Squad Leader Archive

Thread: CU Scout Proposal to fix problems with Ranger and Squad Leader

KundoJet
Tue Apr 12, 2005 8:45 am
#1


This is coming out of an extended discussion on the Ranger forum around the SP cost of Ranger (two masters, but no combat mods), but I thought I'd bounce it off Squad Leaders and Scouts as well, since my proposal really focuses around changes to the Scout profession that would impact both Rangers and Squad Leaders...



I agree you can't seperate Ranger and Scout when talking about revamp. It is unreasonable at present for Master Ranger to cost more than an elite combat master, since the ranger mastery on its on does not let you engage in the elements of the game (hunting, travel in dangerous places)needed to generate experience. A combat profession is required. The solution is not to reduce the SP cost of Ranger skills, for the points Owen (Ranger Corr.) has raised. The solution should be to focus the change on Scout...


If Ranger is wilderness-focused abilities, then turn Scout more into Reconnaisance, with some wilderness flavour. Start by moving Exploration skills and mods into the Wilderness Survival tree. Terrain negotiation andmask scent are survival skills, after all. Move trapping into the hunting tree - trapping is just another means of hunting, and anyone who learns to hunt would learn the basics of trapping too. These two trees (Hunting, Wilderness Survival) become the prereqs for Ranger - same SP cost as other Elites, but no loss of skills.


Then you have two trees to fill with skills for Scout - and this is where Squad Leaders come in. These two trees should become the prereqs for SL, and should focus on Reconaissance skills and group combat skills - abilities that would support a combat prof, and would be more relevent to hunting humanoids (as opposed to the creature-based skills that feed int Ranger). The trees would include skills/mods like surprise, terrain mods (improved los, a bonus to hit or damage when holding the high ground, etc.), group accuracy (the title "Forward Observer" springs to mind), and that sort of thing. The recce (in the US, "recon") tree would be the prereq for Squad Leader, instead of Wilderness Survival, giving scouts more (and more useful) abiltiies in two distinct areas - wilderness and creature skills (two trees), and group combat and movement skills (two trees).


I would add some general combat mods to the Ranger prof, simply because it's ludicrous to suggest it is not a combat profession when so much of it involves dealing damage to opponents. I think this would work for Rangers, keeping their skill level but freeing up the necessary SPs to improve their combat effectiveness to a reasonable level (not exceeding or even equalling an elite combat profession, but being able to hold their own well enough).


This would also make Scouts more valuable, and more distinctive, because you'd have some scouts who were more on the Grizzly Adams/junior Ranger types, and some who were on the SL track (imagine "Pathfinders" who give group terrain navigation that only works if the other players have the scout on /follow). In fact, if you designed it right, the SL prereqs could both come from Scout, since as it stands SL is cheap for ranged professions, and expensive for melee professions.


Finally, it would work for SLs, givingyou access to some more useful and interesting abilities earlier in your training (better than just forage or making camps) and could also potentially result in an adjustment of some of the skills in the SL profession accordingly. It also makes it equally affordable for someone to become a melee-based SL as a ranged SL in the post-CU environment. At present,someone wanting to becoem a squad leader must fill the ranged support tree in marksman, even if they are primarily a melee combatant. That's a commitment of 29 SP - 15 more than would be required to complete a second tree ofScout. By contrast, currently Ranged players have an advantage in taking SL, because they already have to have the Ranged Support tree for their elite combat prof, which in effect means SLis 14 SP less than other elite profs for rangedcombatants - not exactly fair. This proposal leaves both ranged and melee combatants equal in their SP costs for SL, not just to each other, but to other elite profs as well.


Just blue-skying the mechanics, but the more I think about this the more I convince myself it's a workable and useful change that improves Scout, Ranger and SL without being unbalancing.


Any thoughts?



Celebriel Inle
Black Rabbit
irott
Tue Apr 12, 2005 10:11 am
#2

A very interesting proposal...

The Ranged Support line for a prereq is never going away. Squad Leader is a Ranged Profession, if a player picks up some melee it comes with a price.

How would Creature Handlers and Bounty Hunters fit into this?



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

KundoJet
Tue Apr 12, 2005 10:51 am
#3






irott wrote:
A very interesting proposal...

The Ranged Support line for a prereq is never going away. Squad Leader is a Ranged Profession, if a player picks up some melee it comes with a price.

How would Creature Handlers and Bounty Hunters fit into this?





I understand that Squad Leader is a Ranged profession... as it is currently designed. But why is that? Does a rank of pikemen in a battle not benefit from someone being in command? Unless this is an attempt to keep Star Wars geared more twards ranged profession, (which can be done in other ways), then I see this as a bit of social engineering on the part of the devs that is not necessary. Yes, it is easier for a combatant to issue commands from the safety of the rear, but many great commanders in history fought in the front line, toe to toe with their enemy. Put it in SW terms: would the Devs have us believe that Obi-Wan and Qui-Gonn did not have SL abilties? I never saw either use a ranged weapon (that I recall), but they were effective and inspirational military leaders, and it wasn't all jedi mind tricks...


I imagine that creature handlers and bio-engineers would continue to need the Hunting tree -it now adds trapping, which makes sense as theoretically both CH and BE would want to be able to capture live specimens. I'd consider a prereq other than survival for CH, since that would mean they'd have the exact same prereq as Rangers... I'll have to noodle on that one a bit - may depend on what the other Scout trees looked like. Bounty Hunters would need Survival.




Celebriel Inle
Black Rabbit
Glynnis
Wed Apr 13, 2005 11:19 am
#4


Wow! Those are some great ideas for Scout. Let me try to summarise what you wrote and then give you my idea of how your proposal would fit into SL. But first of all... if irott says ranged support for marksman will stay as a prereq for SL then we should believe it.


The four trees in Scout would be:


  • Hunting (scout xp or trapping xp)
    Bonuses for trapping and creature harvesting, knowledge and to-hit bonus. Several trap schematics.

  • Survival (wilderness survival xp)
    Bonuses for terrain neg, burst run, mask scent, camping and foraging. Skill for Mask Scent and Forage. A couple of camp schematics.

  • Reconnaissance (scout xp or combat xp)
    This tree should support group movement and terrain advantages. Bonuses for surprising enemies, group accuracy based on terrain, group increased range. Maybe the Rally skill?

  • Slaying (scout xp)
    This tree could basically be Hunting for NPCs (would replace what you called Group Combat). Bonuses for NPC to-hit bonus and NPC knowledge. NPC knowledge could include additional information in the /examine window similar to creature knowledge. The additional info could be about faction affiliation, aggressiveness, DB, the new "hate" system, etc.

Scout prereqs for elite profs:


  • Ranger - Hunting and Survival IV

  • SL - Reconnaissance and Marksman Ranged Support IV

  • CH - Hunting and Reconnaissance IV

  • BH - Slaying and Marksman Ranged Support IV

  • BE - Hunting and Medic Org Chem IV

The skill mods I listed for Reconnaissance are based your ideas. This is the tree that needs the most input from SL... help, please? I didn't really understand "Group Combat" so I invented "Slaying" to support BH with some ideas of my own.


Feel free to post this info in the Scout forum or point me to the relevant thread and I can try to post something myself.



-----
Glynnis Kerrigan : Pistoleer - Squad Leader : Kettemoor
KundoJet
Thu Apr 14, 2005 8:37 am
#5






Glynnis wrote:


Wow! Those are some great ideas for Scout. Let me try to summarise what you wrote and then give you my idea of how your proposal would fit into SL. But first of all... if irott says ranged support for marksman will stay as a prereq for SL then we should believe it.


The four trees in Scout would be:


  • Hunting (scout xp or trapping xp)
    Bonuses for trapping and creature harvesting, knowledge and to-hit bonus. Several trap schematics.

  • Survival (wilderness survival xp)
    Bonuses for terrain neg, burst run, mask scent, camping and foraging. Skill for Mask Scent and Forage. A couple of camp schematics.

  • Reconnaissance (scout xp or combat xp)
    This tree should support group movement and terrain advantages. Bonuses for surprising enemies, group accuracy based on terrain, group increased range. Maybe the Rally skill?

  • Slaying (scout xp)
    This tree could basically be Hunting for NPCs (would replace what you called Group Combat). Bonuses for NPC to-hit bonus and NPC knowledge. NPC knowledge could include additional information in the /examine window similar to creature knowledge. The additional info could be about faction affiliation, aggressiveness, DB, the new "hate" system, etc.

Scout prereqs for elite profs:


  • Ranger - Hunting and Survival IV

  • SL - Reconnaissance and Marksman Ranged Support IV

  • CH - Hunting and Reconnaissance IV

  • BH - Slaying and Marksman Ranged Support IV

  • BE - Hunting and Medic Org Chem IV

The skill mods I listed for Reconnaissance are based your ideas. This is the tree that needs the most input from SL... help, please? I didn't really understand "Group Combat" so I invented "Slaying" to support BH with some ideas of my own.


Feel free to post this info in the Scout forum or point me to the relevant thread and I can try to post something myself.





Glad you liked it, Glynnis, and I like what you've done to clarify it. I'll be the first to admit there needs to be more clarity around the proposed new trees for Scout, and what they mean for Rangers, Squad Leaders, and Scouts themselves. I'm not sure of the prereq breakdown... I'm finding it difficult to rationalize CH, for example, needing reconaissance over survival, but I understand the desire to avoid a sitution where two elite profs have the exact same prereqs. Will have to noodle that one.


I've had virtually no response from Scouts on this (it's on their forum with a similar title), and none of it positive, although that in part may be due to the attitude of their Correspondent. I'm just a little surprised, since it seems to me to make Scouts more varied and interesting, while supporting two key underutilized elite professions. /shrug




Celebriel Inle
Black Rabbit
Glynnis
Thu Apr 14, 2005 4:22 pm
#6


KundoJet wrote:

I'm finding it difficult to rationalize CH, for example, needing reconaissance over survival, but I understand the desire to avoid a sitution where two elite profs have the exact same prereqs.



Yep, I wasn't too sure about CH either but Recon could be something helpful for anything that's grouped, players or pets. Improved accuracy, range, speed, etc. based on terrain.

I saw this in from the Stratics HoC Dev Chat and thought it might be relevant. At least it's a hint that the developers are willing to consider Scout as a combat profession.


Brannoc - *Kimi_Kauri* Under the new system, what will be the cap of melee/ranged defense? Because of the high SP cost, will ranger be given more of these mods and an increase in combat level/HAM?

Keldarin - We're constantly re-evaluating our design decisions and listen carefully to player feedback. We changed our stance on Rangers contributing to combat level and will be adding that into the calculation. In the near future you will see your Scout and Ranger skills add to your Combat Level. =)





-----
Glynnis Kerrigan : Pistoleer - Squad Leader : Kettemoor
KundoJet
Fri Apr 15, 2005 10:47 am
#7






Glynnis wrote:




KundoJet wrote:


I'm finding it difficult to rationalize CH, for example, needing reconaissance over survival, but I understand the desire to avoid a sitution where two elite profs have the exact same prereqs.





Yep, I wasn't too sure about CH either but Recon could be something helpful for anything that's grouped, players or pets. Improved accuracy, range, speed, etc. based on terrain.

I saw this in from the Stratics HoC Dev Chat and thought it might be relevant. At least it's a hint that the developers are willing to consider Scout as a combat profession.




Brannoc - *Kimi_Kauri* Under the new system, what will be the cap of melee/ranged defense? Because of the high SP cost, will ranger be given more of these mods and an increase in combat level/HAM?

Keldarin - We're constantly re-evaluating our design decisions and listen carefully to player feedback. We changed our stance on Rangers contributing to combat level and will be adding that into the calculation. In the near future you will see your Scout and Ranger skills add to your Combat Level. =)








Yep - that change is in, as is the inclusion of a health bonus for Scout and Ranger boxes. Both good things.


They didn't stop there, though, and the latest is a headscratcher - faced with concern about the rate at which Scout XP is accumulated on TC-Ep3, they... got rid of Wilderness Survival XP, and instead have camps giving Scout XP. Very strange. I'd rather they incorporated this proposal and put survival skills (terrain negotiation, mask scent, camping) together in a single tree with its own XP type.


Changes things for SL as thigns currently stand, as you can now get the XP needed for that tree by harvesting, so I guess that's a good thing for Squad Leaders, but still odd. /shrug


Hopefully there's more to come that will make that change make sense.



Celebriel Inle
Black Rabbit
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