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Ranger: 2.0   [ Edited ]
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Owen-Lars
Blue Glowie
Posts: 7150
Registered: 07-24-2003


Owen-Lars
PA: LoR (TC)
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Ranger: 2.0
 
 
Table Of Contents:
1.0 Introduction
2.0 The Problem
3.0 Advancement
3.1 The Linear Approach
3.2 The Foundation Approach
4.0 The Approach
5.0 Direction
5.1 Orientation
5.2 Roles
5.3 Characteristics
5.4 Playstyles
6.0 Layout
7.0 The Tiers
7.1 Pathfinding Skill Portfolio
7.2 Stealth Tactics Skill Portfolio
7.3 Wilderness Warfare Skill Portfolio
7.4 Frontiersmanship Skill Portfolio
8.0 Interactive Skill Tree
9.0 Skill Mod Distribution List
 
 
1.0: Introduction
 
Welcome to the unique ranger proposal. A few hours ago i just decided to let my opinions out by writing this thing about how i think ranger should develope and more specifically what aproach to proffession we should adopt taking into account the very irritating scout+ orientation we have and remarks from non-rangers.

It all comes back to what Holocron said back in the day: Rangers arnt unique.
 
This is the defiining point im trying to make, that there is a way to make ranger fun, there is a way to make ranger great. The way is by making us unique and not simply a scout plus set up. We need to stop thinking in a linear fassion in regards to simply better camps, better camo, better traps and involve other areas of knowledge we pick up in scout in our tiers.
 
Well enough of that, ill leave you with the proposal, hope you enjoy reading it as i enjoyed writing it.
 
NOTE: Oh and yes i know there will be mistakes heh only took me a few hours to slap together.
 
 

 
2.0: The Problem:
 
Scout and Ranger are closely linked because of the Master Scout pre-req of Ranger. This is good in that it opens the possibilites for a wide range of progression direction, however presently this isnt realised and ranger plays the support role to its pre-req counterpart. The most important thing is for us to move away from seeing Ranger as just a Scout enhancer and realise its a profession in its own right with Scout as the foundation of learning.
 
A good way to describe this way of thinking is the SAS. Picture this: (nothing concrete, just an example of the aproach)
You learn to shoot a few weapons, you develope your physical and mental stregnths to the point you can enter SAS training. Once you get to SAS training you dont just enhance your shooting skills, your physical and mental stregnths but you learn totally new techniques, new skills, new aproaches and develope into a completely new fighting unit, an SAS unit.
 
If you think of the initial training as your starting proffession, basic training is required in order to reach SAS level, but once you get there you head off in a totally new direction. Without the initial training you couldnt become an SAS unit, you need that initial understanding in order to progress into the new area.
 
Now the thing to realise in this example, basic training provides you the means to start SAS training, however once you hit SAS training its a totally new game. You get areas enhanced for sure but the main point is you learn new skills and head off in a totally new direction because you have basic understandings from your intial training.
Ranger needs to reflect this. Scout should learn us a few core knowledge areas then ranger progresses your character to a totally new level, in a new direction, taking those key knowledge areas and morphing/brewing them into an elite profession.
 


 
3.0: Advancement
 
There are 2 main advancement approaches, the Linear Approach and the Foundation Approach. Both have stregnths and weaknesses, both have a place in games however only one is suitable for SWG in order to make it fun experience for those who choose the ranger path.
 
3.1: The Linear Approach
 
The Linear Approach is perfect in a continuous and linear (no suprises there then) progession situation. A situation whereby you start as a Scout for instance and then throughout your entire game life and experience, you increase your Scouting skills, get a better and better Scout and 'level up' as a Scout. You start off as a basic unit with only a couple of core skills at your disposal, then as your experience developes you become better, perhaps to the point you could be considered a ranger, to the point where you are actually called a ranger.
 
The point is that you are always a scout no matter what you are called, you are simply a better scout than you where before, you are a called a ranger because you are a high level scout.
 
As i said before this approach is perfect for a certain situation, a situation such as a level based game where you start off as one class then develop in the class. In SWG its different, its profession based, you stop progressing as a scout the second you get ranger. Your scout effectiveness may increase as you progress in your elite (ranger) profession however this is just a by-product of your elite profession impacting your character. You may use a ranger skill for instance that helps you perform a scout ability, this is the sort of impact im talking about and why the Linear Approach doesnt work for ranger and a good few other professions (like the hybrids for examlpe).
 
3.2: The Foundation Approach
 
The Foundation Aproach reflects a profession based system or a system where you progress in stepping stones. In a SWG sense you get certain professions to make your template, to make your character so you dont just progress in a linear fassion. Progression though establishing foundations allows you to experience totally unique game areas of character developement accessed through 'training' in basic knowledge areas (for instance starting professions).
 
The core concept here is that you take a starting profession (a basic knowledge area) and then this training allows you to access higher developement content (the elite profession content). The elite profession is unique, a stand alone development area that uses the key understanding your learn in basic training to goes off in another direction.
 
This aproach reflects the progression system of SWG, the requirement to make ranger 'Fun' and the reason why i keep playing this game because of its aproach to character developement. The only problem is currently ranger does not follow this aproach, which is one of the main reasons why the skills and profession aspect of being a ranger is not fun.
 
Throughout this document i aim to detail how this aproach could be used to develope ranger into a fun profession. I will detail tiers, skills, directions, roles and game impacts which will hopefully spark your imagination cells into life, allowing you to see what ranger could truly become. Its not just about making ranger fun to play for the first couple of months like it presently is (until the creature centric limitations kick in) but making it fun throughout your gaming life, you can always develope, you can easily get a basic understand but to become great you will need to work at it (easy to grasp it, hard to be great at it)
 


 
4.0: The Approach
 
We currently adopt the linear approach to ranger and this is highlighted below:
Exploration -> Better Exploration (Wayfaring)
Camping -> Better Camping (Frontiering)
Organic Collection -> Better Organic Collection (Hunting/Tracking)
Trapping -> Better Trapping
 
Scout Plus in other words, something we need to move away from if ranger is ever going to become a fun profession past the first 2 months. Instead we should be moving towards to SWG Foundation Approach which allows us to make a unique and ultimatly fun profession that will entertain us for years to come. In order to detail the new direction i will highlight the core 'basic knowledge areas' of scout so i can better show the process and how we get to the new ranger set up.
 
The basic knowledge areas of scout are:
Terrain Negotiation
- Pathfinding
- Wayfaring
- Hiking
Camping
- Survival
- Habitat Engineering
- Situational Enhancement

Foraging
- Survival
- Living off the wild
- Self Sustainability

Mask Scent
- Concealment
- Scounting
- Agro Avoidance

Trapping
- Crowd Controlling
- Debuffing
- Unconventional Attacks

Harvesting
- Survival
- Organic Collection
- Hunting
Creature Knowledge
- Intel Gathering
- Weakeness Exposure
- Combat Anticipation

Burst Run Efficiency
- Pathfinding
- Hiking
- Survival
Creature To Hit
- Hunting
- Target Exposure
- Combat Anticipation
 
This list can be refined down to core basic knowledge areas of:
Survival
Concealment
Unconventional Combat
Pathfinding
Intel Gathering
Hunting
 
These are what scout is about, these are the areas you get a grasp of in scout training camp and these are the areas that will be morphed/brewed into ranger. The way we get to how ranger should be set out doesnt simply take hunting, then make rangers better hunters and doesnt take conealment, then make rangers better at concealment. The ranger concealment skills will no doubt be better and more effective than those gained in scout but that isnt the focus, the focus is the concept of concealment must feature in the new ranger as part of what a ranger does but not just a scout plus concealment skill set.
 
From analysing the basic knowledge areas covered in scout and 'brewing' them into a unique profession i have come out with these core knowledge areas for Ranger based under 4 (tier) headings that will also support the roles defined later:
Pathfinding
- Tracking
- Movement Skills
- Intel Gathering

Stealth Tactics
- Visual Stealth
- Ambushing
- Self Extraction Techniques

Wilderness Warfare
- Debuffing
- Crowd Controlling
- Wilderness Orientation

Frontiersmanship
- Survival
- Situational Enhancement
- Organic Collection
 
The thing to understand with this is that its not just continuation from scout. The headings may sound familiar but frontiersmanship is not about enhancing camping over Scout camps, it wont just feature camps. It will feature skills and abilities only accessible because of your previous survival, situational enhancement and organic collection knowledge gained during your basic scout training. Dont expect the linear approach where each tier follows on from a scout tier, thats not how things should be. In order to make Ranger fun and unique the tiers need to be unique and the skills contained within need to be ranger skills in their own right, not just a progression of scout skills.
 
Now ive highlighted the approach ive adopted to make this profession fun with a long lasting apeal i will move onto the direction ranger will head in. In the following section i will cover points such as orientation, roles, characteristics and playstyles in an attempt to visualise how ranger will fit into the game and how ranger will 'play'.
 



5.0: Direction
 
Direction is very important as it establishes how ranger fits into the game, what ranger actually does and how it plays. At present ranger doesnt have a direction other than to make your scouting skills better, this needs to change. Using the aproach and the Core Knowledge Areas ive highlighted previously i will layout the overview of what will make up the ranger profession.
 
 
5.1: Orientation
 
Orientation, a big part of any profession overview as it describes they way the profession interacts with the other systems and how it 'fits in' with the game. Ranger's orientation will be unique, Ranger's orientation will be attractive for a long time and Ranger's orientation will be unrestrictive in a playstyle sense.
 
I supose the main area is the creature orientation aspect of the current Ranger set up. From the outside all looks good, focus a profession on an area of the game and make them 'specialise' in it. Well even if we were better at taking creatures and focusing our efforts on creatures we would still be playing under the primary issues of:
  1. It limits us from 2/3rds of the game content in that ranger becomes a 140 skill point hole in your template as soon as you attack an npc or player.
  2. The GCW is the part of the films we ALL relate to, being creature centric again takes us out of that and future developments
  3. New content is focused around npcs and npc type battles which i like, im not complaining, but it just means rangers again become a hole when playing the new content
  4. Groups and guilds who go out to fight most often dont just go after one type of target, they attack what they are presented with in the situation (creature OR Npcs).
Again this just means that ranger becomes a group liability when fighting npcs and players in this regard.
 
There is no doubt in my mind that creature centricity and combat 'gating' (in terms of gating rangers to only creature combat) is bad for the proffesion, bad for the game but ultimatly makes the game not fun. This needs to be addressed.
 
Scout as a basic proffesion does well because it teaches the basic knowledge areas by using them against an often easier opponent (a creature). This is fine for a starting proffesion and makes sense, learn to trap animals and get used to the wild before developing your knowledge into the hunmanoid and epic creature domain. This however is where the creature centricity should stop. Ranger skills should aid you in fighting again creatures, should aid your group in fighting against creatures but they shouldnt be orientated around creatures, instead orientated around the wilderness.
 
With this mind, creature only aspects and creature centricity should be dropped from the ranger arsenal and instead only feature as a secondary impact effect (the result of using your ranger skills to aid your scout skills) and a feature of situational enhancement.
 
Aswel as making ranger an open and unrestricted class it will also see heavy orientation around wilderness combat, sneaking and in a general sense; survival. You will become increasing aware of this as i go though the upcoming sections and start to highlight the skill portfolio.
 
 
5.2: Roles
 
Roles are extremely important as they give you a 'place' in the game, they give you a purpose and a reason to be playing a proffesion. We all know ranger doesnt have a role, what we do have is a 'makeshift' role based off the fact our scout skills are limited to creatures and we have an ability to harvest dead critters, this role is hunting.
 
Ranger needs new roles, roles that are unrestrictive, that are fun to play but are backed up by meaningful and unique skills. This section will highlight a few of the roles i aim to support and will come back to roles after laying out the skill portfolio to emphasis how these roles will be supported specifically.
 
The Core Knowledge Areas as highlighted previously are a great base for setting out how the profession will fit into the game. The headings (also the proffesion tier names) of Concealment Tactics, Pathfinding, Wilderness Warfare and Frontiersmanship give you a good picture of what roles the proffesion could fill and what roles it will allow players to adopt.
 
It is important not to think of each tier having to provide a different role but more to think about what each tier will bring to the various roles. A role such as Pathfinder will obviously mainly feature skills from the Pathfinding tier, however, a role such as as Ambush Tactician would draw on skills from Wilderness Warfare, Stealth Tactics and Pathfinding to support the role. Its the same in another example, Hunting Guide: The Hunting guide role would draw on skills from Pathfinding such as tracking, intel gathering and movement skills. It would then draw on Stealth Tactics for skills such as visual stealth then on Wilderness Warfar for skill of debuffing and combat specifics such as crowd controlling and wilderness defenses. Finally it would utilize skills from the Frontiersmanship tier such as situational enhancment and organic harvesting.
 
There are many more examples i could go into great detail with but i feel its better just to highlight a few in bullet format isolating the key areas and enforcing the concept of not having roles for tiers but roles supported by skills in tiers.
 
The Pathfinder: The Pathfinder is the front man, the seek out and target guy of a group relaying information between group members and giving them a target to lock onto. No unit is faster at getting through the wilderness unscaved than a pathfinder and no other unit has the correct skills to call in a group strike team with group wide highlighted objectives and target locks who understand the situation before they even get there.
Primary Skill Tier: Pathfinding
Secondary Skill Tier:
Stealth Tactics
 
The Hunting Guide: The Hunting Guide fills the gap between weapon user and the target, the interface of groups that supports the group, finds them targets, helps them travel to the target and uses his/her knowledge to expose weaknesses in the enemy.
Primary Skill Tier: Pathfinding and Wilderness Warfare
Secondary Skill Tier:
Frontiersmanship and Stealth Tactics
 
The Recon Unit: The Recon Unit is the forward scout unit opperating outside the confines of normaly squad formations. The Recon Unit works primarly alone at his/her task or with a few Recon Units and utlises the skills in the Pathfinding role aswel as many others to set the groundwork for a suprise attack. The recon unit goes in, preps the battlefield with ambush traps covertly, provides the squad or player with intel, provides a suprise attack option for the group on attack and extracts him/herself.
Primary Skill Tier: Pathfinding, Stealth Tactics, Wilderness Warfare
Secondary Skill Tier:
Frontiersmanship
 
The Explorer: The explorer knows no boundaries, seeks out adventure and forever seeks the unknown. The Explorer utilizes skills from all areas to traverse the lands, survive in the wilderness and support their companions. Adaptability and knowledge are the explorers tools and thinks nothing of spending a week out in the most dangerous and hospitable habitats in the galaxy. Whatever is needed to be done the explore can perform be it hunting, guiding, frontiering, intel gathering or simply a quiet space with no one around for miles.
Primary Skill Tier: All Tiers
Secondary Skill Tier:
-
 
Now ive layed down a good few examples of how the new direction will support roles and detailed what will support them i will move on to how ranger will be percieved and what qualities a player must have.
 
 
5.3: Characteristics
 
A ranger will be defined as the wilderness expert, the master of concealment and 'the guy we need for our hunt' when talked about in game. The aspects of concealment and group support will no doubt become our defining tiers but will never overshadow the other two to the point they are unused or undesireable. A ranger will be seen as a tool to a group and those who realy work at their ranger skills will be rewarded with respect and a high level of confidense in your abilities.
 
The characteristics and perhaps even personality traits the player should find usefull when playing the ranger profession could be:
Patience: Your skills are not nuker skills or those that allow you to smash the hell out of people so dont loose your cool and pick your battles
Maturity: You will need to master all the aspects of ranger to opperate fully as a ranger so you much not aproach it as a way to be powerfull but a path to learn how to become powerfull. Act like a kid and youll be treated like one, treat your skills as powers rather than tools to acomplish tasks and you will never be as effective as other rangers.
Adaptability: Ranger will have roles, but these roles will be as diverse as the people you will encounter so use them wisely. Dont get fixed on one role and expect everyone to change for you, the skills and roles are there to be utilized if needed so take advantage of that.
So those are the main areas a ranger should look to when playing the proffesion. The lifestyle aspect of ranger plays a heavy part in the new aproach and is required to get the best out of the skills.
 
 
5.4: Playstyles
 
Playstyles in this new ranger set up are wide sweeping. From the player who loves to sneak around, to the explorers amongst us, the roles and skills are there to support what you need. Specific combat orientation between creatures, npcs and pvp combat is now open, you pick how you want to play, you pick what areas you want to specialise in, its completely up to you. Ultimatly though the new system allows you to play the proffesion how you like, how you have fun but doesnt limit you from areas of the game.
 
 
 

 

Message Edited by Owen-Lars on 03-13-2005 01:50 AM

THORTAC BALCOR
The Lost Ranger
RANGER
03-11-2005 08:53 PM  

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Re: Ranger: 2.0 (rest coming as i edit)   [ Edited ]
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Owen-Lars
Blue Glowie
Posts: 7150
Registered: 07-24-2003


Owen-Lars
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Server: Eclipse

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6.0: Layout
 
The layout section of this document refers to how the tiers will be layed out, what the skill onion will look like and ultimatly what skills we get. There will be lots of bullet points and grouped 'sections' in the part of the proposal so you will find it much more easier (and probly more interesting) to read through. After the outline and the Ranger skill onion has been presented i will go into depth about each skill box and each skill telling you exactly what it does and how it supports the concept of skills supporting the roles, not roles base on tiers.
 
 

 
7.0: The Tiers
 
The Tiers, the basis of any proffesion and probly the most crucial part of determining the roles of the profession. Without clearly defined tiers the proffesion is a mess with no progression lines, however, too defined tiers limit the indivuality of the proffesion, remove some of the uniqueness and overall contrict players to getting x and y skills over the rest. There needs to be balance.
 
I decided a while back to base the tiers off the Core Knoweldge Areas enabling me the blend the base areas of scout throught the proffesion hopefully illiminating the scout plus aspects. No more will we see better exporation, better camping, better traps, but tiers that draw from many tiers of scout and brew them into a unqiue tier to ranger.
So on we go, i present the Ranger Tiers:
 
Pathfinding (Pathfinder)
Core Elements:
Tracking, Movement Skills, Intel Gathering
Description: Pathfinding concentrates on the above elements creating a unqiue tier that suports roles such as The Pathfinder and The Recon Unit
Skill Box Layout:
Pathfinding 1: Pathfinding
Pathfinding 2: Man Hunting
Pathfinding 3: Intel Gathering
Pathfinding 4: True Tracking
 
Stealth Tactics (Recon Unit)
Core Elements: Visual Stealth, Ambushing, Self Extraction Techniques
Description: Stealth Tactics focuses on the sneaky nature of rangers opening up a range of roles orientated around avoiding interuption or unwanted interaction
Skill Box Layout:
Stealth Tactics 1: Camoflague
Stealth Tactics 2: Ambushing
Stealth Tactics 3: Superior Camoflague
Stealth Tactics 4: Extraction
 
Wilderness Warfare (Guerilla Warrior)
Core Elements: Debuffing, Crowd Controlling, Wilderness Orientation
Description: Very combat orientated, the ranger weapon line if you will providing a higher concentration of roles and skills that aid in combat and around combat
Skill Box Layout:
Wilderness Warfare 1: Exposing Weaknesses
Wilderness Warfare 2: Lures And Decoys
Wilderness Warfare 3: Guerilla Tactics
Wilderness Warfare 4: Wilderness Offense
 
Frontiersmanship (Frontiersman)
Core Elements: Survival, Situational Enhancement, Organic Collection
Description: Frontiersmanship, the master suvivalist tier. Support, recovery and defensive capabilities feature heavily here.
Skill Box Layout:
Frontiersmanship 1: Habitat Engineering
Frontiersmanship 2: Modular Specialisation
Frontiersmanship 3: Extreme Survival
Frontiersmanship 4: High Tech Field Base
 
Ok so now you've seen the tiers. The names for each box are not important and where just added as i was going through the skill distribution and if this was going to be implemented i would come up with a better and more apropriate naming system.
 
In the following section i will take you through each tier indivually highlighting the skills gained within and the new systems.
 
NOTE: This next section will not include mods or certs or schematics so dont expect them or think they have been abandoned.

 

Message Edited by Owen-Lars on 03-12-2005 05:59 AM

THORTAC BALCOR
The Lost Ranger
RANGER
03-11-2005 08:53 PM  

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Re: Ranger: 2.0 (rest coming as i edit)   [ Edited ]
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Owen-Lars
Blue Glowie
Posts: 7150
Registered: 07-24-2003


Owen-Lars
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Server: Eclipse

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7.1 Pathfinding Core Skill Portfolio:

The main elements as highlighted previously are:
- Tracking
- Movement Skills
- Intel Gathering


Ive decided to go into great detail about the tracking changes/additions in the tier so have provided adequate information regarding it in its own section. The movement skills and intel gathering elements will be highlighted afterwards with their own short brief but will not include the same level of inforation as track has.

Tracking:

Within ranger there are certain skills that allow rangers to track the situation of creatures in the wildnerness. They use their ranger instincts and techniques to calculate where abouts a creature is in the world.

There are two focuses of tracking with sub-focuses contained within, these being:
Areatracking
- Creatures
- Distance Sense
- NPCs
- PCs
True Tracking
- Beast
- Big Game

Aswel as the introduction of 2 new and major tracking systems, the existing ones will be distributed differently within the tree.

First: As Ranger is no longer creature centric, the intitial tracking skill which is creature areatracking will be availble to Scouts of Hunting level 4. The skill will come with direction sense allowing the Scout to see what direction the animal they are tracking is in. The second tracking skill of sensing distance will be available at Master Scout giving incentive to master scout and abilities related to creature specialisation in the profession that specialises in creature combat and function. The rest of the areatracking skills will fall under the Novice Ranger box for NPC areatracking and Pathfinding 2 for player areatracking. The two new True Tracking skills are extremely effective and thus secure a Pathfinding 4 and Master Ranger location for Beast and Big Game respectively.

The new tracking layout should look something like this:
Areatracking
- Creatures: Scout Hunting 4
- Distance Sense: Master Scout
- NPCs: Novice Ranger
- PCs: Pathfinding 2
True Tracking
- Beast: Pathfinding 4
- Big Game: Master Ranger

Now ill move onto specific areatracking/tracking details that will hopefully seperate the two clearly and explain to you exactly what each tracking method does.

Areatracking:

This allows the ranger or higher level scout to search for animal/npc/player tracks in the area and list all the results within a table. This is a great skill to have when searching for a wide range of creatures.

As highlighted above, I have chosen to distribute the areatracking skills differently, focusing on the more advanced forms of tracking (True Tracking as detailed later) as Ranger skills. The main idea behind this skill is that it allows you to seek out what i presently spawned in the area to a certain degree so you can lock in and search out the animal you desire.

There is not alot more to talk about in regards to areatracking apart from what you already know so ill leave it there in that you can areatrack for the same entities as before but this time every level of tracking gets directional sense and the skill distribution is different. Ok now on to the more advanced tracking feature which is True Tracking.

True Tracking:

True tracking is a new skill set that allows the ranger to effectivelly spawn either a lair or high level beast of his/her choice depending on what skill used as a mission type objective. Basically the mission orientation is so you cant abuse the spawning abilityThe main point to note is that True Tracking is split into two areas, much in the same way areatrack is split up into sub areas. These are Beast Tracking and Big Game Tracking. They provide very different result but follow the same general direction: The player chooses what they want then has to go on a mini-quest to locate the tracked entity (be is beast lair or big game critter).

I created this design idea a good number of months ago but have since had time to reflect on it and streamline it more whilst taking into account more variables so this should be a higher quality and much more implementable design than previously suggested.

The whole process of True Tracking starts from opening up the True Track window using the /track command.

This menu system is as basic as they come, you just pick what mode you want to use. Note that if you are only at Pathfinding 4 you will only get the option to beast track whereas a Master Ranger will have the option for both. Depending on what menu option you select you will either be presented with the big game beasts you can choose to track or the sub menu for beast tracking asking you for a category selection.

This is the final menu process for Big Game Tracking so ill focus on the sub menus of Beast Tracking until they it both methods a at the same process again.

From the select category menu (Best Tracking) you are asked what category to choose from, the options are Hide, Bone or Meat and by selecting and click on the specific option moves you onto the next sub-menu process. In this case i selected Hide from the list and was presented with the possible Hide options to choose from.

From here i can select either Bristley, Leathery, Scaley or Wooly whereby i am presented with the select beast menu showing the creature lairs available for tracking (spawning) in a list. I choose Leathery and heres what i got.

Ok, now we are at the same point with both methods (Beast and Big Game Tracking), i can now detail what happens after you select the beast you want.

An important note is that once you select a beast it takes up a mission slot in your datapad (so you would only be able to take one other mission and your track mission). If you start the tracking process again the lair is despawned and the other takes it place, you cant spawn hundreds of beasts because each lair/beast is despawned instantly if the mission is removed/replaced from the datapad.

After selecting the beast you desire from the list, you will highlight tracks on the ground leading away from you and jolting off in random directions (like the yellow npc pathways you can see sometimes) up to 500m away (range should be 100m-500m random chance). You need to follow this pathway until you reach its end. Once you have followed the tracks and reached the end the path disapears and you are presented with the message:

"The tracks stop here, it cant be far away"

Depending on what method you used; either a lair with the creature you selected (with high number of spawns) or a single high level mob will be spawned 100m to 450m of your possition. You wont be given a waypoint, you wont be told where to look, you will simply be told the tracks end here and basically its now up to you to find the animal using your other skills and other techniques. The creature could be right in from of you or it could be on the edge of /areatrack range so use your skills to help you.


Tracking Skills:

Areatrack: Creature
Located: Scout Hunting 4
Effect: Allows scout to scan area for creatures
- Range of 500m
- Shows direction only (distance enabled when you have master scout)

Areatrack: Direction
Located: Master Scout
Effect: Enables distance output on areatracked results (applies to all areatracks)

Areatrack: NPCs
Located: Novice Ranger
Effect: Allows the novice ranger to scan area for npcs
- Range of 500m
- Shows direction and distance

Areatrack: Players
Located: Pathfinding 2
Effect: Allows the the pathfinder to scan area for players
- Range of 500m
- Shows direction and distance

Beast Tracking
Located: Pathfinding 4
Effect: Allows the pathfinder to go on a mini quest to find a specific beast lair of their choosing
- Spawns high yield creature lair of Ranger's choosing as a mission objective
- Offers categorised search parametres
- Provides Ranger with mini-quest to get to beast

Big Game Tracking:
Located: Master Ranger
Effect: Allows the master ranger to go on a mini quest to find a specific high level beast of their choosing
- Spawns high level single creature of Ranger's choosing as a mission objective
- Region and planet specific beast options
- Provides Ranger with mini-quest to get to beast


Movement Skills:

Pathfinding
Located: Pathfinding 1
Effects: Put ranger in a Pathfinding state
- Increases movement speed by 75% (out of combat only)
- Lasts for 10 minutes or unit cancelled
- Once combat is initiated or agro gained the pathfinding state is removed
- Have to wait 15 seconds to reapply after combat
Brief:
This skill applies a state to the ranger where its effects can only ever be gained out of combat removing any chance of exploit. It allows the ranger to pathfind and explore better than most and most importantly emphasises the forward recon unit image of rangers supporting the group by opperating around the squad, not in the thick of things.


Intel Gathering:

Gather Intel
Located: Pathfinding 3
Effects: Allows ranger to extensively examine an enemy target providing data on their equiped weapon, armour type, currently held professions and physical properties.
- Provides ranger with intel on target of their choosing
- Intel includes current weapon stats/type, armour type, currently held proffesions and personal stats such as HAM for instance.
- Cannot Gather intel on friendly targets, only those that are attackable
Brief:
This skill is designed for information gathering and relay between group members to help the group leader forumulate an effective plan of attack. It is designed to be used in tandom with Trace Marker to pinpoint weaknesses that all group members can focus on. This skill works wonders with squad leaders providing them with up to date and accurate information on the enemy.

Trace Marker
Located: Pathfinding 3
Effect: Places a marker on the target making his/her location known to the ranger and his/her group members through a continuously updated UI waypoint
- Target is unaware of being marked
- All members of the group (including the ranger) are given the WP which is highlighted in their WP monitor window and it is continously updated
- Lasts 5 minutes, until ranger places another trace (wp is replaced with a new one), until target shuttles or a smuggler uses countermeasure
Brief:
This skill realy shows the rangers new advanced recon capabilties by relaying information (which is continuously updated) to group members and the squad leader. The single target trace is there to highlight a target who is either to be avoided or one that is to be attacked after analysis of intel (using /gatherintel skill). The idea is the ranger scout ahead, gathers intel then waits/preps for the main squad's arival.

Message Edited by Owen-Lars on 03-12-2005 05:40 AM

THORTAC BALCOR
The Lost Ranger
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03-11-2005 08:53 PM  

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Re: Ranger: 2.0 (rest coming as i edit)   [ Edited ]
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7.2: Stealth Tactics Core Skill Portfolio:
 
The main elements as highlighted previously are:
- Visual Stealth
- Ambushing
- Self-Extraction Techniques
 


This section is devoted to concealment and ambush skills and how they make up the stealth tier. The skills contained within are placed throught the tier and provide the ranger with lots of options and support for roles they can adopt.
 
First though ill give an overview of the concept of stealth and how ranger needs to be integrated somehow into the visual stealth game.
 
STEALTH
 
In this new document there are two forms of stealth modes:
- Camoflague
- Stealth
- Ambush
 
The main distinguishing point about each is that stealth removes the player from sight and therefore goes into 'invis' mode, whereas camo lessens the likelyhood of you pulling agro from creatures and npcs (like it should currently do) and ambush is a short duration, very restrictive unbreakable form of stealth.
 
Why dont you just have one camo ability that removes you from the game world AND gives you agro protection?
This is a good question, the answer being rangers dont want to be invis from players all the time simply to get agro protection. Imagine you in a group, if camo was fixed then rangers would use it all the time, and i mean all the time. Do you think it would be fun for rangers to be completely un targetable and un seeable all the time in a group? I dont think so, thats the reason why ive split it down.
 
Also a good part about ranger camo is the ability whereby you can apply it to others, if camo is fixed then it would be a great group tool and even a service we could theoretically charge for. The idea though is that rangers should get an advanced way to avoid agro and provide agro avoidance for the group but still have the option to remove themselves from sight and opperate covertly.
 
Ok so now ive covered the main difference and why the two skills so ill move on to each area specifically.
 
Camoflague:
 
Camo in this design is much like it is in its current form however the major issues must be resolved, those issues being:
- It breaks far too often against even low to medium creatures
- Is buggy against npcs
- Fails to provide the protection needed against high end 'end game' mobs effectively removing another skill (aswel as trapping) from the rangers end game tools
- Ultimatly, the cost of the kit is overshadowed by the severe lack of effectiveness. Therefore they (camo kits) have become a gimic rather than a tool.
 
At present, there isnt enough wow factor (hardly any at all to be honest) to justify spending resources in camo kits when mask often works even better because it breaks less. If all the above issues are resolved then you will see almost every ranger using these kits. Its easy to see what needs to be done:
- Make it 100% chance of success against low level to medium critters
- Give it a very high chance to work against high level beasts
- Give it a chance to work against elite level mods (the end game content)
 
If those 3 areas where worked on then i can prety much guarentee it would be used 10 times more than it is now and would be an extremely useful tool (as its suposed to be).
 
Camo works by 'hiding' the player from the creature or npc effectively reducing the agro range so you dont pull agro. Its a sound concept and nothing realy needs to change apart from the issues above. The only area other than fixing issues that will change is the crafting process. 
 
The Crafting Process:
 
For a long time our Forage ability has become redundant, it has become nothing more than a joke skill used to highlight our current weaknesses in effectiveness. I have managed to come up with a few very sound developement directions for foraging, focusing around survival and item creation but i think with whats going to be added if this design is implemented, its best to spend the dev time on the other areas. I would rather our survival functions come from the core skills highlighted in the frontiersmanship tree currently rather than revamping foraging but there still can be a function for it.
 
Forage, for those that dont know, allows you to pull up unique items (as in they are only available to the forage loot table) from the wilderness. Instead of removing or revamping the skill i would like these items to become integrated into the crafting stage of the ranger items. Such things as camps, camp modules, camo and traps. You should have to search the surrounding area for foraged items in order to craft your camps and to make your camo, in order to make it more survival like process.
 
In order for this to work though the amount of foraged items pulled up would need to change, as would the ability to stack foraged items so a ranger could make factory runs and increase the effectiveness of their items.
 
In Summary:
- Camo hides the player from creature and npc agro range
- Needs its effectiveness increasing
- Forage becomes and integral part of all ranger crafting processes (aslong as item drop count is increase to give large stacks)
 
 
Stealth:
 
Stealth, as highlighted above, differs from camo in that it hides the player from view completely. Specifically designed for player vs player systems, this skill allows the ranger to not only drop off radar but also from the visual spectrum and still allows them to perform some functions such as trap laying, applying camo, full movement and dropping into ambush mode.
 
Rangers have always been the masters of concealment and this should be reflected in their stealth skill portfolio with powerfull and ranger integrated skill that significantly increase the other functions of ranger when used. Its should be the focus of the profession with all other skills becoming much more potent when combined with stealth.
 
The idea is that the ranger is completely removed from the client side of other people's machines so they cannot be seens or located on the mini-map (although can be tracked due to areatrack being server side query). Stealth breaks if you get within a certain range but should be the most effective movement related stealth option out there to reflect the heavy involvement in the profession.
 
Functions this ability will allow are that rangers will be able to travel around the game world if on their toes without players knowing where they are and if coupled with camo they will be able to stay hiden from creatures and npcs too. It allows rangers to covertly place ground traps, perform intel much better and ultimatly give them a counter to being inherently weak in defenses.
 
Extraction:
 
Extraction works by starting a timer during combat, this timer counts down to the point where all combat removed (both parties /peaced) and the ranger is placed into stealth mode. During this count down period the ranger must not take any damage or the timer is aborted. The idea is that the ranger can extract him/herself in the right situation from combat and escape using the stealth abilities. This isnt a get out of jail free card though as it requires to the ranger to effectivelly 'loose' the enemy before the extraction will fire. Because you cant be taking damage the ranger needs to use the environment, the tools they have also their intelligence to create the right situation for a self-extract.
 
A situation where this would work best is in a group assault gone bad. The ranger heads in first and sets up traps and gathers intel. Then the group arives and the ranger exposes themselves to help to squad. The fight goes badly and all are dying leaving the ranger a red dot and very weak. The idea is that if things are going so bad the and not being rush, the ranger can try to make a get away. He could start the timer if not taking damage and simply slip off into the shadows and set up camp etc. Extraction has a long cooldown on it so its used as a last resort rather than a once a battle skill.
 
These abilities all work great together and fully realise to concept of a forward recon unit and the ultimate sniper role if combined with rifleman.
 
Amush:
 
Ambush is a new skill to the tree as well as stealth but focuses on another area of visual concealment, more specifically guerilla and ambush tactics. The core concept is that its an unbreakable form of stealth so the player could theoretically walk right through you and you wouldnt get noticed that gives a surpise bonus to the opening attack. This allows the ranger to get the jump on targets and truely realise the concept of guerilla warfare to the point where coming up against a well prepared ranger (camo, stealth, layed traps and in ambush form) should be considered a hazardous situation and a formidable opponent. On a rangers terms in the right prepared environment the ranger should be a fierce combat unit.
 
This isnt however without its drawbacks
 
Whereas stealth allows you to run around and perform functions whilst outside the visual spectrum, ambush does not, infact it doesnt allow to move at all. You cannot perform any ranger abilites form this mode and once combat is intiate and the first shot fired, the state is removed making you visible to the world. Another downside is that the state only lasts 1 minute before you are fully exposed making it a time sensitive skill and one that requires a jump in head first aproach to using it.
 
When you activate ambush mode, if you are in stealth mode already, this state is replaced by the ambush state. If you are not stealthed at all then you just get the ambush state applied to you. The stealth state needs to be removed in order for the ambush timer to work effectivelly and expose the ranger after coming out of it. Also you cannot activate stealth for 15 seconds after ambush state is removed.
 
 
I hope this has cleared a few things up regarding stealth and details how each stealth mode will used and ultimatly how it will make ranger and the game a fun experience.
 

 
Visual Stealth
 
Camoflague
Located:
Stealth Tactics 1
Effects:
Camo disguises the ranger from enemies such as creatures and npcs extremely well and barely ever breaks at 15m or above.
- Basically what camo does now but with very big improvements in effectivness
- Requires planet specific resources to craft
- Concealed state remains in tact even when in combat although effects are negated (as it currently is)
- Planetary certs are given throughout the Stealth tier (distribution in same way they are currently distributed in Wayfaring tier)
Brief:
This skill introduces the advanced techniques of stealth to rangers providing them with great pve and pvcreature concealment. The skill works in a very similar way to that currently implemented apart from it should be increased dramatically in terms of effectiveness.
 
Stealth
Located:
Stealth Tactics 3
Effects:
Removes the ranger from the radar and visual spectrum (stops sending data to the client) allowing travel, the laying of ground based traps and the gathering of intel from a concealed state.
- Removes the player from the game world in a visual sense aswel as the radar
- Cannot be hacked
- Ranger can run (cannot engage pathfind state when stealthed), gather intel and lay ground traps whilst invis
- Lasts 15 minutes, until broken or until engaged in combat whereby it is removed and the ranger becomes visible again
- Invis breaks when enemies comes in very close proximity to the player
- Takes 30 seconds to reengage after combat
- Cannot be used in combat
Brief:
This is where the ranger truely shines: His/her stealth ability that allows them to travel, prepare and gather intel whilst invisible to other players. The offset to this freedom of movement is rangers cannot track or areatrack, cannot fight without breaking the stealth state and if someone gets too close they are exposed and removed from stealth.
 

 
Ambush Tactics:
 
Ambush
Located:
Stealth Tactics 2
Effects:
Makes player invis and gives a bonus to their opening strike but you cannot move while in the ambusher state, not even crawl or walk or it breaks.
- Cannot move whilst in ambusher state
- State lasts 1 min
- 5 minute cooldown (until you can use it again)
- Gives 25% bonus to opening strike
- Cannot be engaged in combat
- Only breaks if countermeasure is used such as a particle sweap or timer runs out
Brief:
This skill allows the ranger to avoid the views of enemies and lay in wait for a short period of time to launch a suprise attack on the unsuspecting foe. Cooldowns, limitations in duration and the fact you cannot move whilst in ambush state means it cant be abused or used in every strike. This skill cannot be broken by conventional means (by just walking close to the target) but only by counter measures (located in other skill trees) and timer cooldown.
 

 
Self-Extraction Techniques
 
Extraction
Located:
Stealth Tactics 4
Effects:
After a morderate charge up time, the skill peaces out both targets and turns on the stealth ability allowing the ranger to escape. The only problem is the ranger must not get hit during the charge up period or the skill is cancelled.
- Peaces targets and player and activates stealth mode
- Requires moderate charge up period without being damaged or skill is cancelled
- 15 minute cooldown period so to be used as a last resort and situational skill, not an every battle skill
Brief:
This skill highlights the ranger's distinct knowledge and understanding of stealth and forward recon activities by allowing them to 'escape' battles in certain situations if they can put some distance or sight blocking between them and the target(s). The idea is its to be used as a last resort, the recon unit gets sussed or the ranger is gathering intel and is sussed by a wandering guard, he can attempt to put some distance between the enemy and then vanish into the shadows or even draw enemies into a trap. The long cooldown and the fact you cant take damage during the charge up period means it cant be abused and is just a last resort and most importantly, situational ability.
 

 
For each tier, the skills included have a ripple effect on those in other tiers, they are linked and enhance each other when used together. The idea was to make meaningfull skills but also meaningfull skill sets based across the tiers. The best rangers will always be the full master rangers and those that can link the skills well and come up with exciting new tactics.
 
NOTE: I have a couple more ideas for extraction and ambush so will be adding those later

 

Message Edited by Owen-Lars on 03-14-2005 04:24 PM

THORTAC BALCOR
The Lost Ranger
RANGER
03-11-2005 08:53 PM  

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Re: Ranger: 2.0 (rest coming as i edit)   [ Edited ]
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7.3: Wilderness Warfare Core Skill Portfolio:
 
The main elements as highlighted previously are:
- Debuffing
- Crowd Controlling
- Wilderness Orientation



Wilderness Warfare is perhaps the more standout aspect of the new ranger design. Whilst not specifically a combat profession roled into one tier, it does provide the ranger with offensive, defensive and crowd controlling abilities that combine well with other skills in the ranger tree (once again pushing the foundation aproach rather than the linear). Within this tier you will find items that can be refered to as the ranger weapon, traps and defensive bonuses for in combat. Its best to think of this tier as focusing on Guerilla Tactics and Hit and Run techniques by using the environment to your advantage.
 
Traps have changed alot and provide a very new aproach to combat so ill spend a little time going over the changes before i detail the traps themselves and the skills contained in the tier.
 
 
Traps:
 
As i stated before; traps have been reworked into a much broader use, playing into wilderness warfare rather than simple trapping. Making traps and lobbing them is what you do in scout, in ranger you take direction from your scout trapping and concealment basic knoweldge areas, from your survival and from your crafting expertise to make and perfom very powerfull wilderness offensive manouvers. Its no long trapping plus, but a collection of hints from other tiers and skill in scout to make a unique an fun tier to use.
 
The most notable change in relation to traps is that the traps in ranger are cross-playstyle meaning they are pvcreature, pvnpc and pvp enabled. They are balanced in a way that allows rangers to activelly participate in the GCW and PVE (the end game) and also when combined with the other redirections, get rid of the restrictive elements of ranger. They have also been reworked into 3 core areas:
- Thrown Traps: Lobbed from a distance
- Wilderness/Concealed Traps: Placed on the ground and require the target to walk/run over them to intiate the effect
- Decoys/Lures: Placed traps that attract attention to themselves
 
I think ive created a few very nice ideas that you would enjoy and would make the profession extremely fun to play. We all know how thrown traps work so ill leave it at that, they are mostly orientated around scout and low level ranger skills anyway so ill focus on Wilderness/Concealed Traps and Decoy/Lures.
 
Wilderness/Concealed Traps:

These babies provide a very ambush-like functionality to ranger as other players cants see them or are extremely hard to distinguish between wilderness flora/objects.
 
Placement:
You place Wilderness/Concealed traps by simply making the trap of your choosing, activating it and them spending the required time laying it down. All placed traps give the ranger a wp to its located and you can only ever have one wilderness/concealed trap activated at once. Note that these traps can be layed even when stealthed as to provide an extra dimention to wilderness warfare. You cannot place them whilst in combat, nor can you place them within 30 seconds of combat to prevent kiting issues.
 
Look:
Concealed traps simply cant be seen so theres not look what so ever apart from a waypoint the ranger gets. Wilderness traps on the other hand use a randomly chosen existing landscape art asset for that planet such as a rock or a tree or even something like a shrub. If there is trouble in looking up what planet the player is on to determin the art asset then just give the radial or menu option when you place the trap to select what planet database to look it up from.
 
In summary:
Concealed Traps: Are Invisible
Wilderness Trap: Apear as a random wilderness art asset from that planet
 
Triggers:
The effects vary to provide scope of useage but they all follow a general rule about activating. When a player runs over (concealed traps) or close to (wilderness traps) the trap triggers and the effect is applied be it roots, scares, damage, states etc.
Ok thats about it for Wilderness/Concealed traps, to sum things up, they are unseen or discreet ground based weapons.
 

Decoys/Lures:
 
Decoys and Lures are new to rangers and i believe to the game as a whole. They will not be as extensively implemented as the wilderness/concealed traps but will still provide a great tool for rangers. They work in a similar way to wilderness/covert traps in that they are placed in the same way.
The idea to emphasise is that these traps are tools to attract attention, they are designed specifically to bring agro too them and effectivelly being the enemy into your world of hurt. Not particularaly an offensive trap, these things just specialise in bringing the targets too them and focus on creauture and then npc and pc targets.
I will detail the two decoy/lure traps in the follwing section in the skill portfolio.
 
Important Notes:
Its very important to note you can only ever have one ground based trap up at once and one decoy. If you place another, your current (not the one you are placing atm) will be removed from the game world.   
 

 
Debuffing
 
Armour Hole
Located: Wilderness Warfare 1
Effects:
This ability highlights the target's weakspot in their armour or defensess increasing damage taken by 10% for a short period of time.
- Increases damage taken by the enemy by 10% for a few seconds
- No useable item requirement, just an ability and applies to everyone
 
Static Mist Trap (Thrown)
Located:
Wilderness Warfare 1
Effects:
Reduces targets ranger and melee defenses by 40-50 for a few seconds
- Melee/Ranged Defense debuff of 40-50 for a few seconds
- Cannot stack them
- Thrown trap
 


Crowd Controlling:
 
Pheramone Emitter (Lure)
Located:
Wilderness Warfare 2
Effects:
Lures a single creature to its location and reduces its 'help field' (range at which friend kill pack you)
- Attracts a single creature to its location and attack the decoy
- Drastically reduced the help frield making it less likely to call for help
- Lasts for 30 seconds in game world
- Decoy has very low HAM making it more or less blow up as soon as the target reaches it
 
Holographic Projection Unit (Decoy)
Located:
Wilderness Warfare 2
Effects: Holographic representation of a random npc that attacks the target causing 100 damage drawing attention and fire to its location. Target has very high ranged/melee defense (as its made out of light heh) so doesnt get hit, instead it fades out after ten seconds taking the ranger out of any stealth or ambush state.
- Life-like npc model lasting for 10 seconds before exposing the ranger
- Only attacks the rangers target
- Deals 150 damage maximum over a few shots then simply fires with no damage
- Cannot be destroyed
- Can only be used on attackable targets (just like any other combat ability)
- Cannot be used on creatures or npcs
Brief:
This Decoy is a very usefull tool and designed specifically for pvp as it draws attention away from the ranger and confuses the enemy allowing them to perhaps get a shot or two off before the target realises its only a decoy. Very usefull for luring melee players and keeping the attention of ranged players. The weakness of this trap is that it is guarenteed to expose the ranger once it burns out taking him/her of any ambush or stealth state and that it relys on target wisdom levels. The major point though is that its pvp only due to the expoit potential and attacks only who the ranger is targetting aslong as he/she is attackable.
 
Tranquiliser (Thrown)
Located:
Master Ranger
Effects:
Puts the creature target to sleep for up to 30 seconds aslong as it doesnt take any damage or effect is removed.
 

 
Wilderness Orientation
 
Sonic Resonator (Concealed)
Location:
Wilderness Warfare 3
Effect:
This trap explodes on when a target nears it embedding tens of microscopic sonic resonators into the body of the target that emit an extremely high pitched tone that agrevates creatures in the vacinity increasing the chances of the target drawing agro the surrounding agressive creatures
- Greatly increases the chances of target pulling agro from nearby agressive creatures
- Lasts 30 seconds
 
Slippery Leaves Trap (Wilderness Trap)
Location:
Wilderness Warfare 3
Effect:
Enemy trips on placed slippery leaves causing the target to repreatedly fall down for 5-10 seconds
- KD effect that lasts for 5-10 seconds
- Apears as planetary art asset such as a rock or shrub etc
 
Log Crush Trap (Wilderness Trap)
Location:
Wilderness Warfare 4
Effect:
Devastating log crush trap that deals heavy wilderness damage to the target and stuns
- Very heavy damage trap (comparable to a powerfull weapon shot) that also stuns
- Apears as planetary art asset such as a rock or shrub etc.
 
Static Bolt Trap (Concealed Trap)
Location:
Wilderness Warfare 4
Effect:
The device is burried beneith the ground and when troden on, releases super charged, particle markers that trigger an atmospheric discharge (lightning bolt) at that location causing high electrical damage and blinding all targets in the vacinity.
- Heavy electrical damage AOE trap that also blinds
That sums up the wilderness warfare tier. As you can see its heavily involved with trapping but i think they are implemented in a way that takes aspect from all over scout and creates a much more unique set of abilities to use.
 

 

Message Edited by Owen-Lars on 03-13-2005 01:51 AM

THORTAC BALCOR
The Lost Ranger
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03-11-2005 08:54 PM  

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Re: Ranger: 2.0 (rest coming as i edit)   [ Edited ]
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7.4: Frontiersmanship Core Skill Portfolio:
 
The main elements as highlighted previously are:
- Survival
- Situational Enhancment
- Organic Collection



Frontiering remains a large part of ranger and i would like to keep it in the new design. Its about survival and support, its about exploring, its about chilling out, it fun if done right and could be a very defining tier if it gets the work it deserves.
 
Camping will always be a major part of ranger, it will never cease to be the aspect of ranger that we all have a soft spot for. I have decided to again go with the modular aproach but a much more numbed down set up but with very usefull and unique functions. Because camping is a large area and it will take me a while to explain to those not in the know about the modular aproach i will dedicate the follwing section to camps but with a summary for those familiar with the modular aproach that want to see what things have changes/stayed without reading it all.
 
Camps
 
Summary
- Habitat Engineering rather than camping providing benefits to the ranger roles
- Camp kits provide the 'shell' of the camp with slots for propriate modules
- Various modules can be interchanged between camp kits to get certain effects
- Two levels of modules, Basic and Advanced
- Scout Improved camp kit gets 1 basic module slot, multiperson and basic camp get nothing.
- High Quality, Field Base and HTFB kits all have a a base center that is attackable by creatures/npcs/players depending on your playstyle at that time (on leave, civilian, combatant etc) or 20k, 50k and 80k respectively.
- Camp center goes down then camp is disbanded
- Need to be in the rangers group to get module effect
 
 
The Modular Camping Aproach:
Simply put, this aproach supports customisation and customisation over anything else. instead of placing a camp with X effect, the modular camp aproach enables you to choose what effects your camp will have out of a selection and even mix and match certain effects.
 
Think as it in a car sense. The current aproach is meant to show that you get your little pecker basic car with a seat and a toothbrush motor, then you get your multiperson car with windup windows and a chassis, then you get your improved car with a sealed cabin and faster engine, then you have your high tech car that has a very well done interior and basic alloy wheels. Then you get onto your sports car model that has a fast engine, bucket seats and a sexay body and ultimatly you have the supercar model that is the dogs clangers, kitted out and puts micheal schumacher to shame in the wet.
 
The Modular aproach gives you the shell of each model as you progress then same as usual but instead of getting what the manufacturer put in it, you choose what you want based on the apropriate prices for that car. As you progress better and better options and parts become avaible and its gets to the point you can customise your car depending on what you want to do. Do you put a trusty desiel engine in for a situation that demands reliability, or do you put your f1 engine in to suit a high speed situation.
 
The emphasis is on choice, allowing you to pick what features you want, what combination you want and ultimatly it allows you to plant a camp tailored to that specific situation.
 
The camps are designated a certain amount of module 'slot' based on the level of camp so the best camps have the better options and can fit more modules in. There are also levels of module and their corresponding slots. I have choosen basic and advanced terms as my two levels and allocated the slots like this:
Basic Camp: Zero Slots
Multiperson Camp: Zero Slots
Improved Camp: 1 Basic
High Quality Camp: 1 Advanced
Field Base: 1 Basic, 1 Advanced
High Tech Field Base: 2 Advanced 1 Basic
 
This means that an improved camp can only support 1 basic module, but a High Tech Field Base can support 2 Advanced AND 1 Basic module at once.
 
Camp Features:
Auto-Healing/Calling:
All camps have the basic functionality of auto-healing (as they currently do) and allow for instant calling or pets and vehicles aswel as certain crafting options in the later camps.
Do Not Disband Like Current Camps:
All the ranger camps and including the improved camp kit now do not disband when you are in combat or leave the vacinity of the camp. Camps can also be disbanded using the close camp command or if you attempt to pop another camp whilst you have one out
Camp Cores:
All the ranger camps now have a camp core that is attackable by creatures, npcs and even players if you are a combatant. They have protected HP of 20k, 50k and 80k for the High Tech Camp, Field Base Kit and High Tech Field Base Kits respectivelly. Once the core is down, the camp is disbanded.
Module Effect Ranger Group Members Only
You have to be in the ranger's group to get the benefits of the module meaning attacking/defending squads cant take advantage of the effect
Module Effect Radius
The maximum distance you could possibly be from a camp to still gain its benefits is 200m, after this distance you leave the camps effect radius and no longer take advantage of its effects.
Same Module Effects Cannot Stack
You cannot get 10 rangers to line up and plant 10 HTFB with every fortification kit under the sun in them and get the cumulative effect of all 10 camps. You can make it so all the module effects are in effect by arranging camps but you cant take advatage of the one effects more than once at the same time. So you couldnt get the ranged defense bonus from one camp and also another making 20 ranged defense. It would just work out as a 10 ranged defense increase.
Crafting Using the Modular Approach
To make a camp using the modular aproach you would first need to craft the relevant module(s) you want to use, then start crafting the 'shell' (the camp kit). Once you get to the ingrediant stage you are give an "opnional" slot or a selection of them that allow the addition of certain module packs that you have in your inventory. You simply add them in which the base ingredients asked for and bing! you customised camp kit is ready.
 
There is also an alternative aproach to this where you add the modules in after you place the camp via the camp terminal but i expect this means a lot more work so im happy to keep it simple and in the crafting process.
 
Ok theres the basics of the modular aproach and the set up you will operate under the new design, now lets get on with detailing the skills/abilities in the Frontiersmanship tier. You will see that the modules are included under their apropriate element headings with level details and names.
 


Survival
 
Survival covers a range of areas including resistances and some defenses, recovery and recouperation and protection. The follwing section will go through a range of skills oriented towards this element:
 
Recouperation Facility (Basic Module)
Located: Survival 4
Effect: Out of combat recovery effects
- Increases auto-healing rate by 10% when in camp
- Reduces bleed effect every 20 seconds
 
Bio-med Outpost (Advanced Module)
Located:
Frontiersmanship 3
Effect: Advances in auto-healing and survival recovery to unclude bigger heal bonus and poison/disease recovery effects making for a much quicker recovery when recouperating in camps.
- Increased atuo-healing rate of 25%
- Reduces bleed effect every 20 seconds (came bonus as basic)
- Reduces poison effect every 20 seconds
- Reduces disease effect every 30 seconds
 
Extraction Shuttle (Advanced Module)
Located:
Master Ranger
Effect: Shuttle to nearest shuttleport on the planet for 4000 credits (payable to the galactic blah blah blah whatever it says when you buy a shuttle ticket)
 
Motorpool (Basic Module)
Located:
Frontiersmanship 1
Effect: Provides users with a garage facility but with 50% increase repair cost (funds go to the galactic mechanics core hehe)
 
Factory Unit (Basic Module)
Located:
Frontiersmanship 1
Effect: Temp factory requiring 25% more power and only lasts whilst camp is up (designed for short batch in the field runs)
 


Situational Enhancement:
 
Hunting Blind (Basic Module)
Located:
Master Scout
Effect:
- Creature-to-hit Bonus: 10
- Ranged Defense Increase: 5
- Melee Defense Increase: 5
- Mask Scent/Camo Increase: 10
- Trapping Increase: 10
 
Hunting Den (Advanced Module)
Located:
Frontiersmanship 3
Effect:
- Creature-to-hit bonus: 20
- Ranged Defense Increase: 10
- Melee Denfense Increase: 10
- Mask Scent/Camo Increase: 20
- Trapping Increase: 20
 
Entrenchment Kit: (Advanced Module)
Located:
Frontiersmanship 4
Effect: Provides cover for group members, increasing ranged defense
- Ranged Defense Increase: 40
 
Resistive Net Kit: (Advanced Module)
Located:
Frontiersmanship 3
Effect: One way net gives group members increased melee defense
- Melee Defense Increase: 40
 
Forward Command Kit (Advanced Module)
Located:
Frontiersmanship 4
Effect:
Ranged Accuracy Bonus: 20
Melee Accuracy Bonus: 20
 
Forward Ranged Assault Kit: (Advanced Module)
Located:
Master Ranger
Effect:
Ranged Damage Increase: 10%
General Ranged Speed Increase: 10%
 
Forward Melee Assualt Kit (Advanced Module)
Located:
Master Ranger
Effect:
- Melee Damage Increase: 10%
- General Melee Speed Increase: 10%
 


Organic Collection
 
Harvesters Tent (Basic Module)
Located:
Master Scout
Effect:
- Creature Harvesting Increase: 10
 
Harvesters Hut (Advanced Module)
Located:
Frontiersmanship 2

Effect
- Creature Harvesting Increase: 20
 
Waste Minimising
Located:
Frontiersmanship 4
Effect: Ranger can harvest 2 sources from the corpse
- 2 sources
- 1st source at 100% yield
- 2nd source at 50% yield
 
Master Harvesting
Located: Master Ranger
Effect: Ranger can harvest 3 sources from the corpse
- 3 sources
- 1st source at 100%
- 2nd source at 80%
- 3rd source at 60%
 
Thats the skills gained in frontiersmanship. Almost excusivly focused around camping and the various modules but also hits the right element goals so provides and engaging and unique experience. Id also like to add foraging in here in some form but instead i just went for the modular set up at this time. Perhaps foraged items can be a component in camo kits, in camp crafting and trap creation.

I liked the idea of camps becoming an integral part of how a ranger function, but instead of just adding a more advanced camping tier i wanted to take and enhance knowledge areas from all over ranger so basically a ranger with good frontiering skills is a much better ranger. The tier isnt required, but it will make you a much better ranger. Ive tried to use this concept throughout all the tiers.

 

 

Message Edited by Owen-Lars on 03-13-2005 01:52 AM

THORTAC BALCOR
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03-11-2005 08:54 PM  

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Re: Ranger: 2.0 (rest coming as i edit)   [ Edited ]
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Owen-Lars
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8.0: Interactive Profession Tree: (PM me your email and ill send it to you) 
 
The mods are distributed as follows, however it is much clearer when presented in a profession calculator so ive edited one to show the new ranger design. If you want to grab a copy of it them PM me your email address and ill send it to you right away. It also allows you to see what your template would look like with the new ranger or what you would like to dabble in.
 
The profession calc is make by Koden and was initially designed as just a profession calculator. Ive just used the editing feature to change the ranger data so cheers Koden, it was much help.
 
Hope you guys who get the calc like the way the tree is set up.
 
 

 
9.0: Skill Mod Distribution List:
 
Poison Resist: (+30)
Frontiersmanship 1: +10
Frontiersmanship 3: +10
Master Ranger: +10
 
Creature Harvesting: (+100)
Novice Ranger: +5
Frontiersmanship 1: +5
Frontiersmanship 2: +10
Frontiersmanship 3: +10
Frontiersmanship 4: +10
Master Ranger: +60
 
Melee Defense: (+40)
Novice Ranger: +2
Wilderness Warfare 1: +5
Frontiersmanship 1: +2
Wilderness Warfare 2: +5
Frontiersmanship 2: +2
Wilderness Warfare 3: +5
Frontiersmanship 3: +2
Wilderness Warfare 4: +5
Frontiersmanship 4: +2
Master Ranger: +10
 
Trapping: (+90)
Novice Ranger: +10
Wilderness Warfare 1: +15
Wilderness Warfare 2: +15
Wilderness Warfare 3: +15
Wilderness Warfare 4: +15
Master Ranger: +20
 
Camo: (+100)
Stealth Tactics 1: +40
Stealth Tactics 3: +40
Master Ranger: +20
 
Creature Knowledge: (+50)
Novice Ranger: +5
Pathfinding 1: +5
Pathfinding 2: +10
Pathfinding 3: +10
Pathfinding 4: +10
Master Ranger: +10
 
Terrain Negotiation: (+45)
Novice Ranger: +5
Pathfinding 2: +20
Pathfinding 4: +20
 
Burst Run Effeciency: (+20)
Pathfinding 2: +10
Pathfinding 4: +10
 
Creature To Hit: (+25)
Novice Ranger: +5
Wilderness Warfare 2: +10
Wilderness Warfare 4: +10
Master Ranger: +5
 
Camping: (+50)
Novice Ranger: +5
Frontiersmanship 1: +10
Frontiersmanship 1: +10
Frontiersmanship 1: +10
Frontiersmanship 1: +10
Master Ranger: +5
 
Ranged Defense: (+30)
Wilderness Warfare 2: +10
Wilderness Warfare 4: +10
Master Ranger: +10
 
Ok thats it, for those that have had fun reading/skimming then thanks for reading/skimming. For those that just got the profession calc then hope you liked it.
 
 
 

Message Edited by Owen-Lars on 03-13-2005 01:52 AM

THORTAC BALCOR
The Lost Ranger
RANGER
03-11-2005 08:54 PM  

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Re: Ranger: 2.0 (rest coming as i edit)
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Owen-Lars
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ok im tired, need a bath and a cold beer, ill post the rest in the morning. Sorry for the wait, the html took longer than i expected as lithium doesnt like me

THORTAC BALCOR
The Lost Ranger
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03-11-2005 09:41 PM  

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Nemo0
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Wow.
 
Looks quite nice so far.
 
Just to check I'm not entirely senile, the major change you are presenting with this proposal is the presentation?  The actual skills seem somewhat familiar (well, what is there so far), even if they are much better fleshed out (I like the tracking images and such).
 
As for the tracking, might it be worth having a sort of minigame involved (like Smuggler slicing is getting according to the new documents posted)?  It could be similar to what you have proposed here but, instead of choosing a specific creature and getting a path to a location near them, you have to answer questions that give you new directions.  So you get the tracking window up, pick a creature type to track, and begin tracking.  In the tracking window, you get an arrow pointing in the direction you should be heading.  Once you go far enough, a question will show up (probably related to the planet in some way).  Each time you choose an answer, your direction arrow will update.  The more questions you answer correctly, the faster you will reach your target (and you might also get a bigger lair or something similar).  If you answer too many questions wrong, you will end up with something different than you expect (maybe a lair of nunas when hunting krayts or dragonets when looking for kreetles).

Lythender Nirou
Crazy Bothan

03-11-2005 11:44 PM  

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Owen-Lars
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Yeah mate, the skills and most certainly the concept of alot of the skills should be familar, i was just aiming for a core skill set that is distributed in a way that makes ranger fun yet a totally implementable design. Sort of a pick of the skills we suggest instead of listing EVERYTHING we want. I would add tonnes more but i keep asking myself, would the devs implement all this stuff at once?
 
I like the idea on the tracking mini-game alot.
 
Originally i wanted to add the same tracking system i proposal a while back that gave you periodic mini-missions in order to get to your main target in a gaming habitatat and actually following track. But in the end i just wanted to bring things down a level so i could push for lots of changes at once, sort of like present a proposal that could very well just be picked up and added. Its just as important the devs like it in terms of dev time and ease of implementation than it is we like it so i was looking for a balance.
 
Ill definatly have a look at the tracking mini-game though once ive done the edititing of the other sections.

THORTAC BALCOR
The Lost Ranger
RANGER
03-12-2005 04:47 AM  

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Tarnak_Archvold
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For true tracking why not just use the same as BH's use, It would save the devs some coding. A simple go to WP, use droid or skill, repeat until target is found.
We have to remember that we might have to repeat whatever mini quest is used many times on a hunt. And not only does it have to be fun for us to repeat many times a day, it also have to be fun for the people we group with.


"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
03-12-2005 05:34 AM  

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raora
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has there been talk of adding a creature mission terminal to a HTFB?
be nice
 
03-12-2005 05:41 AM  

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icarus-uk
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I like the stealth, ambush, and trapping aspects. I notice a couple of the more group orientated ones might infringe a bit on the Squad Leader though. I'm not completely sold on the tracking section, I still think tracking in general needs an overhaul, much more than a few extra frilly options. Still, very good and I would be very excited to learn that all or some of these ideas are implemented.
03-12-2005 07:32 AM  

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SickSix
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i haven't read it all yet, but i did read all through the tracking last night and LOVE it.
 
can't wait to read the rest of it!

SickSix
MASTER INVISI-PUSS
HadesNNHellriders
You're supposed to sit here
and die while I poison you. 
03-12-2005 01:32 PM  

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Owen-Lars
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Glad to see a few of you liked whats added so far. Ill add the last little bit now im back.
 
On the tracking front, i dont mind dreaming up long winded designs but the chances of them getting implemented are highly unrealistic. We need to make suggestions that are attractive to the devs in terms of resource allocation too, not just what we would love to see. This is by no means the best revamp set up we could have, but in my opinion something like this is acheivable.

THORTAC BALCOR
The Lost Ranger
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03-12-2005 02:38 PM  

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