even more deviously, on players. Pheremone darts allow for the covert attachment of an attractive substance to players, drawing aggressive creatures from about 300 meters toward them. It can also be used to spark fights within groups of large predators allowing you to sneak up and tame a baby or get by alive. Range of attraction depends on the quality of the substance used.


Adoptive Critters


Using specially designed camouflage, rangers can actually appear to members of a species to be one of their own, allowing them to seek refuge from their aggressors in their protective circle. At master, even a rancor can be tricked into taking you in. For example, on Dathomir, crafting a special camouflage kit made from rancor hide and meat would allow one to hide amongst rancors and use them as protection. Once you use the camouflage the enemy your with will treat you as if you were part of their NPC group. Any enemy attacking you will be attacked by your adoptive family.


Intimate Knowledge of the Land


Rangers have an intimate knowledge of the land, as they increase their knowledge of the terrain Rangers get special POI's that don't appear to other classes.


Skills: Crafting


Rangers can craft several new items with this skill set,one of which I mentioned I would detail, the grappling hook. The grappling hook is a tool which will be used to move from tree to tree or to scale trees using arborical movement. Crafting this will be a rather lengthy process as it will be permenant and personal. I once read in SWG, that a master rangers traps are like works of art, why not expand that to the skillfully crafted tools the ranger uses as well. The grappling hook will have a maximum range dependant on the metal the head is made of, its swing speed and scale speed mods will be dependant on the hides or flora used to create the rope. It will also be customized with your players name.



Well thats the end of my ranger skills novel. Thanks for reading it, I would love to hear what you have to say.



Message Edited by azimaith on 12-16-2004 10:39 AM

Message Edited by azimaith on 12-16-2004 11:38 AM

Hyperdiver
Thu May 06, 2004 5:08 am
#2

That's a great post with some interesting ideas. Combined with the other ideas floating around (Outdoorsman proposal, a basic meditation ability), Ranger could really become the profession it deserves to be!



Harvesting - definitely think this needs looking at.


Foraging - This is one of the more interesting abilities, and I like your ideas about finding a wider variety of items. We could also be able to salvage rare artifacts and items from the various ruins dotted around the landscapes - things that can be used as decorations for homes or displays (an archaeologist branch to the profession).


Milking Venom - Interesting idea, although I would expect this to be only possible for a Master and be very dangerous at that, with an at least 50/50 chance that you'll get poisoned while doing it.


Fishing - At the moment, this is a pretty boring activity unless you are with a group chatting at the same time. The ability to create a "fish farm" or some kind of harvester for catching the fish on a river would be good ...


Shearing wool - Good idea, why should we have to kill to "harvest"?


Wayfaring - Camoflage is useless as it is, I still only use Mask Scent and to be honest I probably won't use it that much (except when hunting) once I get Wayfaring 4 ... the ability to use bushes and things would be useful - if there's a group of Fambaa nearby, use Mask Scent and then click on a nearby bush to crouch down in it, rendering you invisible to both the creatures and any NPC's or Players(!) that wander past.


Arborical Movement - I like the idea of climbing tree's to evade enemies, although I'm not too sure about doing Tarzan impressions ... we could gain access to birds nests, though, for eggs and minor loot items.


Aquatic Movement - I'd love to be able to go underwater. In fact, before I bought the game I imagined that one of the Points of Interest would be the underwater Gungan city - wouldn't it be great if we could visit that? Not sure how far this idea could be taken with the current engine, but an ability to swim to the middle of a river, quickly dive and grab a fish or item from the river bed could be cool. "Forage while swimming".


Trapping - Now I've completed all the trapping I'll ever need to do, I don't plan on using them any more. I don't participate in PvP, so I can't comment on that side of things, but more useful traps would definitely appeal or its just not something I'll be using again.


Tracking - This is probably the Ranger ability I use the most, and I've not experienced too many problems with it, although I agree with the criticisms that its just not effective enough.A wider range, perhaps an ability to do a simple track while running (without the cheesy animation) would be useful. I'd also be like to be able to see the footprints of the animal I'm tracking (little dots on the radar if not in the game).


Creature Knowledge - Definitely useful to know more about the creature - especially weak points for combat (that perhaps in a group can be pointed out to other group members - "Aim for the front right leg!").


Frontiering - A camp that can be used more than once would definitely be a bonus. Customisable camps - colours, terminals, tent and furniture lay outs ... I'd love to see that sort of thing.



I love the idea of having traps that make the creatures fight among themselves or follow you, same for an Intimate Knowledge of the Land - That would be great if we could find little nooks and crannies in the landscape and squeeze into them. Don't know how easy it would be to implement, but it would be cool.


As for the previously suggested meditate ability, I don't so much mind if this doesn't give you any advantage (buff) at all - I'd just like to be able to sit cross-legged with my eyes closed in the middle of the wilderness and listen to the world go by. Be at one with nature, as a Ranger is meant to be ...
Nemo0
Thu May 06, 2004 5:42 am
#3

I like these ideas. Some of them, like the tree and water movement, are probably a bit much technically to implement (and also cut the other players out quite a bit) but most of it is really quite nice.


Lythender Nirou
Master Ranger/Decent Squad Leader
Eclipse Server



Lythender Nirou
Crazy Bothan


KaiRaene
Thu May 06, 2004 6:28 am
#4

If Ranger was like this I would start the climb back up today. I like alot of the ideas even tho tree climbing just wont ever happen. I think game mechanics will never allow it.


Good post tho. I have always thought that Rangers should have more intimate ideas of the land and also of the history of the land. You rarely seen ruins really. I think a Ranger should know of the old cities where foraging would be best for hunting up old treasures.



New home of SWG Rangers!

"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "




theshagnasty
Thu May 06, 2004 7:22 am
#5

A very fine post indeed, and an enjoyable read. Swinging through trees, Oh yes, I'll av' some of that thankyouverymuch. What a blast. Wont ever happen obviously.


Stilla good post with some greate ideas that dont look "too" tough to impliment?



Marcus Nasticus - FarStar

-=Master Ranger=-
By choice, not holo....!
AgonThalia
Thu May 06, 2004 9:08 am
#6

Skills: Havesting.
Bingo...lets make this useful

Foraging Expanded
Some of these ideas, such as the dyes are really cool...and I would like this a lot However, my one and only issue is that some of the effects you are describing infringe upon chef/ doc skills. The attributes should be original.

Milking Venom
Very nice idea...however, its been on our lists for a while...if implemented...wonderful... but for now, we have bigger fish to fry.

Fishing For Profit
Great idea....that would make us a lot more useful.

Shearing Wool
Interesting idea... I like this a lot. Its akin to tanning hides, curing meat...

Master Harvesting
Amen brother Let the harvest begin... This is my #2 issue honestly

Skills: Wayfaring
Would this also be for NPC's and hopefully an addition to stealth in PvP?

Arborical Movement
Great idea, but i would imagine hard to impossible to implement.

Aquatic Movement
Great idea Seems like a major patch (the underwater bit) but the increased swimming navigation...that would be nice, or...how about this, with a rebreather, Rangers dont actually swim underwater, but we can harvest like /survey

Skills: Trapping
We need help on this, and Nemo0 has (imho) the ultimate guide to make trapping worth while.

Trapping in the Galactic Civil War
I whole heartedly support any and all trap upgrades

Skills: Tracking

Tracking currently suffers from a great deal of spawn issues, mainly that lairs often don't even spawn until your right on top of them. While I really can't give an answer on that due to my limited knowledge of computer programming or equations, I can give suggestions on increasing the overall usefulness of tracking.

Increased Tracking Information
Faction of overt...while overt would be a good idea.

Skills: Frontiering
The outdoorsman camping system. Camping is my #1 pet peeve... it is absolutely useless now. We need something here.

Intimate Knowledge of the Land
special POI's? heheh very cool



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Calculus_Entropy
Thu May 06, 2004 9:42 am
#7

While I liked many of your ideas, one statement stood out to me:


Rangers should be able to go farther, into wilderness even the masters of combat fear to tread in.


An image immediatly popped into my head: My <insert profession here> friend needs a very rare item. They ask me to collect it for them. I head to the appropriate planet and head off into the sunset. After a few (game) days, I return having procured the item necessary. In the mean time, only I know how I got it, and there is an air of mystery surrounding me. Talk about a romanticized version of the Ranger!



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
GroovyKool
Thu May 06, 2004 9:51 am
#8

/Excellent Idea's


Groovykool
Nemo0
Thu May 06, 2004 10:13 am
#9






Calculus_Entropy wrote:
While I liked many of your ideas, one statement stood out to me:


Rangers should be able to go farther, into wilderness even the masters of combat fear to tread in.


An image immediatly popped into my head: My [insert profession here] friend needs a very rare item. They ask me to collect it for them. I head to the appropriate planet and head off into the sunset. After a few (game) days, I return having procured the item necessary. In the mean time, only I know how I got it, and there is an air of mystery surrounding me. Talk about a romanticized version of the Ranger!




OOOOOH. I want it. But they definately need to make it more interesting than just following a waypoint. Indiana Jones style Ranger. And we get the whip as our Ranger weapon. Talk about Ranger content.


Lythender Nirou
Master Ranger/Decent Squad Leader
Eclipse Server



Lythender Nirou
Crazy Bothan


KaiRaene
Thu May 06, 2004 10:46 am
#10

On the issue of stealth.... I know we all know the reason why we will never get invisibility from other players is because of 3rd party apps that will show our location anyway. The exclusion of that doesnt bother me since I understand its problems.


But, I wonder why we couldnt have a mod of Terrain Dodging Exploitation. Or some other goober name. lol. I mean, when you are walking up to your kill and realize some giant tree or rock hasnt spawned yet and your getting that "You cannot see your target" message. You need to get a clearer shot.


Take it as being a terrain master and using the Terrain to dodge shots/hide behind trees or dive into a gully as a commando flames me. Get a massive chunk of the mod at Master and only a piddling up the line as you go up so as to discourage ubertemplate baznitches. I would love to see a message of "KaiRaene uses the terrain to avoid your shots."


Feasible?





New home of SWG Rangers!

"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "




Nemo0
Thu May 06, 2004 1:44 pm
#11






KaiRaene wrote:

On the issue of stealth.... I know we all know the reason why we will never get invisibility from other players is because of 3rd party apps that will show our location anyway. The exclusion of that doesnt bother me since I understand its problems.


But, I wonder why we couldnt have a mod of Terrain Dodging Exploitation. Or some other goober name. lol. I mean, when you are walking up to your kill and realize some giant tree or rock hasnt spawned yet and your getting that "You cannot see your target" message. You need to get a clearer shot.


Take it as being a terrain master and using the Terrain to dodge shots/hide behind trees or dive into a gully as a commando flames me. Get a massive chunk of the mod at Master and only a piddling up the line as you go up so as to discourage ubertemplate baznitches. I would love to see a message of "KaiRaene uses the terrain to avoid your shots."


Feasible?









Might be possible. Although it would probably be easier to add some form of dodging. As for the Stealth, that is also possible. Have a look at Fred's thread for an explanation. It just involves not sending the client data if someone is hidden.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


Rylux
Thu May 06, 2004 6:44 pm
#12

Excellent ideas and well written!!



Traesk Kre'lar
Phoenix Squadron
Wagnbat
Thu May 20, 2004 4:01 pm
#13

Very well thought out and written. Thanks.



Waagnba Entreri
d Chief Agent, Praetorian Guard d
DFGH Libertas, Rori HGFD
The Guardians PA forums
Auctions: Please offer winnings to "Waag's Misc Goodies" vendor at 815, -4685 Corellia.

.
Page 1 of 2
Previous Next