Scout Archive
Thread: Trap Suggestion for the Advanced Scouts
This suggestion would actually be for Rangers in my thinking. I'm currenty still a Scout working towards master, so I'm nota Ranger yet. We have all heard and made the gripes about Scouts traps are only good on animals, not NPC humanoids. That's what this suggestion is for.
Not sure if others have formerly stated this yet, but here it is. The advanced traps, possibly not until novice Rangers, can be used against NPC humanoids. Not neccassarily all the traps, but there should be a few that effect NPC's. This is one of the great things Scouts/Rangers get that makes them unique. The problem is, it has no bearing on us playing in the GCW. There isn't anything about the Scout/Ranger that is truely usful for the GCW. Yea, we can make camps, and that can be useful, but not so much in a battlefield where it's fast pased, and sitting in a camp peacfully is not viable.
The traps would be something unique to the Scouts/Rangers that would be useful for the GCW, and PvP, which the Dev encourage us all to be involved with. I say this should be for higher levels, because you have to work towards it and work hard for it. Many people have novice scout and beginning levels, just to harvest and use camps. Fine, but if these traps are only available to the master scout, or even Ranger, that means you've earned it. Maybe make one NPC trap available at Master Scount, another at Novice Ranger, and one more at level 2 Trapping in Ranger.
The Ranger is someone who has spent a lot of time wondering about, hunting animals, working on camoflauge and walking quitely. This person has spent time in the wilderness surviving and keeping alive, and become a master at hunting and taking down animals. Well the Ranger is just a more advance version, but if you made it so they had even some small ability tohelp against NPC, they would be more fun and rewarding to play. The Ranger is a true master of the wild, and could be considered a master hunter. Not to step on the toes of the BH, but they have many more advantageous things they can do to NPC's. Just give the Scout/Ranges a few traps that effect NPC's.
What do you think Delta? Something to approach them on after our actual problems are more taken care of?
The Scout dev and I exchanged a length email on this exact topic a few days ago.
His ideas were around providing static (placement, not throwable) traps that you would could use to hurt a creature, possibly baited with meat or something else.
I responded by proposing fur trapper like traps that could be used like harvesters, to easily trap animals for hide and bone harvesting. This would give us something to check daily.
I also brought up the idea of having high end Ranger traps be usable against NPCs.
We've gone on to other ideas since this conversation, but I hope that its now on the drawing boards for Rangers, if not for us Scouts.
B
Hmm, I've not done PvP yet, but can traps be used to affect an enemy CH's pets? Root that damned Rancor right in his place whilst ya take out his master. MuahAhahAHAhaaaargh*cough*
Yarha Lostsoul, Master Scout
"I have a bad feeling about this."
I'm such a fricking idiot. I NEVER thought of that. I've got to do that now.
I'll let you know how it goes after tonight. There are always a couple of **edit** Rebel CH weenies dirtying up the streets of Theed. I'll test it out and let ya'll know.
Now if we can just keep lobbying to get the CH pet permadeath put back in.... *cackles*
B