Ranger Archive

Thread: Background on traps

Rancorrider4
Sat Sep 17, 2005 11:15 pm
#1



Hi gang,


I thought I'd post some previous idea's and background on trapping. I love the new enhancements, but I'm concerned that the actual number and variety of traps is somewhat limited. I agreed in another thread that high damage dealing was not for us Ranger's and that high debuff traps (along with stealth and the other enhancements) shoudl be.


This should get our creative juices and memories going. Let me know what you think!!!


Oppma *P.S. this may get to be a long post. Sorry in advance if it is.


From the original "Outdoorsman Proposal":


Traps


"The hunter sat down to consider his choice. Pulling a leathery leaf off a nearby sapling, he proceeded to chew at the bitter tasting vegetation, knowing it would provide him strength in the battle ahead. Opening up his pack, he rustled around and pulled out a couple of handy little gadgets that had worked on this type of beast in the past. He attached them to his belt and readied himself for combat. The beast was fast, and its pattern was erratic. It would not fall for a ground trap as other, dumber prey had done in the past. The hunter decided he would need to engage it the old fashioned way."


An outdoorsman has an arsenal of traps and gadgets at his disposal, to aid in bringing anything, from down the smallest mouse, to the largest game creatures.


(Ground based traps and different effects traps would help in differentiating the profession from its Scouting prerequisites)


Creature trapping extends to all forms of creature, whether they are wild or domesticated. To the outdoorsman, they are all the same. When an outdoorsman meets a creature under the control of an unruly humanoid, the effect is same as if the creature had been prowling the forest on its own.



  • Possible Implementation:

    • Allow players to trap Creature Handler pets with the same effect as wild creatures

    • The Ranger however will not receive experience for doing so

That arsenal includes a variety of effects, from snares, to blinding flashes. The ability to produce effects on group of creatures at the same time is a chief advantage provided by the skilled outdoorsman. An outdoorsman understands what drives a creature, and with that knowledge, is able to lure individual creatures away from the herd using pheromonal scents and alluring sounds. His understanding of anatomy allows an outdoorsman to direct a disruptive attack against a creature's projectile control.



  • Possible Implementation:

    • Lure trap

      • Available at Advanced Trapping I

      • Creature is targeted and trap is deployed

      • The targeted creature is drawn to the location where the trap was initiated

    • Ultrasonic trap

      • Available at Novice Ranger

      • Creature that is targeted is unable to use a Ranged attack for the duration of the effect, as its glands are being disrupted by the ultra-high frequency sound

    • Big Bang trap

      • Available at Advanced Trapping II

      • Creature is scared away like /WarningShot

    • There should be area effect traps of all the scouting traps, including:

      • Glow Net Trap:

        • Area effect Melee defense debuff

        • Available at Novice Ranger

        • A large net is launched into the crowd, rendering everyone more vunerable to close range assault

      • Radioactive Tracer Trap:

        • Area effect Range defense debuff

        • Available at Advanced Trapping I

        • The trap renders a glowing radioactive particle cloud aerosal making all that come in contact more visible from afar

      • Tracer Net Trap:

        • Area effect combination Melee and Ranged defense debuff

        • Available at Advanced Trapping III

        • Deploys a net dusted with radioactive particles, both disrupting melee defense and increasing visibility to ranged attack

      • Goop Trap:

        • Area effect Phecnacine

        • Available at Advanced Trapping IV

        • A sticky goop is spread around the ground impeding the opponent's movement but not stopping them completely

      • Festering Bile Trap:

        • Area effect Stink bomb

        • Available at Advanced Trapping III

        • An obnoxious stench exudes from the trap and wafts into the faces of everything nearby dropping their defenses to state effects

During the heat of battle, crowd control is a pinnacle ability. With his superior understanding of how to herd and neutralize wild creatures, an outdoorsman? An outdoorsman is able to render a creature unconscious for a certain amount of time. However, the sleep is only fleeting, and any disturbance would immediately arouses the creature from its slumber. He also understands a creature's equilibrium and how best to disrupt that balance. This gives him the ability to knock his opponents off their feet.



  • Possible Implementation:

    • Bola trap

      • available at Advanced Trapping I

      • affects a single creature, performing a knockdown effect

    • Tranquilizer dart trap

      • available at Advanced Trapping II

      • affects a single creature, knocking the creature unconcious for a duration of time

      • any damage incurred on the creature will immediately awaken it, and it will be none too happy

        • This means to successfully use it in combat, combatants must peace out or risk an auto-attack immediately awakening the creature

      • If a nearby creature is attacked that the dozing creature would normally assist, the sleep would be broken

    • Shockwave trap

      • available at Advanced Trapping III

      • an area effect version of the Bola trap

    • Sleeping Gas trap

      • available at Advanced Trapping IV

      • an area effect version of the Tranquilizer

      • useful in unexpected situations where a spawn appears, catching a hunting party completely off guard

The skilled outdoorsman understands how best to utilize the materials available, and can produce larger numbers of traps, or even longer lasting traps with that experience.



  • Possible Implementation:

    • Two experimentation lines

      • Quantity: Increases the number of uses available per unit

      • Duration: Increases the length of time the effect produced by the trap lasts

As the Outdoorsman extends his territory to larger and more difficult creatures, he must rely on more advanced technology to insure that his traps land successfully on target. With that idea, an outdoorsman's tool of choice is the Trap Launcher. Able to lob traps great distances and with greater accuracy than by hand, the launcher provides the ultimate tool for the aspiring hunter.



  • Possible Implementation:

    • A device called a Trap Launcher, created by the Weaponsmith profession

    • Certification to use the device would be provided at Master Ranger

    • Primarily the item would be used to improve the success rate of traps against higher level creatures, which is a large issue once a player reaches Master

    • The quality of the device would affect the bonus to:

      • Distance: increasing the range of a trap up to the maximum 64m

      • Accuracy: increasing the chance of successfully landing a trap on a big game creature

    • The device would lob traps at a faster rate than by hand, and could be used while moving

    • The device would need to be loaded prior to operation with existing traps

An outdoorsman also understands how to set ground based traps which are far more effective than anything a normal hunter is able to muster. With this knowledge, an outdoorsman can create a variety of gadgets for whatever occasion may arise.



  • Possible Implementation:

    • The ground based mechanism have no functionality themselves, instead they are used as containers that deploy the traps contained within them when a creature approaches

    • The slots available in the schematics are available to fill with existing traps to produce whatever effects the Ranger may desire within his concoction


    • Using a Lure within a ground based trap requires that the player target a creature before deploying the trap, and the creature will be drawn towards the combination trap

    • If no Lure is used, the ground trap remains until either detonated normally by a creature or until the player leaves the area

      • An unlured trap should provide a significant bonus to the success of the trap effects, to compensate for the effort involved in setting the trap itself and getting to detonate successfully


    • Ground based traps can not be dropped during combat


    • Basic Ground Trap

      • Available at Advanced Trapping II

      • Contains 1 available slot for a trap effect

    • Improved Ground Trap

      • Available at Advanced Trapping III

      • Contains 2 available slots for trap effects

    • High Quality Ground Trap

      • Available at Advanced Trapping IV

      • Contains 3 available slots for trap effects

    • Exemplary Ground Trap

      • Available at Master Ranger

      • Contains 4 available slots for trap effects

Live trapping is a skill available to the best of the outdoorsman. The ability to trap a baby creature and transport it unharmed to a prospective buyer makes the skill a profitable one. The outdoorsman does not have any knowledge in controlling the creature once it is released however, simply the ability to store and handle the creature while in stasis.



  • Possible Implementation:

    • A creature container can be used with the /capture command available at Novice Ranger to capture a baby creature and store it within the player's datapad

    • A player's Trapping skill would determine the CL of baby creature that player could ever hope to trap

    • The only option available for the creature would be to release it, returning it to the game space so that a Creature Handler can attempt to tame it

    • Using the datapad would limit the number of creatures a Ranger could collect for transport

      • The limit would increase in skill: Starting with 5 at Novice and increasing 2 for each branch of Advanced Tracking and 3 more for Master





From Draknev's thread about a possible "trap launcher":


In my opinion, if we are going to ask for a trap launcher for the profession, then what should come with that? All of the professions that have a specialized weapon have specials that come with it and maybe we could propose a few reasonable specials that can assist us and give us greater credence with the devs so they dont waste time in thinking of specials when we can hand them a few of our own.

1) speed of throwing traps
Increases throughout the ranger trees to max out at MR
2) accuracy
Increases throughout the ranger trees to max out at MR
3) percentage increase to hit and affect the target
Increases throughout the ranger trees to max out at MR
4) only traps shot from a trap launcher can affect CH pets
Trapping Pets come at Trapping II
5) only traps shot from a trap launcher can affect NPC's and hopefully PC's
Trapping NPC's at Trapping III and PC's at Trapping IV
6) increase in effectiveness of the trap, lasts longer and causes a greater effect.
Increases throughout the ranger trees to max out at MR
7) Causes any trap shot from the launcher to have an area of effect
Available at Master Ranger
8) Increasing the load capacity
5 to 8 traps at Trapping I increasing to 20 to 25 traps loaded at master ranger.






Adding this link: I know it's pretty creature centric, but again I'm throwing out information to get us thinking. There's nothing saying we can just change the creature stuff to military style stuff as well. Can someone clicky this please?


http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=31031#M31031


More to come: Going to edit this as I find additional info.



Message Edited by Rancorrider4 on 09-18-200502:20 AM

Message Edited by Rancorrider4 on 09-18-2005 02:20 AM



nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Oculus
Sun Sep 18, 2005 4:40 am
#2

I'm more concorned with the firepower of the traps than variety.

Currently the mines in-game aren't really worth anything. Considering that this will be our only offensive capability, it'll have to hit hard :/

Then again, you might be right, swapping firepower for variety might be the solution. They can't make "one-hit"-traps. So I'm guessing adding all state and de-buff effects from our current traps should do it?




Oku Kee'lus
Master Ranger | Master Carbineer

CuchulainnDarklight
Sun Sep 18, 2005 6:01 am
#3

Well they say they will fix the current traps and give em to scout, theres your debuffs.




...has mastered the Pilot profession
The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
Use the test centre avatar if you have any issues with the NGE or SOE, like me!
Oculus
Sun Sep 18, 2005 6:55 am
#4

... which will still only work on creatures




Oku Kee'lus
Master Ranger | Master Carbineer

CuchulainnDarklight
Sun Sep 18, 2005 7:47 am
#5






Oculus wrote:
... which will still only work on creatures




So? You go Ranger for your elite paramilitary skills, as it should be.




...has mastered the Pilot profession
The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
Use the test centre avatar if you have any issues with the NGE or SOE, like me!
Oculus
Sun Sep 18, 2005 8:18 am
#6

Uhm... duh. That's what we were talking about, adding more states and de-buffs to the Ranger traps. You brought up Scout




Oku Kee'lus
Master Ranger | Master Carbineer

CuchulainnDarklight
Sun Sep 18, 2005 8:21 am
#7






Oculus wrote:
Uhm... duh. That's what we were talking about, adding more states and de-buffs to the Ranger traps. You brought up Scout





Why would you want more? You brought up scout when you mention debuffed traps and ignored the Scout ones. Plus you are ignoring the traps we are getting which are debuffers.


Message Edited by CuchulainnDarklight on 09-18-2005 08:24 AM




...has mastered the Pilot profession
The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
Use the test centre avatar if you have any issues with the NGE or SOE, like me!
Rancorrider4
Sun Sep 18, 2005 9:42 am
#8

Oy vey. Guys.....what I was saying is that 1) I like the paramilitary stuff they have for Ranger. I would like to see MORE variety than what they currently have listed, and 2) yes I know the trap stuff I listed were originally being talked about for creatures, but that it should be no problem to convert to player traps.


All I wanted to do was get some ideas going as to a larger variety of traps. From ground to thrown, to perhaps even something dropped.





nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Phenix1050
Sun Sep 18, 2005 11:09 am
#9

oh! fine! leave out the "Outdoorsman 2.0".


I agree 4 traps doesn't seem like a lot of versatility. But I'd go against more ground traps. They are going to be complicated as is. Perhaps just making advanced Ranger versions of a few traps (Phecnacine Dart, Flash Bomb, and maybe a new armorbreak trap) would be nice as throwable traps.





PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Rancorrider4
Sun Sep 18, 2005 10:44 pm
#10






Phenix1050 wrote:

oh! fine! leave out the "Outdoorsman 2.0".


I agree 4 traps doesn't seem like a lot of versatility. But I'd go against more ground traps. They are going to be complicated as is. Perhaps just making advanced Ranger versions of a few traps (Phecnacine Dart, Flash Bomb, and maybe a new armorbreak trap) would be nice as throwable traps.








ROFL. I thought it may be a bit long heh. Besides I went through 64 pages of N'Raas' posts to find this lol.


I like the idea of ground traps though, I really do. I can live without them, but I just think 4 traps for a whole new Ranger skill set seems a bit deficient to me. I also hope that the really good stuff is cert'd at Master for obvious reasons.





nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Oculus
Mon Sep 19, 2005 12:10 am
#11


CuchulainnDarklight wrote:


Oculus wrote:
Uhm... duh. That's what we were talking about, adding more states and de-buffs to the Ranger traps. You brought up Scout


Why would you want more? You brought up scout when you mention debuffed traps and ignored the Scout ones. Plus you are ignoring the traps we are getting which are debuffers.

Message Edited by CuchulainnDarklight on 09-18-200508:24 AM



Erm... you brought up Scout when I suggested we get states and de-buffs for the new NPC/PC traps in Ranger.

I in turn pointed out that those Scout traps only work on creatures when you said; "Well they say they will fix the current traps and give em to scout, theres your debuffs." - since creature-only traps don't do me any good when I ask for state and de-buffs in Ranger traps.

All I asked for was more vesatility in Ranger traps. Scout traps are irrelevant.




Oku Kee'lus
Master Ranger | Master Carbineer

CuchulainnDarklight
Mon Sep 19, 2005 12:12 am
#12






Oculus wrote:




CuchulainnDarklight wrote:






Oculus wrote:
Uhm... duh. That's what we were talking about, adding more states and de-buffs to the Ranger traps. You brought up Scout





Why would you want more? You brought up scout when you mention debuffed traps and ignored the Scout ones. Plus you are ignoring the traps we are getting which are debuffers.



Message Edited by CuchulainnDarklight on 09-18-200508:24 AM





Erm... you brought up Scout when I suggested we get states and de-buffs for the new NPC/PC traps in Ranger.

I in turn pointed out that those Scout traps only work on creatures when you said; "Well they say they will fix the current traps and give em to scout, theres your debuffs." - since creature-only traps don't do me any good when I ask for state and de-buffs in Ranger traps.

All I asked for was more vesatility in Ranger traps. Scout traps are irrelevant.





They are saying they will give us more traps than we currently have, i.e. more than 0 and your complaining. Why?




...has mastered the Pilot profession
The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
Use the test centre avatar if you have any issues with the NGE or SOE, like me!
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