Scout Archive
Thread: Trap Suggestion
/sniff
So I am the only scout who wants traps to work against non-creatures and creatures
I'd love to be able to use traps against non-creature NPCs. That would be helpful for building rebel/imperial faction!
I must admit some confusion myself to limitng traps to only creatures other then the fantasy stereotype I mentioned.
SWG wise traps provide nice little debuffs, but they are not overpowering if applied to non creatures. They have, realtivly speaking, minor effects and are single target. Anyway I think these would add a whole ne component to PvE and PvP strategy, give Scouts a social/group friendly skill in combat and would just hit that fun factor button ![]()
I agree, there should be a change to this. Doubt it will happen in the near future though, but it is always nice to dream.
Oku - Radiant Server
I like traps, they are fun, the exp gained for thier use seems well balanced.
I would suggest though that traps be useable on more then just creatures.Traps, like stun, bone spur,glow juice, tangle mesh and so forth should work on NPC's, Players and creatures. It really makes no sense that they only work on creatures. Here is my rant ![]()
It all starts with Gary Gyax, D&D and the creation of the fnatasy ranger. The fantasy ranger had certain abilties associated with traveling and living in the wild. These abilities would be limited to wild areas and often animlas, since the fantasy ranger had little human contact.
Lets move to the present. Every MMORPG places ranger/scouts in the Gyax mold, and for no apparent reason. Dare to be different and BREAK the mold!!! EQ, SWG etc need to get away from scout = person who can only handle wild life. Take the modern scout! The modern scouts in the military are trained for urban and wilderness survival and surveilance. They can set booby traps in cities, towns and in the middle of the jungle. In the modern SW universe a Scout being limited to animals is just out of place. Leave the fanatsy archetype at home and dare to consider a brave new concept.... the MODERN scout/ranger.... a chracter whose abilites are centered around self sufficiency, survilance and trapping. They should be able to sneak up on NPCS and creatures, use traps on everything etc.
Anyway long rambe short, leave the archetype/steroetype behind and have traps work on everything... heck have certain armor powerups that work to counter traps (sharp edges to counter mesh, teflon to counter glow jucie and what not)
Scouts being able to approach any aggro, or on my trap issue, able to use a trap against any opponent, provides a new dimension of strategy to the game and the scout class. Since they only work against a single cirtter it would not impact balance, traps only work close up and so forth.
Most importantly traps have a very fun feel to them! spread the fun factor make them useable beyound PvE (this would even give scouts a commodity to sell to players and earn a bit of cred outside of mindless, no fun missions)
Lets have fun!!
I agree 100%! Traps should work for everything. And itcomes rightfrom the Star Wars Films.
Han, Chewy, Luke, CP30, R2D2 were trapped by Ewoks in a rope trap that Chewy went for the meat.
Luke falling into the Rancor Pit in Jabba's Palace could also be considered a trap.
Come on Devs! Stay true to the Star Wars Universe!