Having nailed down the layout and roles that will be included in our revamp its time to start laying down the foundations for our revamped profession, this starts with the tier names. Giving a tier a name doesnt seem very important but infact it is, if done well it should detail the sub-role(s) it supports and give skills/benefits to support this.
From last week we had alot of feedback and most of us were heading in the same direction with Recon being the most dominantly featured primary role. WildBil2Me made great suggestions of roles as did Nemo, Amsaran and Toguro giving some great perspectives and ideas also. One thing that we need to avoid if we can is limiting our primary set up to creature only combat as this is only limiting the rangers effectiveness in most areas of the game, including most group situations. With that in mind these are the roles our document should include:
Primary Role:
- Recon: With skill orientated around stealth, intel (gathering and distribution), tracking and movement
Sub-Roles:
- HuntingGuide: With skills orientated around hunting, tracking, group hunting enhancments and harvesting.
- Survivalist: With skills orientated around frontiering, combat survival (resistances/defenses), recouperation (poisons reductions etc), group wilderness survival (camo/camps)
- Ambush Specialist: Emphasis on powerfull ground traps, first strike capabilities and group support thrown traps.
If you have any problems with these roles then feel free to post here and we can simply change them.
These roles primarly move towards stealth with hunting, traping and recon skills being covered under that direction. Survivalist and fronteirsmanship also feature stealth but in a less dominant way and leans more towards other wilderness survival techniques.
With this in mind i would like to discuss how you would like the tree to be set up in regards to tier names, titles and orientation of those tiers. For example if we had a clown profession in swg, you could say mini bike riding could be a tier name with biker clown as the title and the skills would be bike riding orientated.
Template:
If you want to provide a detailed tree layout then feel free to use this template, if you dont and prefer to give a shortened version then by all means do so.
Tier Overview:
- Place Tier 1 Name Here
- Place Tier 2 Name Here
- Place Tier 3 Name Here
- Place Tier 4 Name Here
Tier 1 Name: (Tier Title)
- Place Skill Box 1 Name Here
- Place Skill Box 2 Name Here
- Place Skill Box 3 Name Here
- Place Skill Box 4 Name Here
Description: (A simply run down of the tier orientation and the roles that are supported)
Tier 2 Name: (Tier Title)
- Place Skill Box 1 Name Here
- Place Skill Box 2 Name Here
- Place Skill Box 3 Name Here
- Place Skill Box 4 Name Here
Description:
Tier 3 Name: (Tier Title)
- Place Skill Box 1 Name Here
- Place Skill Box 2 Name Here
- Place Skill Box 3 Name Here
- Place Skill Box 4 Name Here
Description:
Tier 4 Name: (Tier Title)
- Place Skill Box 1 Name Here
- Place Skill Box 2 Name Here
- Place Skill Box 3 Name Here
- Place Skill Box 4 Name Here
Description:
Points To Consider:
What do you want the 4 tiers to look like?
What titles do you think best represents those tiers?
What roles do you think best represents those tiers?
Do the tiers provide a complete picture of ranger?
Do the tiers cover the roles and sub-roles highlighted above?
Does your set up give ranger a unique identity and desirability?
How should certain tiers be set up in regards to skill boxes?
I think it could possible look something like this...
As viewed left to right on the skill tree...
1) Reconnaissance Operative, Combination of Wayfareing and Tracking, including terren navigation, camo kits, and infromation collection 1. Camouflage/Navigation, same as now 2. Tracking/Movement, same as now 3. NCP/creature, examination stats.. really thurough 4. Harvesting, same creature multiple harvest, ie.. one bantha ability to collect woolly hide and bone.
2) Outdoorsman, Encompassing Frontierman, 1. Advanced Encampments, somthing along the lines of being able to find a good place to set a camp and not be in a minicple area, 2. Backcountry Recuperation, including some basic med crafting and HAM recovery 3. Combat Survial, possible defence mods? 4. Functional Base Encampment, somthing that may be too extream for the ranger prof, but maybe an encampment that has a defencive and offencive measures as a way to protect itself, pretty much improving the HTFB.
3) Huntsman Expert, name could use some work, Should be the skills people hire us for. 1. Harvest Examination, /harexam, should be used to determine how much can be harvested from a creature along with the stats for the harvested units, i.e. PE, OQ, 2. Group Enhancement, gives extra exp for group harvests and kills, 3. Skill Improvement, improves skilles already possessed by the ranger 4. Group Camouflage, enhances the /conceal to the /gconceal, allowing concealment of everyone in the group within 5 meters, also less likens the chance of a camouflage break.
4) Ambush Specialist, Traps R'Us, 1. Trapping Basics, continuation of the /rescue command along with the traps avialable to rangers now, 2. First Strike, /fstk command would allow the ranger to throw a few traps of get off multilple special attacks before the creature would retaliat, 3. Ambush Tactics, ability to use traps that effect all states of health, i.e. stun, blind, dizzy, etc. 4. Trap Evolution, traps that would be able to be used in PvP battle or against NCPs i.e. The Darwin Trap
This is my view of what the possible tiers could consist of, just one of the many possiblities. The Darwin Trap was proposed in forum -http://forums.station.sony.com/swg/board/message?board.id=ranger&message.id=81127. This is a very workable proposal, rip it a new one many times over, whatever it takes get the job done for the community.
- Recon: With skill orientated around stealth, intel (gathering and distribution), tracking and movement
Sub-Roles: - HuntingGuide: With skills orientated around hunting, tracking, group hunting enhancments and harvesting. - Survivalist: With skills orientated around frontiering, combat survival (resistances/defenses), recouperation (poisons reductions etc), group wilderness survival (camo/camps) - Ambush Specialist: Emphasis on powerfull ground traps, first strike capabilities and group support thrown traps.
QFE up there...
Quick Note: Our Primary Role needs to be equally dispersed over the four trees. In the event that One tree fully meets our "Recon" role we're stuck dealing with dabblers who want to do one tree and get the best part of our profession. That said, I've set up this tree to build the Recon role through each of the branches. They're described in the "overview" section right below.
Tier Overview: - Concealment: In order to gather information a Ranger must be succesful at hiding themselves. - Frontiering: Recon specialists must be able to get to and from good vantage points easily. - Hunting: With skills surrounding human and animal tracking a Ranger is good at collecting information about who their "studying." - Advanced Trapping: With the proper amount of information a Recon specialist can trap, avoid traps, and help his fellow party members avoid danger.
Description: This should cover our /Conceal skill as well as carry any modifiers which fall under "hiding."
Frontiering: (Outdoorsman)
- Frontiering 1: Advanced Survival Techniques
- Frontiering 2: Rough Terrain Techniques
- Frontiering 3: Habitat Engineering
- Frontiering 4: Wilderness Survival Mastery
Description: The Frontiering tree should basically cover any camping modifiers as well as any Terrain Negotiation. I put the two together because TN is something which should require hard work, it would also make camping xp more rewarding. I also think we need to discuss changing the role that TN plays. Crawl speed is not very attractive right now to all the professions. See the second Sub-Role.
Hunting: (Hunstman)
- Hunting 1: Tracking Techniques
- Hunting 2: Animal Sense
- Hunting 3: Higher Animal Sense
- Hunting 4: Terrain Sense
Description: This tier would mostly cover the tracking techniques we're currently familiar with. Because harvesting numbers aren't likely to change I'd concentrate any resource harvesting more along the line of the "harvest loot" we're hearing about slowly. See the first Sub-Role.
Advanced Trapping: (Master Trapper)
-Advanced Trapping 1: Rescue Techniques
-Advanced Trapping 2: Ambush Techniques
-Advanced Trapping 3: Intuitive Design
-Advanced Trapping 4: Trapping Mastery
Description: If it were up to me right now Trapping would cover the main roles of ambush and traps. Somewhere around Trapping 4, if not Master Ranger, we'd get the ability to trap in PvP but in earlier parts of the tree it wouldn't be viable. See the third Sub-Role.
Though I do not have the time to go into a full list...awww, what the heck. Ok, here we go:
Trees: Hunting Tactics (Antarian Ranger) Wilderness Survival (Outdoorsman or the “Politically Correct” Outdoor Expert) Trappery [Is that even a word?] (Trap Master) Wilderness Combat (Field Agent)
Skill boxes: Hunting Tactics Box I: Increased Harvest – The usual harvest bonuses, continued in every box in this tree. Box II: Tracking – the /track command given, but limited use. Box III: Specialized Hunting - /specializeanimal command given (kill 100 of a creature to make it a “speciality” creature, a 20% bonus of damage is given to specialized cratures), more use for /track Box IV: Lethal Aiming Tactics – another “specialized” animal given, /killingblow given, /preciseaim given (like /aim, but more like a /aim2)
Wilderness Survival Box I: Basic Survival Tactics – FB schematic given, TN plus throughout tree Box II: Natural Wound Healing - /forageherb command given (can forage a medicinal herb [Read: BF(RARE, RARE, RARE, RARE)/wounds/damage/poison/disease healing] of user’s choice; result based on skill with command), poison and disease resistances given from this box forward Box III: Path Clearing – the /track command is given more use and bonuses, and updated waypoints can be given to SLs via HTFB terminal Box IV: Habitat Engineering - /placehuntingcabin, HTFB schematic given
Trappery Box I: Basic Traps – the basic traps Box II: Ground Traps – lures, ground traps given here Box III: Humanoid Traps – the first NPC traps given, Player controlled Creature traps given too, trap launcher schematic given Box IV: Advanced and Deadly Humanoid Traps – Player traps given, more advanced creature/NPC traps given
Wilderness Combat Box I: Reconnaissance - /recon command, innate bonuses to melee and ranged combat given throughout tree Box II: Camouflage and Combat - /combatconceal given Box III: Nature’s Allies – small /burstrun bonus, /enrageanimal (enrages look at animal with current combat target [has a chance of the enraged animal attacking the Ranger based on skill] but requires some sort of schematic to craft something so it isn’t too powerful…) Box IV: Shadowy Escape - /stealth command given, large /burstrun bonus given
Ok, so, this lets us specialize in PvP, PvE and the GCW. We can solo animals, we can stay in the wild for extended periods of time, we can kill NPCs/Players/Animals, we can recon, and every bonus is intertwined in a sense so dabblers will be discouraged.
Message Edited by Rhyeal on 12-15-200409:11 PM
Rhyeal Shadowblade :: Egone Thale :::: Riflemen :: Rangers :::: Ranger is a Lifestyle, Live it! "No, I'm not a combat profession, I don't do that anymore."
I'd like to see camps get some love. Frankly since you can bring out pets and bikes without a tent no one uses them anymore.
My $0.02:
The tents should have storage IMHO. 10-25 items per tier.
It seems logical to me that rangers should never need to go to a city and have no need for a house. Their tent should be their house. Put it in the datapad like a ship if you will. Also, I'd like to see some sort of accelerated wound and state healing in camp to increase their value on group hunts.
-Phat'Cohiba
Circle of Life: Master Scout-Master Marksman- Master Ranger- Master Bounty Hunter-Master Medic-Master Bio-Engineer-Master Pistoleer-Master Rifleman-Master Combat Medic- Thinking about being a Master Ranger again.
Q: where are you:
A: w0w.twisting nether.cohiba
may visit to see if things are better, but having fun with fewer bugs.
Thats cool but this focus is realy about how we are going to set out the tiers, not what is going in it and what is going to be the roles. At a later time (maybe even next focus) we will start developing the content for each tier, sort of a wishlist. Once we have 4 tiers full of things we want, we will need to spend a week or two weeding out the 'over the top' skills, the too much to ask for skills and gettting a core set of functional and fun ideas.
Like i said, nice ideas, but just hold onto them for a bit until the right focus comes along then we can add them to the wishlist.
- Recon: With skill orientated around stealth, intel (gathering and distribution), tracking and movement
Sub-Roles: - HuntingGuide: With skills orientated around hunting, tracking, group hunting enhancments and harvesting. - Survivalist: With skills orientated around frontiering, combat survival (resistances/defenses), recouperation (poisons reductions etc), group wilderness survival (camo/camps) - Ambush Specialist: Emphasis on powerfull ground traps, first strike capabilities and group support thrown traps.
Tier Overview: - Concealment (Ghost): In order to gather information a Ranger must be succesful at hiding themselves. - Frontiering (Frontiersman): Wilderness Survivial plays key in covert operations, reconaissance and advanced group support capabilities. - Hunt Mastery (Hunt Master): Being able to find prey, reduce their combat effectiveness and expose their weaknesses make rangers formidable hunters. - Ambush Tactics (Ambush Specialist): With the proper amount of information a Recon specialist can trap, avoid traps, and help his fellow party members avoid danger.
Description: This should cover our /Conceal and /Combatconceal skills as well as carry any modifiers which fall under "hiding."
Outdoorsmanship: (Outdoorsman)
- Outdoorsmanship 1: Advanced Survival Techniques
- Outdoorsmanship 2: Rough Terrain Navigation
- Outdoorsmanship 3: Habitat Engineering
- Outdoorsmanship 4: Wilderness Survival Mastery
Description: Wilderness Survival is key here. Contained withing should be a % of defenses given, half of the harvest mods (split between hunting), camps and their effects and foraging skills. This tier should enable to ranger to stay out longer, be less suceptable to environmental dangers and harvest usable items and organics from creatures and the environment.
Hunt Mastery: (Hunt Master)
- Hunting Mastery 1: Hunt Leadership
- Hunting Mastery 2: Animal Instincts
- Hunting Mastery 3: Attack Awareness
- Hunting Mastery 4: Master Hunting Techniques
Description: This tier would hold our beast tracking abilities and combat understanding. It would allow us to be more defensive against creatures, show our group where the creature is weak, think like an animal and doing so understand how they might react and ultimatly becoming a great combatant against creatures. At hunting 4 the ranger will be naturally more effective against creatures, at master ranger again another boost is given.
Ambush Techniques: (Ambush Specialist)
-Ambush Techniques 1: Wilderness Utilisation
-Ambush Techniques 2: Ambush Techniques
-Ambush Techniques 3: Intuitive Design
-Ambush Techniques 4: Trapping Mastery
Description: Whilst a scout conentrates on only creature trapping, a ranger can open up this domain to npc and player trapping. Using the wilderness as a weapon and developing ingeneous traps can help control the combat situation, inflict severe damage and explose the target's weaknesses. An ambush specialist should be a formidable opponent on his/her terms.
- Recon: With skill orientated around stealth, intel (gathering and distribution), tracking and movement
Sub-Roles:
- HuntingGuide: With skills orientated around hunting, tracking, group hunting enhancments and harvesting.
- Survivalist: With skills orientated around frontiering, combat survival (resistances/defenses), recouperation (poisons reductions etc), group wilderness survival (camo/camps)
- Ambush Specialist: Emphasis on powerfull ground traps, first strike capabilities and group support thrown traps.
I have an issue with Recon being the primary role. It may make sense as a sub-role, but not the main focus of the profession. Maybe it is just the name Recon which has a particular military meaning. Based on how the Ranger tree is set up, even under your idea, the term Survivalist would seem to be a better choice.
I see that you have Survivalist listed as a sub-role. However Survivalist means one is is versed in living and surviving in a wilderness setting. That includes what you mentioned but also tracking, evasion, hunting, etc. It's all skills that allow one to survive and thrive in the wilderness with minimal equipment.
Recon is to much a military term that doesn't seem to apply in this situation.
I have a similar concern about Ambush Specialist. Something more along the lines of Trapper may be in order. Though that is a Scout branch title I believe. Would need to find an alternate name for Trapper, but when I hear Ambush Specialist I think of someone or a group hiding in the bush waiting to attack someone else. Like /ConcealShot.
Well Recon = Sneaking around, survival, scouting ahead, pathfinding, tracking, support and intel gathering all in one, none of which seem to far from what a ranger could ask for. We have stealth (pve), we have survival, we have tracking, we have pathfinding to a degree (TN and BurstRunEff), we can support and we can see what is around us. Obviously rangers lack only direction and depth to these skill areas and is something the ranger revamp could fix.
Survivalist is a major role to a ranger but can easy fit under a recon direction. As a recon unit you would need to survive in the wilderness for long periods of time, know the wilderness like the back of your hand, support a group if you have one and be effective at crossing terrain at high speed all of which are survival orientated.
As for ambushing being like /concealshot etc: Ive got quiet the opposite view on that, i dont think of someone sniping and not being tracable is an ambushI, i see that as sniping clear and simple. Alternatively if you were walking around and suddenly fell down a hole onto spikes causing damage and then a ranger comes out of hiding and attacks you from nowhere whilst off your guard then THAT is an ambush.
Kind of fits in with the concealment specialist nature of ranger.
I have an issue with Recon being the primary role. It may make sense as a sub-role, but not the main focus of the profession. Maybe it is just the name Recon which has a particular military meaning. Based on how the Ranger tree is set up, even under your idea, the term Survivalist would seem to be a better choice.
Personally I'm not totally against this. As the document has developed more and more of the community has leaned on this definition as including their expectations, which is why we're running with it. I do understand what you're saying here though.
I see that you have Survivalist listed as a sub-role. However Survivalist means one is is versed in living and surviving in a wilderness setting. That includes what you mentioned but also tracking, evasion, hunting, etc. It's all skills that allow one to survive and thrive in the wilderness with minimal equipment.
Recon is to much a military term that doesn't seem to apply in this situation.
Completely disagree here. Despite not being a "core-combat" profession Ranger is not non-military. The descriptions found in the trapping line make it very possible for the more military related aspects of the Ranger and Scout profession to appear while still keeping the profession true to its form.
I have a similar concern about Ambush Specialist. Something more along the lines of Trapper may be in order. Though that is a Scout branch title I believe. Would need to find an alternate name for Trapper, but when I hear Ambush Specialist I think of someone or a group hiding in the bush waiting to attack someone else. Like /ConcealShot.
Well then you're thinking exactly along the lines of what the Rangers want. Trapping really seems to have hit a wall coming out of Scout. We get "Rescue," an underused and some might argue poorly implemented skill, which is something we've chose to build from. The Ranger, who's gained the ability to mask his scent and camoflauge himself from nearby hostile entities would be gaining the ability to better aid his group in launching ambushed attacks on an opponent. Whether it be having camo work against a mob of NPCs (as it does now) or somehow branching into PvP this is what the Ranger community feels is needed to fill out the profession.
A hunter is essentially "ambushing" his prey afterall. In many cases the deer, bear, kreetle, or squill has no idea that the hunter is nearby until the first shot is fired.
ConcealShot and Camo are two comepletely different entities.
ConcealShot prevents agro while firing it.
Camo prevents agro until a shot is fired.
Ranger, though, most certainly has potential for being a military profession. The ground work exists in both the skill descriptions AND the existing skills.
I can understand how people might describe us as "not core combat" but I disagree wholeheartedly with the belief that we're not combat oriented or should not have "military" skills. To implement things which deny us a role in PvP is an assault on the people who have worked so hard to define a profession.
In the past, Waste and I have engaged in several discussions surrounding Profession roles, I understand where he's coming from but I think its important for people to realize that the Ranger community has been mobilizing for a demonstration of what a playerbase can truly do when it takes charge of the direction of its aspect of gameplay.
The Ranger profession is a dedicated and ingenious group with great ideas and with a great deal of motivation. Despite an almost complete absence of public recognition from the Dev team the Rangers have soldiered on and fought to define their profession in a way which has evolved past what the Dev team might have originally envisioned.
Striking down the old misguided perceptions of Ranger is my goal here, that and doing something special. Being a part of a Profession which was defined by a playerbase is an incredibly unique and exciting prospect.
I disagree. Recon can fit under Survivalist, not really the other way around. The literal meaning of Recon is : a preliminary survey to gain information; especially: an exploratory military survey of enemy territory
Neither stealth nor tracking are required for Recon. Though of course they are helpful. Which is why I see it as part of Survivalist and not the other way around. Nor is all Recon done in the wilderness. There is air recon, satalite recon, etc. Survivalist is a sufficiently broad term but it also is used to specifically refer to a wilderness setting.
As for ambush. Yes you can use traps to lead off an ambush. But traps themselves are not the ambush. It's the following fire that is the ambush. You can set a trap and leave it (though not in SWG of course since they are thrown). If a unit is walking thru the woods and falls into that hole is that an ambush? I'd say no since there is no follow up.
I'm not sure on how you are wanting traps to work. Looking at some of the info it appears you may be asking for the drop variety.
And yes I agree with you that Sniping and Ambush are different.
As you said in the original post. The names themselves are very important.
I disagree. Recon can fit under Survivalist, not really the other way around. The literal meaning of Recon is : a preliminary survey to gain information; especially: an exploratory military survey of enemy territory
Neither stealth nor tracking are required for Recon. Though of course they are helpful. Which is why I see it as part of Survivalist and not the other way around. Nor is all Recon done in the wilderness. There is air recon, satalite recon, etc. Survivalist is a sufficiently broad term but it also is used to specifically refer to a wilderness setting.
As I said in the previous post, I can definitely see what you're saying about Survivalist fitting there instead. The "Recon" idea that's being placed at the top is derived from Owen's "The Recon Unit" post, at least I think it is. A great post which really pulls many of the ideas discussed in this forum together in a great way.
As for ambush. Yes you can use traps to lead off an ambush. But traps themselves are not the ambush. It's the following fire that is the ambush. You can set a trap and leave it (though not in SWG of course since they are thrown). If a unit is walking thru the woods and falls into that hole is that an ambush? I'd say no since there is no follow up.
I'm not sure on how you are wanting traps to work. Looking at some of the info it appears you may be asking for the drop variety.
There are a number of suggestions surrounding the ideas of adding new traps. For many people the use of traps as a first attack, lure, or mez are interchangable. Because we haven't gotten to working a group effort its tough to say exactly where the final document will take that aspect of the profession.
Owen's post on the possible "Recon" role of the Ranger profession really outlines this well. Because Rangers use traps to control creature states (damage is pretty much null) the idea of suprising a target (possibly with a trap) that then has to deal with incoming fire as well as states such as stun, blind, dizzy, and even "slow" effects is what falls within this role of "ambushing."
The Ambush that's being described here is a combination of things. It's the surprise of suddenly dealing with the enemy as well as having fallen victim to traps that might hinder your ability to respond. This is all, of course, based around traps that would be PvP and PvE versatile.
Your description (from the previous post) of Ambush Specialist being "someone or a group hiding in the bush waiting to attack someone else." would be dead on what I'm looking for. (I can't speak for the document yet but I think this is what we're moving towards.) That, however, is extremely different from /ConcealShot and is why I made the distinction between Camo and /ConcealShot.
And yes I agree with you that Sniping and Ambush are different.
As you said in the original post. The names themselves are very important.
Very true. I think Ambush, though, that Ambush Specialist is a great way of putting it because that's what we're looking for out of that tree.