Scout Archive

Thread: Scouts and the Combat Revamp

WildBil2Me
Fri Sep 24, 2004 5:00 pm
#40

Hehe,


My motive for posting this previously wasn't to criticize, hope you didn't take it that way. I was just sitting around doing some posting and for some reason it struck me that though we might not be seeing major changes to the profession in the revamp there were a few things we'd need to keep an eye on.


I can never say enough how great of a job you do Delta. I was just trying to be helpful and having recently been a bit concerned with the direction the Devs seem to have for the professions (scout and ranger) I just wanted to voice my thoughts a bit.


I realize that there is still some time before any documents get circulated to the public (and even to the private) and on top of that Sandbox is a ways off too.


I'm sure people have been thinking about this already too, just wanted to make sure.


Keep up the great work!



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
DeltaXi65
Fri Sep 24, 2004 6:36 pm
#41

Wild,


Ack! No - I didn't think of it as criticism at all.


I'm just frustrated that I can't go into more detail for you guys, or even say something to the effect of "don't worry about it".


This is just one situation where we absolutely can't afford to get any misconceptions out there.


Thanks for the support bro - and we'll have Scout testers specficially keeping an eye on our stuff out there.


B



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WTS
Tue Sep 28, 2004 12:37 am
#42

one thing that i haven't seen anyone in the scout or ranger forums talk about is the doctor *PENALTY* when healing and buffing in a camp. this is especially important when buffing. a doctor gains benefits from eating food (bivoli), wearing tailor clothing (active biosensors), and using a droid (the 110 medical mod). These things all stack to help get better buffs.....However, all that is negated in a scout camp which starts at a 0.6 modifier at novice. the ranger high tech field base has a 1.0 modifier, but still cuts off the last 10% bonus from a droid.

scout camps should give a *bonus* to medical healing and buffing that stacks with all the other bonuses. in the GCW battles, a scout or ranger would become an important part of the equation by helping the group get stronger buffs.

while we're at it... we might even get musician and dancer buffs to get a bonus in camps also. (and keep BF healing in the cantinas as a possible trade off?)



Arandis
Master Smuggler (Imperial FP for 125 credits each)
Agathon
12 point MDE, 12 point MAS, 14 point Master Artisan

Vendors at -3979 3643 Naboo, outside Theed

wildtrack
Thu Oct 07, 2004 1:07 pm
#43

id like to see some of the traps effect npcs i mean when i throw a nosie maker next to a stormie its gonna deafen him same sort of thing with nets there are gonna slow em down some id love to see this in game making traps more useful
SolarWraith
Sun Oct 17, 2004 6:59 am
#44

I would definitely like to see the camps heal BF but not sure if they should give it to the scouts or not maybe to the Rangers. And for all the people that keep saying they shouldnt because of the need for entertainers, what about the tkas who can heal wounds cure disease and cure poison. It doesnt hurt the doctors any. It just allows more role playing being able to be like a hermit and not have to go into populated cities to heal bf. There are so many cities that you can walk into and there not be any entertainers to heal your bf so you have to port to a populated city like theed just to heal your bf. I think we should have it but i think it should go to the rangers.



"Be mindful of the living force young padawan"
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