Scout Archive
Thread: Wishful thinking for a scout ability
Hit the fuggin enter key by accident....
Anyway, I was thinking how cool it would be if we had an ability like a recon team does in the military. Let us use /maskscent like we used to (wish) and let us peg targets with a beacon that would allow riflemen and other ranged attackers to hit them easier. We would get scouting XP for the kill and the riflemen would have an easier time hitting the target.
i dunno bout how it used to be used, but im all for having maskscent actually do SOMETHING. as it is right now it doesn't perform its intended function worth a **edit**, which would be running by agros without getting reamed
the rest of your sugestions sound a little too far fetched
^_^x KD
Kenshin-dono wrote:
the rest of your sugestions sound a little too far fetched
^_^x KD
Why is it far fetched? Is not reconnaissance the intended role of a scout in any group?
This ability would give the scout class a much more vital role inbattlefieldsituations and would give us far greater value to a group than simply being able to pitch a tent. It could be implemented with the simple inclusion of a scout-only laser targeting device much like the ones employed by the U.S. military. Anything targeted by this device would light up so allies would know which enemy to target, perhaps using an effect similar to the one used for waypoints, and would suffer a massive loss in ranged defense.
The use of this device would naturally mean that the scout could not use a weapon at the same time, leaving the scout vulnerable to attack. If discovered the scout would have to switch to a weapon for defense which would drop the targeting and maintain play balance.
actually the easier way to do this would be to have the glow juice trap not be interpretetd as an attack... i.e. a succesfully masked scout/range can toss a glow juice trap on a target but will not generate aggro.
Not sure I agree with the idea, but this would be easier method then trying to put in a new weapon, having to deal with LOS issues with the laser, the scout having to stand imobile while pianting thier target and whatnot.
Myself I would be happy if traps, or at least some of the traps, worked against all targets ![]()
Hey, while we are talking pie-in-the-sky wishes here, wouldn't it be cool if we (scouts) got experience for exploring?
My first thought was that it would be cool if scouts got experience for entering certain POI's for the first time. For instance, I found the Jawa fortress by exploring, and it would have been cool to get experience for that (seeing as the fortress itself was kind of lame - couldn't talk to any of the jawas, and there was nothing to do there). However, after I saw the coordinates posted on these boards, I see how that wouldn't be such a great plan.
But what if you got scout experience every time you went to a new part of the map? Or you got experience for what percentage of each world you have explored? That would be a cool way for us to stop focusing on how many times we've camped, or how long we've run around with maskscent on, or whatever. We could focus on actual scouting.
You would see someone with the title "Master Scout," and you'd think, "Man, I bet that guy/gal has been everywhere... I wonder if they can take me to (insert name of POI)."
Another thought I had applied to hunting. There are some groups that want to hunt big game, or some specific type of creature. I think it might be cool if scouts had the ability to track these creatures. So, let's say that there's a hunting party on Tatooine that wants to take on a Krayt. They might come to me, as a Master Scout, and ask me to help them track one down. So I do my "/hunt krayt," and I get a waypoint. Or maybe it works more like sampling for resources - where I have to stop every once in a while, sniff the air, check the ground for tracks, and inspect the underbrush, then I get another waypoint that brings me closer. I could have expanded range in my tracking abilities with increasing levels, much like artisans with increasing survey skills.
I don't know. Just some ideas I had.
Regarding mask scent. The mask scent running by mobs works fine. At low levels it sucks but as you get more xp it gets better. However, I have found that to be it's secondary benefit.
When fighting, maskscent before attacking. Find your target, maskscent, attack. See what happens. There is a range requirement in there, not sure how it plays in, but more than once I would get scout exp for every shot that I didnt become unmasked.. and more than once the mob would never come anywhere near me. I even tried laying prone, masking, sneaking up, glow wiring and glow juicing (they stack) and moved away while the party attacked and the mob never agroed on me.
Just a thought, enjoy
Great Ideas boomzillia.. The reason why I wanted to be a scout is that I wanted to explore and travel. I think you should be awarded with how much of the game world you have seen or how much you have traveled and awarded accordingly.
I also love your idea of having the ability to find certain animals. But I think that when you try to find a certain animal that you only have a rough approximation of the area it could be.. As you train up the scout preferable ranger tree. Then the approximated area would decrease giving better results.
A little off subject.. When I see someone with Master Scout it really does not impress me.. As you can gain master scout with out traveling to far away from the City.. I think it should be very hard to become a Master Scout, not hard enough to discourage causal gamers but make it something quite hard to get.Eg; for you to become master scout you will need to travel to 5 planets and traverse at least 40% of each planet.. Another idea would be for you to attain master scout you will need to spend 50% of your time away from a city.. By nature scouts don't like the confines of a city they like the wild open areas to explore. In general award people who are really trying to play the scout role.. Maybe even give experience for the amount of time you are away from civilization.