Ranger Archive
Thread: Ranger: Paramilitary Survivalist
+2 to Movement Speed (Movement speed is a new skill that increases the overall movement of the player, equal to 1 percent per skill point
+10 to General Melee Defense
+10 to General Ranged Defense
+10 to General Melee Accuracy
+10 to General Ranged Accuracy
Combat Movement 1
+2 to Movement Speed
Ability- Improved Burst Run- This ability will provide a 10% boost over the speed increase of Burst Run
Combat Movement 2
+2 to Movement Speed
Ability- Endurance- This ability can only be activated while under the effects of a Burst Run. This will add 20 seconds to the remaining time of the Burst Run, but will drain all remaining action points, and will prevent action regeneration until the Burst Run subsides.
Combat Movement 3
+2 to Movement Speed
Combat Movement 4
+2 to Movement Speed
Ability- Improved Endurance- This ability works the same as Endurance, but adds 30 seconds to the Burst Run instead of 20.
Stealth 1
+20 to Camouflage (This skillcreates the percent chance that applied Camouflage willeffect its target)
Ability- Conceal (Works the same as current ability, but works on both NPCs and Creatures. Kits will no longer be required to apply camouflage)
Stealth 2
+20 to Camouflage
Ability- Radar Confusion- This ability causes a Ranger to drop off the radar, though he can still be physically seen)
Stealth 3
+ 20 to Camouflage
Stealth 4
+20 to Camouflage
Ability- Blend- This ability allows the Ranger to blend in with his surroundings, causing his physical appearance to be altered to look like a naturally occurring item on the planet (for example, on Tatooine, his appearance would change to that of a small boulder). User cannot move while under this effect.
Strike Tactics 1
+10 to both Ranged and Melee accuracy
+5 to both Ranged and Melee speed
Ability- Catch Off Guard- This attack causes minimal damage, but cuts the targets defenses in half for a short time, temporarily weakening them.
Strike Tactics 2
+10 to both Ranged and Melee accuracy
+5 to both Ranged and Melee speed
Ability- Furious Assault- This ability increases the Ranger's attack speed for a short time, and comes with a hefty mind cost.
Strike Tactics 3
+10 to both Ranged and Melee accuracy
+5 to both Ranged and Melee speed
Ability- Improved Catch Off Guard- This attack functions as Catch Off Guard, but halves the opponents defenses for a longer period of time
Strike Tactics 4
+10 to both Ranged and Melee accuracy
+5 to both Ranged and Melee speed
Ability- Improved Furious Assault- This ability acts as Furious Assault, but has a lower mind cost.
Wilderness Ingenuity will add +10 to General Defenses (both Ranged and Melee) at each level, +10 to trapping, and will utilize the trapping changes provided in the Outdoorsman 2.0 outline, which can be found in the stickies under Ranger Revamp, Idea Archives. It will also contain the tracking abilities.
+10 to Ranged and Melee accuracy
+5 to Ranged and Melee speed
+10 to General Ranged and Melee defenses.
+5 to Movement Speed
Ability- Advanced Catch Off Guard- The same as Improved Catch Off Guard, but an additional increase in length.
Ability- Advanced Burst Run- The same as Burst Run but provides a 25% bonus in movement speed.
Ability- Stealth- Renders the user invisible to both radar and visible detection, and cannot be tracked. Movement is reduced to walking, and the user cannot Burst Run while under this effect. Also, if the user attacks or breaks the stealth, the user will be under both movement effects until 10 seconds after the break.
PS. Don't be too harsh about grammer/spelling errors. Its 3 in the morning and I couldn't get to sleep until I put this all down on paper...
Message Edited by GrigsOnia on 09-13-2005 04:59 AM
overall good job. I dont think that the camo should not allow you to move and there should still be kits. Combat movement needs some work cost to high say 30 sec for half action pool and inital and then master 1/4 cost. this will still cost so you can not fight and run KITE this way effectively. just reread the master box nix my commnet on the camo.
Meridith/Kordia
EDIT: I am appalled that I spelled especially with an X!!!!
Message Edited by Calculus_Entropy on 09-13-2005 08:57 AM
Calculus_Entropy wrote:
I like some of the skills you mentioned...I would LOVE to move faster. There are so many good ideas in this forum (expecially lately...people are getting antsy
); I just hope the devs tap into into this resource, if we ever get a revamp.
/agree
Its probably because Squad Leader is finaly geting some love and most of us (myself included) are hopeing that we're not far behind.
/shrug
I would love to to see Rangersget a revamp, the mostI'm hopeing for isthebug fixes we need and some combat mods to help us out.
Message Edited by groundcrew on 09-13-2005 08:07 AM
MeridithGentry wrote:
overall good job. I don't think that the camo should not allow you to move and there should still be kits. Combat movement needs some work cost to high say 30 sec for half action pool and initial and then master 1/4 cost. this will still cost so you can not fight and run KITE this way effectively. just reread the master box nix my commnet on the camo.
Meridith/Kordia
Sorry if that wasn't clear enough. The existing ability, conceal, you can still move around with. Only the blend ability will prevent you from moving, but it has more of a PvP application, for use as scouting or an ambush tactic.
Also, about the Endurance ability. It is meant to drain you as harshly as it does because it falls under the extraction concept. It's not intended to be used as a kiting ability, its intended to be used when you need to escape and you need that little extra burst to get you away.
Mens_Rea- It probably is overpowered slightly, as I said, I wrote this in the wee hours of the morning, I'm probably going to take a look at it today when I get the chance and make a few changes. I'm thinking maybe a very long cool-down timer, or something to that effect that prevents it from being overpowered. The concept is that you use Catch Off Guard to weaken your opponent and Furious Assault to beat them before they can effectively mount a counter-offensive, and then use the movement abilities combined with traps to beat feet out of there.
EDIT: Oh, and as far as crafting camo goes, it could probably be fit in with the existing skills. It probably would be best to keep it, I'll take a look at it later today.
Message Edited by GrigsOnia on 09-13-2005 11:52 AM
Calculus_Entropy wrote:
I like some of the skills you mentioned...I would LOVE to move faster. There are so many good ideas in this forum (especially lately...people are getting antsy
); I just hope the devs tap into into this resource, if we ever get a revamp.
EDIT: I am appalled that I spelled especially with an X!!!!![]()
Message Edited by Calculus_Entropy on 09-13-2005 08:57 AM
Grigs written, leexard approved /bmoc self
Wow! A very interesting read ![]()
Well done bud.
I share similar desires as you in the pathfinder/military ranger and its cool to see so many kick ass abilities in there.
On the stealth front i dont think we can ever have radar invis without going personal invis. They are linked as the server stops sending information to the client so no hacks etc.
I once looked into the possibility of us having a 'pathfinding' buff that basically put us in a focussed state allowing us to run very very fast for as long as we wanted (until we deactivated the ability) but stopped us from attacking and was purely out of combat effects. I went with that buff type ability instead of innate run speed increases mainly due to the kiting issues. Creatures and npcs are balanced so most can catch the player, if we get an in combat run increase (outside of burst run) then we run the risk of unbalancing the situation, know what i mean? Just a thought.
Again, great work dude, i hope we get some of the abitilites you included.
The way I see the Ranger role in the CU schematic is yes it would occupy the same space as SL BUT Ranger would not be a replacement, it would be a complement to SL (SL is really a support class as well).
You have SLs to direct and grant group bonouses to combat, while Ranger would support the efforts with field facilities, and increased means for the group to navigate in the wildnerness and for concealing the movements of the group.
I enjoyed this thread. If even half of this gets implemented into our profession, we'd be having a grand ol time in the wilderness.