Ranger Archive

Thread: 2 Abilities i'd like to see

azimaith
Fri Apr 23, 2004 3:50 pm
#1

Now that i'm back from classes heres some ideas for PvP traps. There will be 3 neutral multi faction traps, 4 rebel traps, and 3 Imperial traps. (You will see why theres 3 imperial traps.)



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.


Heres what the upgrades are.

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. Only rangers can set traps unless they use a tutoring module, which allows the trap to also be set by commandos of the same faction. Imperials can't use rebel traps and vice versa.


Tutoring Modue: A new idea I had that would allow people to use certain modules that contain instructions for using a particular item, like a temporary small bonus to a skill mod. 10 minute duration.

azimaith
Sat Apr 24, 2004 12:52 am
#2

Hey everyone, I was thinking and I came upon 2 ideas for the ranger. I've been using one for a long time and the other I thought would just fit in a missing harvester hole.


1: Actual trapping. Have Rangers able to make actual traps that can be set to kill and harvest creatures in a certain area. Its basically a harvesting station for critters. It seems like a logical step up. Rather than maintenance and power however, you need to check it every day as well as possibly moving it to richer hunting grounds once some perma-spawns ran out. Here are some idea's I have for it.

Level 1: Clamp trap, the most basic trap that functions as a basic leg clamp. It deals action damage to creatures CL 10 or lower.

Level 2: Spiked Snare: A slightly more advanced trap that works like a network of spikes killing animals CL 15 or lower and dealing Health damage.

Level 3: Poison gas trap: This deals AOE damage to animals and can hit animals level 25 or lower. It deals health damage.

Level 4: Electroshock trap: This is a mesh of electrical filaments that shock animals in the area dealing health and action damage. It can kill animals level 30 and below.

Master Ranger trap: Organic mesh trap: This trap uses organic meshes to stick creatures to it immobilizing them and hitting them with a toxic gas for AOE damage dealing damage to the Health, action, and mind pool at one time and it can hit animals level 35 and below.


A possible expansion of traps for PvP would be great too.


The second ability would be natural affinity. Many times i have acquired help from nearby critters by running aggressive creatures into a pack of enemy ST's or other enemies. Why not actually make this an ability for a camoflaged ranger allowing him to fling a pheremone dart onto enemies causing nearby creatures to aggress against it. The pheremone dart potency is based on the trap skill, at master you might even be able to do this against rancors.


I'll try to expand on PvP traps later.
Calculus_Entropy
Sat Apr 24, 2004 7:46 am
#3

Wow, you listed some intersting and cool traps! Lets hope that someday the devs feel it is fitting to give us new traps (even humanoid traps).



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
JediQuic
Sat Apr 24, 2004 1:22 pm
#4

Wow! You put some thought into this


I dunno if i wanna become a harvester junkie tho....would Kinda Suck to see Ranger "traps" Everywhere on every planet like Extractors are.....But the benifits would be nice i guess
AgonThalia
Sat Apr 24, 2004 6:22 pm
#5

As jediquic pointed out, the littering of the landscape with ranger traps could be avoided if the ranger leaves the trap control radius.

As for the traps.... very nice... I would love to have those in my arsenal



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

azimaith
Tue Apr 27, 2004 1:30 pm
#6

I guess its true we might have an overload of trapping stations. With the new droids it might not be necessary.
Dark-Adept
Tue Apr 27, 2004 5:00 pm
#7

I like your trap ideas Azimaith. I have a few ideas of my own.


first, i think it would be cool for rangers to be able to make hunting trophies of their hunted animal. I haven't thought about it enough to describe it but that's the gist of it.


second, higher ranger camps should allow you to go inside(whoa inside, who'da came up with that?) the tents. I know it's a long shot, but people just might be able to inside tents and not just stare at them! While you're calming down from that outrageous "going in the tents idea" let me tell you why. the tents can be used to store items similar to a house. Now since camps only last for so long, you would be able to control this by getting wood for your camp fire. ranger's will obviously have to forage for wood and maybe have a better chance of finding some in a wooded area.( er, sorry tatooine). You would still be limited to one camp at a time and maybe it will disband when you leave the planet it was on but I havent thought about it much. maybe someone can take it to the next level.


third. get rid of the damn POI's!!!! there's no fun in finding these places if you are told where to go. that is one of the worst parts of being a ranger in my opinion. keep the "badge getting" though. that gives you sense of accomplishment.


fourth. when you /conceal, get rid of the player's "dot" on the radar or something to hide it from PC's.and get rid of our neon name tag above our heads.


fifth. give us that /track sommand or whatever it was supposed to be that lets us hunt one particular enemy.


sixth. along with /conceal make the camo kits a sort of outfit that covers our body and looks like the specific planet.


seventh. this idea will probably never go into motion but rangers should be able to build homes on planets such as Yavin4, Dathomir, and my favorite ENDOR. (psst, add Hoth as a new planet)


well you all get the idea, i hope some people read this and expand on it.





Nemo0
Tue Apr 27, 2004 5:18 pm
#8






Dark-Adept wrote:

I like your trap ideas Azimaith. I have a few ideas of my own.


first, i think it would be cool for rangers to be able to make hunting trophies of their hunted animal. I haven't thought about it enough to describe it but that's the gist of it.


second, higher ranger camps should allow you to go inside(whoa inside, who'da came up with that?) the tents. I know it's a long shot, but people just might be able to inside tents and not just stare at them! While you're calming down from that outrageous "going in the tents idea" let me tell you why. the tents can be used to store items similar to a house. Now since camps only last for so long, you would be able to control this by getting wood for your camp fire. ranger's will obviously have to forage for wood and maybe have a better chance of finding some in a wooded area.( er, sorry tatooine). You would still be limited to one camp at a time and maybe it will disband when you leave the planet it was on but I havent thought about it much. maybe someone can take it to the next level.


third. get rid of the damn POI's!!!! there's no fun in finding these places if you are told where to go. that is one of the worst parts of being a ranger in my opinion. keep the "badge getting" though. that gives you sense of accomplishment.


fourth. when you /conceal, get rid of the player's "dot" on the radar or something to hide it from PC's.and get rid of our neon name tag above our heads.


fifth. give us that /track sommand or whatever it was supposed to be that lets us hunt one particular enemy.


sixth. along with /conceal make the camo kits a sort of outfit that covers our body and looks like the specific planet.


seventh. this idea will probably never go into motion but rangers should be able to build homes on planets such as Yavin4, Dathomir, and my favorite ENDOR. (psst, add Hoth as a new planet)


well you all get the idea, i hope some people read this and expand on it.







Just so you know, most of those ideas are in the State of the Profession or Outdoorsman Proposal. Some, like Stealth, are a bit more difficult than they seem (have a look at Fred_Skinner's thread on it, stickied at the top of the forum). Although the foraging for wood for the fire sounds new. Might be an interesting way of keeping camps up longer.


Oh, as for the POIs, there are a lot more interesting things out there than just the POIs. You won't get badges for them but they are definately fun to find. The POIs are there to give people an idea of what is out there. The planets have a LOT more on them than just the POIs.


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server




Lythender Nirou
Crazy Bothan


azimaith
Sat May 01, 2004 12:04 am
#9

The trophy idea is nice but I think that seems more suited to an artisan. The foraging for firewood sounds like a good idea though. I wonder though, when are they going to let us pick what we are looking for?
azimaith
Wed May 05, 2004 12:31 am
#10

Note on the POI's, it would be quite interesting if only rangers got POI's making us valuable guides once more, the higher we go on the tracking tree the more POI's we get.
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