Scout Archive

Thread: Scouts and the Combat Revamp

kytsym
Tue Aug 17, 2004 4:32 am
#27

The ability to log whilst camping and have your camp there when you come back?



- kystym-
-------------------------------------------------

Jedi

Elder Ranger/Scout/Pistoleer
DeltaXi65
Tue Aug 17, 2004 7:33 am
#28






kytsym wrote:
The ability to log whilst camping and have your camp there when you come back?






Well, first - that's not a combat related thing.


Second, they won't let us do that. Camps take up space in the game, and for every camp that stays up, that's one less critter that spawns. We've already got issues with critter spawning, so I don't think this is a viable option.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
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stujak
Fri Aug 20, 2004 1:31 pm
#29






DeltaXi65 wrote:


Gang,


Since I'll be going to Austin sometime in the next couple of months to meet with the Devs in regards to the Combat Revamp, I would like to go in there prepared with a list of ideas and desires that the Scout community has for us in the revamp.


What kinds of things would you like to see us have in the Revamp?







Here isthe currentlist:


1.) Camps that don't disband when you enter combat;


2.) Master Scouts being able to use specials on mounts;


3.) Change the Creature To-Hit Bonus to include a bonus for melee accuracy in addition to ranged;


4.) Change trap states from dizzy toother states that actually have a negative affect on creatures;


5.) Give campsthe ability to provide a temporary boost to secondaries to increase healing speed on camps;


6.) Allow camps to heal Battle Fatigue;


B

Message Edited by DeltaXi65 on 07-22-2004 04:03 PM



If anyone gets that, it should be the creature handlers don't you think?




Stujak Dumblede: Nub Bounty Hunter Extraordinaire


"One of the few good things about modern times: If you die horribly on television, you will not have died in vain. You will have entertained us." Kurt Vonnegut
DeltaXi65
Fri Aug 20, 2004 1:37 pm
#30






stujak wrote:





DeltaXi65 wrote:


Gang,


Since I'll be going to Austin sometime in the next couple of months to meet with the Devs in regards to the Combat Revamp, I would like to go in there prepared with a list of ideas and desires that the Scout community has for us in the revamp.


What kinds of things would you like to see us have in the Revamp?







Here isthe currentlist:


1.) Camps that don't disband when you enter combat;


2.) Master Scouts being able to use specials on mounts;


3.) Change the Creature To-Hit Bonus to include a bonus for melee accuracy in addition to ranged;


4.) Change trap states from dizzy toother states that actually have a negative affect on creatures;


5.) Give campsthe ability to provide a temporary boost to secondaries to increase healing speed on camps;


6.) Allow camps to heal Battle Fatigue;


B

Message Edited by DeltaXi65 on 07-22-2004 04:03 PM



If anyone gets that, it should be the creature handlers don't you think?






No.


See my arguments further up in this thread.


B





BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Aileili
Sat Aug 21, 2004 6:50 am
#31


1.) Camps that don't disband when you enter combat; Please please please please!


2.) Master Scouts being able to use specials on mounts; I like this idea. I'm one of the few people that actually uses mounts and I'd love to see them get more attention. I would be happy if we could just /harvest, /maskscent, /conceal, and /areatrack from mountback. Everyone can already /loot from mounts, so why not?


3.) Change the Creature To-Hit Bonus to include a bonus for melee accuracy in addition to ranged; Please please please please again! Its rediculas that it wasn't implemeted this way from the start.


4.) Change trap states from dizzy toother states that actually have a negative affect on creatures; Either change it from dizzy to something usefull, or make dizzy effect creatures. I'd be happy either way.


5.) Give campsthe ability to provide a temporary boost to secondaries to increase healing speed on camps; Not so sure about this one. It seems like it could be easily exploitable to me.


6.) Allow camps to heal Battle Fatigue; "Allow Battle Fatigue to be healed in camps at Survival IV or atleast Novice Ranger". Fixed the wording for ya.



Jace Rolo
Master Ranger of the Galactic Pest Authority
Professional Hunter for Hire
Squidwalker
Wed Aug 25, 2004 9:30 am
#32






Steha wrote:

Allowing camps to heal Battle FatIgue could cause a huge downfall for entertainers ... i agree with your list from 1 down to 5 ... but i dislike your idea of healing battle fatigue in camps.






I believe the intent is to allow entertainers to heal BF in a camp. I don't think scouts/rangers want the camp to heal BF by itself like it does wounds. But right now the ONLY way to heal BF is to go to a cantina. We understand about not nerfing or taking away from entertainers, but I don't see the problem if we still need one. They still are needed ,and they are still getting the xp.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Sojourner
Fri Aug 27, 2004 2:36 pm
#33



DeltaXi65 wrote:
Gang,
Since I'll be going to Austin sometime in the next couple of months to meet with the Devs in regards to the Combat Revamp, I would like to go in there prepared with a list of ideas and desires that the Scout community has for us in the revamp.
What kinds of things would you like to see us have in the Revamp?

Here is the current list:
1.) Camps that don't disband when you enter combat;
2.) Master Scouts being able to use specials on mounts;
3.) Change the Creature To-Hit Bonus to include a bonus for melee accuracy in addition to ranged;
4.) Change trap states from dizzy to other states that actually have a negative affect on creatures;
5.) Give camps the ability to provide a temporary boost to secondaries to increase healing speed on camps;
6.) Allow camps to heal Battle Fatigue;
B

Message Edited by DeltaXi65 on 07-22-2004 04:03 PM





I know I'm chiming in late on this, but I support all the listed changes. Not only would they help the profession but I feel they make sense for scouts as well. Especially #4, that has always been a minor annoyance of mine.



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Frederik
Sat Aug 28, 2004 2:33 am
#34

I think that giving speed bonuses to mounts at exploration levels are fantastic.... this might just not help scout out but will add the need for creature mounts again. It only makes sense that an outdoorsman would use a durable beast rather than a piece of technology. I don't think scouts should be able to do specials from mounts though.... I can only see drive-byLLC shootingfrom that, or some extreme kiting.


I think traps should have an effect in PvP, or at least NPC's.... Even if they were little effects like slow down the enemy's movement and did no damage.
Cpl_Fisher
Tue Aug 31, 2004 4:02 am
#35

Letting entertainers heal bf in camps would be AWESOME.



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
duke-nukem
Mon Sep 13, 2004 7:34 pm
#36

How about making camps as important as they used to be in order to call pets and vehicles a camp should be needed and camps maybe should actually keep creatures at bay like there supposed to i've been attacked more times in my own camps than i care to ellaborate on these changes might make the scout profession more than just a stepping stone to other skills make the skills worth having and how about traps doing damage on npc's and pc's not just creatures scouts are used more for scouting on people than creatures trapping is almost never used because of this fact if a trap works on a creature it will work on humanoidds don't you think.



/noogie
CHFreak
Thu Sep 23, 2004 12:08 am
#37

The list looks good to me, except that with reguard to terrain negotiation and mounts this is already supposed to be built into some mounts. Various breeds perform differently on rough terrain, specifically the Wastelands Cu Pa is allegedly more efficient over rough terrain. Personally I dont see that my mounts are slowed in any significant manner over even the steepest terrain. Perhaps this needs to be investigated further, id be happy to meet up on bria and do time trials of the mounts i have vs on foot rates of movement to prove/disprove this theory. That said I belive it will be hard to get any additional modifications if they already exist in some degree with everything else that is going on in the revamp.



Caramar, Bria
Former Master Creature Handler/Master Scout/Ranger 0030/TKM
Now CL90 Jedi, Master Politician, Corsec Ace Pilot
Rare/Uncommon Pets Tamed: Wastelands CuPa, Swamp Stalker, Giant Veermok, Ravenous Roba Stalker, Jundland Eopie, War Gronda, Canoid Hunter, Male and Female Swamp Tusk Cat, Mantigrue Hunter, Boar Wolf Ravager, Bark Mite Burrower Collector, Merek Deaths Head, Gurreck, Prowling Gurreck, Mantigrue Screecher.

Dexeo, Bria; Former CL 90 Officer, now CL 90 Commando
WildBil2Me
Fri Sep 24, 2004 3:38 pm
#38


Questions to consider surrounding the Combat Revamp and Scout skills.


Delta, besides asking for more there are a few things we should be wary of when the combat Revamp hits. Potential changes to the HAM system might create problems with some of our current skills that said I had a few areas that we might want to pay attention to as information concerning the Combat Revamp trickles out.


In a thread I posted on the Ranger Boards I broke down all the skill mods that a Ranger / Scout has in their bag of tricks. Many of these, though not combat oriented per se, would potentially undergo some changes within the Combat Revamp. As we learn more it would be helpful to know what adjustments to these modifiers we could be seeing to make them fit within the CR.




Burst Run Efficiency +50
(Master Scout - a direct % decrease in Burst Run HAM cost)

My concern here would be what benefit would BRE have to a Master Scout if the HAM system and cost of specials is adjusted? Along the same lines how would it be modified to maintain its usefullness?



Creature to Hit Bonus +10

( A "raw" to hit bonus which onlymodifies Ranged Attacks on creatures)

There has been the justified argument that this should be an all around attack modifier not just ranged one. I'm just curious what functionality would be assigned to this in the Revamp. Not 100% sure HOW it works right now... just that it does.



Trapping +50 FS +5

( A non % modifier which increases the chance to successfully land a trap and increasing the ability to hit bigger creatures)

My question here is identical to the one with the C2HB. Will themodifier to successfully land a trap beaffected by the Revamp? Similarly... since we know that dizzy isn't supposed to work against animals, and some of the state traps have varrying degrees of value against animals, shouldn't they be adjusted to fit within the combat system?



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
DeltaXi65
Fri Sep 24, 2004 4:54 pm
#39






WildBil2Me wrote:


Questions to consider surrounding the Combat Revamp and Scout skills.


Delta, besides asking for more there are a few things we should be wary of when the combat Revamp hits. Potential changes to the HAM system might create problems with some of our current skills that said I had a few areas that we might want to pay attention to as information concerning the Combat Revamp trickles out.


In a thread I posted on the Ranger Boards I broke down all the skill mods that a Ranger / Scout has in their bag of tricks. Many of these, though not combat oriented per se, would potentially undergo some changes within the Combat Revamp. As we learn more it would be helpful to know what adjustments to these modifiers we could be seeing to make them fit within the CR.




Burst Run Efficiency +50
(Master Scout - a direct % decrease in Burst Run HAM cost)

My concern here would be what benefit would BRE have to a Master Scout if the HAM system and cost of specials is adjusted? Along the same lines how would it be modified to maintain its usefullness?



Creature to Hit Bonus +10

( A "raw" to hit bonus which onlymodifies Ranged Attacks on creatures)

There has been the justified argument that this should be an all around attack modifier not just ranged one. I'm just curious what functionality would be assigned to this in the Revamp. Not 100% sure HOW it works right now... just that it does.



Trapping +50 FS +5

( A non % modifier which increases the chance to successfully land a trap and increasing the ability to hit bigger creatures)

My question here is identical to the one with the C2HB. Will themodifier to successfully land a trap beaffected by the Revamp? Similarly... since we know that dizzy isn't supposed to work against animals, and some of the state traps have varrying degrees of value against animals, shouldn't they be adjusted to fit within the combat system?





Bro,


I can't get into any of the specific details of the CB until TH gets the documents ready for you all to see. I've been pushing the Devs to get this material out but they want to make sure it's done right, and things are very fluid.


What I can say is that all of this stuff is going to be addressed and that I don't think we are going to see any appreciable difference. But there's no way to be 100% sure of that until we get into the sandbox and start testing it. When that happens, I'll be able to ensure that none of our primary skills are harmed.


B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

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