Scout Archive
Thread: Idea for a new Ranger skill: Resource Age
I think thatthe Rangerclass needs something to setit apart from the rest.
How about giving them the ability to see how much longer a resource will remain in a given location?
This would instantly make them the kings of resource harvesting, since resources shift around so much. They'd be better able to manage harvesters and such.
This seems like something that would be natural to a Ranger. It would give them a leg up on the economic ladder, which they don't have now, and make them city slicker artisans more indebted to their wildnerness wandering brethren.
That would make me excited about being a Ranger.
I'd like to see a Tracking skill that would display all the targets in a given range (like the ranger skill in EQ). That way you could select a target and track to it easily.
Jmatt,
I don't know if this is even possible - as far asI am aware, the resource shifts are random after a certain period of time. So unless there was a timer attached for the next shift, you wouldn't be able to tell. Good thinking though.
As for the tracking skill, I've sent that one in to the Devs.
B
Here's my big Ranger/Scout idea:
I like the idea of being able to set trap's to capture baby versions of select monsters. A Ranger should be able to place a cage anywhere in the world he likes. Once placed, a menu is available that allows him/her to chose a monster type to bait for. Perhaps at this point they need a specific type of meat/plant to bait the trap. They then leave the trap and it has a varying chance to capture a baby creature of the selected type. The capture process should take a long time, several real time days even. At a certain point, if the trap isn't successfull, it should decay and eventually dissappear. Once a baby is captured, the trap should send an e-mail to the Ranger/Scout. Once the e-mail is sent, the Ranger/Scout has a certain amount of time to get back before the creature escapes. A Ranger/Scout then has several options at this point. One option would be to convert it to a deed and sell/give it to a Creature Handler (much like BEs). Another option would be to make it a pet (similar to a CH handing over low level pets in new patch, same restrictions). Yet another option would be to kill it and get all three harvest resources for it (should give more than normal harvesting to compensate for time spent). Finally, they should be able to turn it into a trophy item for placement in houses (similar to empty bird cages).
Xy,
The Scout dev and I were talking about Ranger camps and this is one of the ones that I proposed. He was talking about static "lure the mob over the trap" type traps, and I brought up this one - something like a furrier trap. This would also let me go "check my harvesters" like all my cool artisan friends do.
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B
Xy,
I try. ![]()
Just to make sure I'm managing everyone's expectations here - these are longer term ideas that the Scout dev and I are discussing. So don't expect Claymore mines in the next update. These are down the road upgrades. But know that many of the things we've talked about in my first post are actively being worked on.
B