The Outdoorsman

A Vision of Ranger by the Ranger Community

Introduction

"The hunter stopped off at the local town for supplies. His weapon had needed repairs, and he needed to stock up on some steel for his traps. While checking the bazaar, he eavedropped on a couple of locals talking nearby about a reward. As thoughts of grand quests and riches had always piqued his interest as a child, the story the locals told engulfed him. Apparently a dangerous beast had been rampaging through the woods north of town for the last couple days, and the local authority had posted a reward for its destruction. Picking up his goods from the terminal he checked in at the city hall and registered his name in the hunt. The quest had begun."

The Ranger profession has had a turbulent life. Mostly incomplete for most of its existence, it has been the refuge for a hardy band of loyal players bound bent to produce a profession worthy of the name Ranger.

To that end, the concept of Outdoorsman has been put forth to solidify the direction that future implementations can follow. This design includes the creature-centric view that the developers envision, and expands upon the idea to include concepts that the community expect in a fully fleshed out profession, such as usefulness within the Galactic Civil War, and in the group atmosphere prevalent in a Multiplayer game.

The Outdoorsman is a wilderness-centric design, a survivalist able to live off the environment with ease and provide for himself and his colleagues using what he can harvest from the natural world around him. He is a keen observer of creature behavior and mannerisms, and during trials of mortal combat, he can use that knowledge to attack and evade creatures of all sizes and shapes. He is a ghost, a shadow that eludes the sight of all those that may wish him harm, but his skill does not extend into civilization, ending at the boundary of the wilds. He is a master of all manner of traps and gadgets that aid him during his journeys and tribulations. A master of his personal space, able to craft camps that grant himself and his friends a safe and uneventful slumber.

Conceal

"The hunter stopped... A fleeting shadow within the trees across the clearing had grabbed his attention. He drifted back into the bush, his presense masked from whatever lurked in the darkness. Was it his prey, or another ambitious hunter attempting to claim the prize for himself? A quick glimpse down reassured him that he was wearing his trusty ghillie suit. It was old and in constant need of repair, but it had proved its worth in those crucial first seconds of many a past conflict. If any other hunter was interested in making trouble for this ranger, he would be prepared for them."

In the vein of the wilderness-centric focus of the Outdoorsman, concealment should work on all forms of opponents while in a wilderness environment: creatures, humanoids, pets, and players.

(It is very important to the community that some measure of direct usefulness in the Galactic Civil War and Player versus Player conflict be granted to the profession.)

The outdoorsman has mastered the ability of concealment, using the native fauna to mask his presence from his enemies. The effect is far more powerful than the most skilled scent masking, and increases with experience. Against less intelligent humanoids, this ability masks his presence completely from sight, just as masking his scent does against the simpler creatures. With some skill, an outdoorsman is able to apply this effect to fellow travellers, so they too can reap the benefits.

During combat however, a concealed outdoorsman is often forced to give his position away while returning fire. A skilled outdoorsman is able to put his concealment to work in this situation as well, making himself a harder to see target, and thereby reducing his opponent's accuracy. Because of the additional skill and knowledge required to evade an opponent's sight during combat, this effect can not be applied to colleagues.

The art of camoflauge requires the knowledge of indigenous flora and fauna. An outdoorsman is able to produce camoflauge for an particular environment using gathered, native resources, with more difficult environments requiring more skill to master. A proficient outdoorsman should also be able to stretch the resources to produce more uses, or use that skill to produce a more efficient concealment.

The outdoorsman has access to knowledge in the art of ghillie suit creation, the quality of which can improve the effect of regular camoflauge. With this suit, an outdoorsman is able to elude the gaze of opponents with greater effectiveness. The suit also provides a unique visual key for the profession.

Should he so choose, an exceptionally skilled, concealed outdoorsman is able to incur a devastating first strike, damaging an opponent with a massively destructive attack, but in the process revealing himself completely. This would provide a strategic decision for the player: keep the benefits of concealment for the duration of combat, or go for a more powerful first strike in hopes of ending the battle sooner.

Finally, an outdoorsman with exceptional experience in art of concealment can hide from his opponent's view completely. Only while prone and without movement can such an amazing feat be accomplished. As all his concentration is engaged in silence and reducing movement, an outdoorsman in this situation would need time to regain his senses upon being revealed, and would not be able to attack on opponent until some time had passed.

Tracking

"Continuing through the dense underbrush, he stopped and sniffed the air. The tantalizing aroma of his prey was wafting in from the south, his experience gauged the distance and determined the source was down within the dale beneath him. Glimpsing what had once been well used path at his feet, he proceeded down the slope and into the valley."

Locating the creature is the first step in hunting them. This can elevate the outdoorsman over all others in terms of hunting prowess. Since both creatures and humanoids leave tracks within the wilderness, it is perfectly feasible to track all forms of life. Since an Outdoorsman is just that, outdoors-centric, the skill should not work within the realm of civilization, namely towns. But within the natural world, a proficient tracker should be able to follow any form of being.

(Most of the community do not consider themselves the ultimate hunters, as other professions can deal more damage, and locating creatures is trivial within the dynamic spawn system)

A skilled outdoorsman should be able to track everything within the region. A tracker can pick up on the minutest detail, a broken twig, a stray print in the mud, and with increased skill is able to locate progressively more difficult quarry. With the absence of tracks to follow, the skill would be ineffective within town and simply not register beings within towns.

A sufficiently skilled ourdoosman should have the ability to follow the traces of a specific quarry. An ambitious tracker could even call it a mission of sorts. This skill would also flow into the realm of humanoids, and the ability to track a specific player through a wilderness environment. With the absence of tracks to follow, the skill would be ineffective within town. However against a sufficiently skilled concealed adversary, tracking would be far less effective.

Camps

"The night was fast approaching and weary from the travel the hunter decided to make camp for the night. The hunter fiddled around in his pack and pulled out the makings of a camp. With precision he erected a comfortable camp that fit his needs. A small defensive fence would keep the local animals at bay, and as he was in short supply of traps, a crafting station would aid him that regards. After a couple hours of toil, the hunter laid down on his cot and to get some much needed sleep. For tomorrow he would engage the beast."

What follows is a complete re-envisioning of the camping system, with an emphasis on flexibility and profession interdependence. The system allows for the flexibility to produce any focus of camp required by each profession involved, and pulls more professions into the mix to produce the more powerful versions.

(Even if the modular approach is not chosen, if should be understood that there is interest in having the functionality provided by the modules selected, and that should be considered in whatever system is chosen.)

The Proposal follows:

To ensure that the system still falls within the vision of the Outdoorsman as wilderness-centric, elements of camps that don't fall into the Outdoorsman perview have been allocated to other professions.

Camps have following inherent functionality:

A time delay would be added to the process of deploying a camp

Experimentation lines on a camp schematic:

To provide the camp tender a degree of freedom for the camp owner

The camping system would be broken out into a series of modules that could be used within a camp crafting schematic to produce whatever type of camp is required by the player

The camp schematics

The camp modules

An outdoorsman is at home in the wilds. Able to make his home where ever he so chooses. But as with all mortal beings, his back is only so strong, and can carry only so much stuff. With that, an outdoorsman can seek to set up a central repository for his goods while in a foriegn environment, within which he can store goods that may come in handy during his expeditions in the vicinity.

Traps

"The hunter sat down to consider his choice. Pulling a leathery leaf off a nearby sapling, he proceeded to chew at the bitter tasting vegetation, knowing it would provide him strength in the battle ahead. Opening up his pack, he rustled around and pulled out a couple of handy little gadgets that had worked on this type of beast in the past. He attached them to his belt and readied himself for combat. The beast was fast, and its pattern was erratic. It would not fall for a ground trap as other, dumber prey had done in the past. The hunter decided he would need to engage it the old fashioned way."

An outdoorsman has an arsenal of traps and gadgets at his disposal, to aid in bringing anything, from down the smallest mouse, to the largest game creatures.

(Ground based traps and different effects traps would help in differentiating the profession from its Scouting prerequisites)

Creature trapping extends to all forms of creature, whether they are wild or domesticated. To the outdoorsman, they are all the same. When an outdoorsman meets a creature under the control of an unruly humanoid, the effect is same as if the creature had been prowling the forest on its own.

That arsenal includes a variety of effects, from snares, to blinding flashes. The ability to produce effects on group of creatures at the same time is a chief advantage provided by the skilled outdoorsman. An outdoorsman understands what drives a creature, and with that knowledge, is able to lure individual creatures away from the herd using pheromonal scents and alluring sounds. His understanding of anatomy allows an outdoorsman to direct a disruptive attack against a creature's projectile control.

During the heat of battle, crowd control is a pinnacle ability. With his superior understanding of how to herd and neutralize wild creatures, an outdoorsman? An outdoorsman is able to render a creature unconscious for a certain amount of time. However, the sleep is only fleeting, and any disturbance would immediately arouses the creature from its slumber. He also understands a creature's equilibrium and how best to disrupt that balance. This gives him the ability to knock his opponents off their feet.

The skilled outdoorsman understands how best to utilize the materials available, and can produce larger numbers of traps, or even longer lasting traps with that experience.

As the Outdoorsman extends his territory to larger and more difficult creatures, he must rely on more advanced technology to insure that his traps land successfully on target. With that idea, an outdoorsman's tool of choice is the Trap Launcher. Able to lob traps great distances and with greater accuracy than by hand, the launcher provides the ultimate tool for the aspiring hunter.

An outdoorsman also understands how to set ground based traps which are far more effective than anything a normal hunter is able to muster. With this knowledge, an outdoorsman can create a variety of gadgets for whatever occasion may arise.

Live trapping is a skill available to the best of the outdoorsman. The ability to trap a baby creature and transport it unharmed to a prospective buyer makes the skill a profitable one. The outdoorsman does not have any knowledge in controlling the creature once it is released however, simply the ability to store and handle the creature while in stasis.

Combat Bonuses

"Raising his rifle to his shoulder and gauging the wind from the rustling of the leaves, he took aim at its neck to ensure a quick kill. The shot rang out and an eruption of birds filled the noon day sky. Time stood still, as the creature jerked at the sound and then slowly tumbled to the ground. The hunter pulled a goo trap from his belt and let it fly in the direction of the body. He knew all too well that some beasts were keen enough to play dead. The hunter pulled out his knife and rushed toward the body, ready to make the killing blow. But, as he had suspected, the beast was only nicked. The beast jumped to its feet as the hunter approached, but the goo on the ground slowed its retreat. Realizing flight was impossible, the beast turned to face the hunter, ready to makes its stand."

(This is in line with the ultimate hunter philosophy, with the idea that the profession should be able to hunt creatures better than other purely damaging dealing professions (such as Commando))

An outdoorsman has studied the behaviors and mannerisms of the creatures around him for a long time. With that knowledge, he is able to predict the actions of creatures as if he could read their minds, dodging or parrying away with ease.

As well, his experience with creature anatomy provides increased knowledge of vunerable spots within his opponents. Such vunerabilities can be exploited by a sufficiently skilled outdoorsman during the heat of battle to inflict increased damage.

Harvesting

"He "felt" its action before the creature pounced, and with a quick parry his knife found itself embedded within the soft palate of the creature's throat. The finalilty of the hunt filled the hunter with pride, the beasts head would make a grand trophy to trumpet his victory. Making sure to spare the head for later, the hunter worked the body, removing first the hide, then the meat, and finally the bone, knowing they all would provide a pretty penny at the town market. He then cleaned off his knife, stowed his prize, and sauntered back into the forest."

An Outdoorsman has an inate understanding of the natural world and the experience to utilize what the environment provides to its maximum potential. Being a creature-centric profession, the outdoorsman should be incredibly more proficient at harvesting over a Master Scout.

(Considering that most outsiders consider this to be out primary forte, the profession should be significantly better at harvesting than the Scouting profession)

A sufficiently skilled outdoorsman should be able to harvest all the resources off a kill. We have significantly more skill and know how to avoid wasting the other types of resource. This would provide a unique avenue for increasing the harvest rate rather than a blunt increase in quantity per harvest.

A outdoorsman should also be possible to impart his wisdom to fellow group members while harvesting. With a outdoorsman in the midst, everyone's harvest rate should be improved due his knowledge.

With increased skill in harvesting, a outdoorsman is be able to change a ugly corpse into a work of art. With a skillful cut, it is possible to produce a trophy from the greatest kills to display the hunter's prowess to the world.

With regards to foraging flora products, we should have access to a more diverse selection of buffs items, having the experience to locate more advanced and more portent herbs.

A highly experienced outdoorsman can also get more from less, so we should be to divvy up foraged herbs into more usable portions. Meaning we should be able to receive more than one use per herb. We do not feel this will impede on Chefs as they are able to experiment and provide specific foods, while foraged goods are completely random.

The leisurely sport of fishing fits perfectly into an Outdoorsman forte. We have skill with the rod and reel, and are able to catch fish more often. And once caught our skill in harvesting should extract more usable meat off the catch.

Creature Affinity / Terrain Negotiation

"More than ten days out from the town, but only a single days walk from his home in the hills, the hunter decided to check in at home before proceeding back to town to claim his reward. Upon arriving, he was greeted by his faithful steed, a long time companion during his travels. It nuzzled his arm and he scratched behind its ear, producing a gleeful barking that always made him feel welcome. Inside the home he slept soundly, surrounded by his most prized possessions and the triumphs of his journeys from all over the worlds. In the light of the morning sun, he saddled up his steed and expertly galloped off towards town."

An outdoorsman has an affinity with creatures, having a creature-centric role in the world. They are accomplished riders and have knowledge of creature behavior that can be used to improve upon handling ability.

(Many Rangers would prefer another use for Terrain Negotation over the crawling speed increase. And since we are a creature-centric profession, we should have advantages while using domesticated creatures as well)

An outdoorsman is an accomplished rider. Able to use skills while mounted, and control a mounted creature with great proficiency. An outdoorsman is be able to coax his mount to ride faster and for longer than other less skilled riders

As an outdoorsman, a lifetime of study into animal behavior allows for a better understanding of creatures than city folk have. With that knowledge comes the ability to handle creatures better.

Outdoorsmen live their lives in the out of doors, and have learned the fine arts of traversing the natural world. Climbing hills is a breeze for even a novice outdoorsman, but forging rivers requires the skill of a master. A sufficiently skilled outdoorsman is even able to swim at a frantic pace for a limited amount of time.

Summary

"The hunter tied his steed up at the front door, picked up his trophy, and meandered into the city hall. His face was full of cool exhilaration, as he stared into the local townpeople's faces. They were all staring at the gargantuan head stuffed under his arm. With admiration and relief, the mayor doled out the reward, hefting the trophy over his head for all the town to see. The mayor then turned to offer the hunter an invitation to a celebration in his honor, but as quickly as he had entered town, the outdoorsman had vanished back into the woods, back... home."

The Ranger community contains a special breed of player. A group of individuals willing to fight for a defining vision for their profession, against all obstacles that may face them. This preceding treatise is a compilation of ideas and concepts brought forth by dozens of members of the community, and endorsed by many more. It is hoped that the gravity of this situation is not lost on the reader, and that the designs within this document may one day form the solid backbone for the future of the Ranger profession.

Thank you for reading.

Good Hunting.

N'Raas

Former Correspondent for the Ranger Profession