Scout Archive

Thread: Suggested Changes to the Scouting Profession

gunman678
Wed Jul 09, 2003 10:05 pm
#1

Ok they should of never had a timer on it, They just should of cut down the xp to between 5 and 10 per succesful mask scent. Creature handlers are dieing or fleeing becuase they can't activate mask scent after it fails. And since anytime you try and attack one of the grown up animals, the baby will also attack making it impossible to capture it and turn it into a pet. So now they need to balanc eon Creature HAndler so it can be used....


ANd it was ridiculas anywhere the amout of experience people where getting from it. In real life, which would take more experience to do: Spraying musk on you from a spray bottle, or gutting an animaland cutting it up so that you can seperate the hide from the bones from the usable meat? The sad part is that scouts where getting more xp for spraying than they where for gutting and such.


Creature HAndlers especially used MAsk scent because it was useful, not because of the xp. I used it when i was badly hurt and needed to ge tback to town. I would always reactivate it after i came across a womp rat or soemthign that could sniff me out. NOw however, i'm just screwed. i guees i can run, wait till mask scent wears off, set up camp for 1 minute, then go again. Atleast that way i could get soem kind of wilderness survival xp.


OH here's a thought. Lets making masking your scent in the wild for your own survival, a wilderness survival xp. That would solve tons of problems. MAksing your scent isn't a general scouting ability anyway. It's a Wilderness Survival thing, sinc eit is used to Survive in the wild from creatures.


And they do need to either rename scouting "Hunting" or give it some more out door management and such. MAybe if scouts had the ability to set auto way-points, such as say you want a way-point at -6382, 1284 And then the scout could go straight to it on auto run. That would actually be a Scouting thing.


We scouts also need a form of traps that we set up in the wild, and leave. And when we come back there might be a creature inside of one. This would be a great scouting skill. Not only would it help out Creature HAndlers, becuase now they would be able to set traps to catch babies on there own, but then we could actually have soemthign that is a TRAP, not an effect grenade.


It would be aweosme if scouts get acces to special places that other people could not. Such as hidden caves, or tree houses, or aomething like that. Like tunnels and things that require alot of terrain negotioation skills. Atleas then we could use it for something besides running up a hill....


And Camps need to be able to heal BAttle Fatigue, i hate forming a group going out into the wild to go unting, and one person will get incapped, well that one person will then hav elike 130 battle fatigue, and since our entertainer can only heal battle wounds, we have to all go back to the cantina and heal, or kick him from our group because he took some hits for the group. Doens't sound like fun does it? Maybe some of the advanced camps could heal battle fatigue if you have an Entertainer there. Coudl even have to be a high level Entertainer.



Devs please consider these, and don't think they are all nothing but hog-wash.

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