station.com Sign In / Change User Join Free Why Join? See the world of SONY
   
Search the Knowledge Base Games Community Store My Account Help
Star Wars Galaxies
Ranger
Sign In  ·  Help
Jump to Page:   1 · 2  |  Next Page
 
The Tactical Ranger Proposal
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 1 of 29

Viewed 868 times


Introduction
All Rangers will agree that the profession needs some intrinsic developmental change. The former Ranger correspondent Nraas created the document know as the Outdoorsman Proposal in January of 2004, a document that was well received by the Ranger community. Since then many of the ideas on the former document have been discussed and debated, as well as some new ideas. A resident veteran Ranger, from a long line of famous Bothan big game hunters, took the initiative to update the original Outdoorsman proposal revising current visions of old ideas and adding some new ideas. However, since the original writing of the Outdoorsman Proposal, the Ranger community has expanded as long as the ideas and direction. While there has always been a need for individuals to define themselves and vision of Rangers, there was a general consensual agreement among Rangers with the concrete vision of the Outdoorsman Proposal. Now the primary consensus is that “We need SOMETHING,” although that “SOMETHING” is not always held within a general communal agreement.

This proposal pulls both from the original Outdoorsman proposal as well as the 2.1 version although many concepts have been altered slightly and others changed completely. There are also some new additions to this proposal not found in the others as well as some obvious subtractions in the former proposals not found in this one. The vision of this proposal sees the Ranger as a more guerilla master of the wilderness. As seen in the Scout trees descriptions as well as Ranger descriptions in-game, all Rangers by Star Wars Galaxies definition, are adept in military techniques of survival and technology. Being that primary function of a military is to engage in humanoid warfare, SWG Rangers should not be cast as simply creature hunters, big game or not.
While that is definitely ONE of the Ranger’s role, it is not the sole focus of the profession. SWG Rangers by definition should be apt to aid address any situation found in the wilderness: creature, humanoid or not. To be able to “rescue” an individual, a ranger must be able to effectively confront any adversary a group member might face. Being that Stars Wars Galaxies is an technologically advanced universe, it should not be uncommon that a ranger will have to face man, beast or machine. Successful and competent militaries prepare the soldier to be prepare to face any potential danger one is likely to face.
Military training should also prepare and enable a Ranger to be the eyes in ears of the wilderness as well as a guide. This means that the Ranger has a role in the Galactic Civil War in reconnaissance and pathfinding. To perform these roles a Ranger must be able to move quietly and discretely without notice as well as swiftly and safely moving a group to areas that might be too dangerous and/or too far to travel by land.

Therefore the central theme to this proposal is to cast the Ranger as mobile, resourceful, inconspicuous, combat-ready and useful master of the wilderness. She is master of the wilds because she is one with the wilds. She is able to address any situation caused by man, machine, creature or Nature itself. The elements and natural environment become her weapons, shelter and strength while they become the weakness of her enemy.

Lastly, this proposal is composed of various ideas come and gone from the Ranger community. Some of them were recognized, some weren’t. While I will not claim that some of the new ideas are original, I will say that I may have further fleshed out their descriptions to give a more adequate picture of how they could look in-game. And then, even these ideas need more discussion and criticism for further refinement or discard if need be. I have no lasting attachments to these ideas that cannot be erased with better more developed ideas. Even the ideas that I may not agree with personally, any change that comes to Ranger through the voices of even the smallest voices of the community, I will be overjoyed. As stated before, “We need SOMETHING!” If the idea stems from the community then I will be just happy to see it as any other idea. Simply put, while I may have a preference for what I’m about to present to you, overall any of the ideas put forth by the community, can potentially be gems to our noble but lacking profession.

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 09:56 AM  

Report Abuse to a Moderator
 
Wayfaring   [ Edited ]
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 2 of 29

Viewed 766 times


Terrain Negotiation

The Tactical ranger is a survivalist at heart and has spent years training her body to move with unprecedented speed through the world. As such the Ranger Terrain Negotiation should be more effective (to ALL Rangers) than the scout TN.

Possible implementation:

Increased basic movement speed rather than in addition to increased crawl speed, making rangers run and swim faster than other professions.

The Tactical ranger has also learned to use the natural environment for her personal protection.

Possible implementation:

While in a body of water in the swimming state, a Ranger can use the command /submerge to end combat with aggressive creatures.

/submerge is available at Novice Ranger. In combat with humanoids (NPCs or PCs), /submerge only decreases the accuracy of attacks.

Ranger must be still and not swimming for /submerge to function.

Once initiated any further movement will break the effect of /submerge.

Concealment

In the vein of the wilderness-centric focus of the Tactical ranger, 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 is granted to the profession.) The effect is far more powerful than the most skilled scent masking, and increases with experience. Against less intelligent humanoids, this ability masks her presence completely from sight, just as masking her scent does against the simpler creatures. With some skill, a tactical ranger is able to apply this effect to fellow travelers, so they too can reap the benefits.

Possible Implementation:

Against creature and humanoid NPCs, /conceal would work like /maskscent does against creatures, completely hiding the player from sight The command would use a camo kit specific to the current planet

The effect can be applied on another player with the use of a camo kit

Each creature or humanoid NPC that would normally attack the player would check against the concealment

The camouflage skill modifier should dictate the chance of successfully concealing against an opponent; increased skill should allow the Ranger to successfully conceal against a higher level of opponent.

The success rate should be 99% at the Master against a CL25 opponent while laying prone and not moving It can enabled at the same time as /combatConceal, but not at the same time as /maskscent

At Wayfaring I would have a greater success than using /maskscent at Master Scout

A command called /combatConceal available at Wayfaring II would work as a buff, decreasing an opponent's chance-to-hit the concealed player; would work on all forms of opponents: Creatures, Humanoids NPCs, CH Pets, Faction Pets, and Players.

The command would use a planet-specific camo, but is not usable on other players

There would be a duration for the effect, similar in length to /conceal

The to-hit modifier would have to be significant enough to ensure that being combat concealed would be a worthwhile advantage during combat situations. It can enabled at the same time as /conceal or /maskscent, just in case the concealment fails and combat ensues

This command can be countered by the skill /reveal, available at Wayfaring II, would work as a counter-buff, with a possible chance to remove the skill from players 

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

Possible Implementation:

The suit would be Tailor made but only wearable by those players with the Wayfaring II skill, and there would be a wookiee-specific garb (or wookiees get this as an automatic skill)

The quality of the suit would dictate: how much of a bonus to the "to-hit" modifier the suit would provide while using /combatConceal and the chance of success while using /cloak.

The outfit would need to be equipped to have activate the effect

The suit would only enhance camouflage, cannot be used alone A tactical ranger with exceptional experience in art of concealment has learned the method of silent, inconspicuous movement.

Using modern technology, the ranger can project the image of a seemingly harmless creature confusing humanoids of the greater threat that is looming nearby.

Possible Implementation:

A command called /cloak available at Master Ranger that changes the overhead and targeted name of the Ranger to that of one of the current planet’s aggressive creatures.

On screen the Ranger is still seen as normal but the command /examine will reveal an aggressive creature with its corresponding creature information. Initiating combat does not break the effect. /reveal can break the effect.

The Player must be wearing a Holographic Projector (worn in the belt slot similar to PSG) and kneeling or prone to initiate.

Only moving while prone (crawling) is permitted.

Tumbling will break effect.

Standing will not break the effect but walking or running will.

The command cannot be performed while in combat.

While the Tactical ranger is a master of the wilderness, she is also a master of gadgetry needed for survival in the wilds. Combining instincts, survival skill and militaristic technology, the ranger creates tools that grant her a tactical advantage over her opponents.

Holographic Projector:

Schematic is gained at Master Ranger.

Crafted from Metal, Polymer and a component craftable by Droid Engineers called the Holographic Imager Module.

The tactical ranger is able to produce camouflage for a particular environment using gathered, native resources, with more difficult environments requiring more skill to master. A proficient tactical ranger should also be able to stretch the resources to produce more uses, or use that skill to produce a more efficient concealment.

Possible Implementation

Camo kits should have two experimentation lines:

Quantity: Increases the number of uses available per unit

Quality: Increases the "to-hit" bonus produced by the concealment

Message Edited by BlakkStar on 10-09-2004 07:05 PM

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 10:19 AM  

Report Abuse to a Moderator
 
Frontiering
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 3 of 29

Viewed 767 times


Camping


This vision of Ranger camping strays from the modular approach suggested in the Outdoorsman Proposal. The following is a more simplified version that focuses on upgrades rather than modules. Overall it is specific to Ranger and streamlines the Ranger functionality of camping as seen in the modular approach while offering value and professional uniqueness.

Currently camps have following inherent functionality:
The ability to logout safely
A default healing modifier

Field Bases (Field Base and Hi-Tech Field Base) will continue already existing functionality and add the following:
A default creature pet healing modifier
The allowance of Battle Fatigue healing with a performing entertainer present.

The Tactical ranger uses her military knowledge to create more advanced shelters in the wild. These shelters offer better protection from the elements and wild creatures. Also these shelters can serve as way stations for groups going on missions away from civilizations.

Possible Implementation:
The Hi-Quality Camp is gained Novice Ranger.
At Frontiering I, the Ranger gains the Storm Shelter upgrade for the Hi-Quality Camp.
The Field Base is gained at Frontiering II.
At Frontiering III, the Ranger gains the Hunting Blind upgrade for the Field Base.
The Hi-Tech Field Base (HTFB) is gained at Frontiering IV.
At Master Ranger, the Ranger acquires the Command Center upgrade for the HTFB.


Upgraded Ranger Camps:
When the camp owner clicks on the terminal of the camp, if the appropriate level has been achieved the upgrade option will appear.
If either is chosen a prompt appears on screen asking the owner if she wishes to upgrade the camp to the chosen option.
For the option to be successfully chosen the appropriate resource cost will be taken from the owner’s person and appropriate number of lots must be available.
The upgrading process is not instantaneous.
It requires a certain upgrading time corresponding to camps complexity level: 30 secs for Storm Shelter, 1 min for the Hunting Blind and 2 min for Command Center.
If the camp owner engages in combat while the camps are being upgraded, the upgrading process stops and the resources are lost. The camp owner must start the process over anew.
The upgraded camp will be a semi-permanent structure
Each camp will then need lots to be place: 2 lots for Storm Shelter, 3 lots for Hunting Blind and 4 lots for Commando Center.
Combat no longer disbands camp.
Only disbands:
When camp owner disbands it by doing so through the terminal
When camp owner logs out completely, long enough for character to disappear from the world and reset.
When the server reboots.

No more than one camp (upgraded or not) can be placed at one time anywhere in the galaxy.

Anyone who has gone camping for a long period knows that the weather can be just as deadly an adversary as wild animals. Rangers wish that the wilderness were a dangerous place even when not engaged with a creature. We believe that the weather system in Star Wars Galaxies has to potential to become a force unto itself. Rangers, being the profession who spends the majority of their time in the wilderness, would have the skills to erect structures that would withstand the awesome power of Nature.

Possible implementation

Different planets have different types of weather conditions. Desert planets have sandstorms, wet planets have monsoons and other planets have electrical storms. The storms vary in frequency, duration, and ferocity. More advanced planets are more likely to have long, fierce storms (though each storm is unique).

There are several visual and audio clues to warn of the onset of a storm. Perhaps even a message to anyone in that area. Each storm would cause Battle Fatigue for each minute spent while out there, more severe storms would cause more BF and possibly even wounds. Storms would also apply different states
Sandstorms would cause blindness
Monsoons would cause stun affect
Electrical storms would cause and intimidation

These affects would remain up until the player sought shelter or the storm ended.

Tailors could craft different outfits for each type of storm. These would decay quickly (as would any armor) in the storm. These would reduce the BF accumulation rates by 33%, providing newer player an opportunity to be protected. A higher-level schematic could also be implemented that would be very difficult to make, so it would be expensive, but it would negate the BF rate by 2/3.

The Storm Shelter:
Has auto-heal properties (0.5) but no BF healing.
Requires metal, bone + hide
Protects people inside the structure from the elements.
Only allows people who have been granted access by the camp owner by using the camp terminal.
Prevents 100% damage while inside the structure

Due to military training, the Tactical ranger has learned the benefit hunting from a central base. Using her understanding of the wilds and military strategy the ranger has created a field base specifically to boost a hunting party chances for success in a hunt.

Possible Implementation:

The Hunting Blind option is acquired at Frontiering II.

After the Field Base is upgraded to a Hunting Blind:

All healing modifiers are no longer active.

Buffing (doctor or entertainer) privileges are no longer active.

Pulling out pets/vehicles is no longer permitted.

The Hunting Blind’s bonuses are only applied to members of the camp owner’s group

It provides all group members in a 500m radius to the camp with:
Constant /conceal
Trapping Bonus
Harvesting Bonus
Creature To-Hit Bonus
Creature Dodge Bonus
The Hunting Blind also houses a pheromone emitter that attracts more creatures thereby causing more creatures to spawn in the area.


Being a master of concealment and mobility, the Tactical Ranger also provides the focal point for field reconnaissance. The ranger sets up a central location from which to begin sorties.

Possible Implementation:

The Command Center option is acquired at Master Ranger.

After the HTFB is upgraded to a Command Center:

All of the privileges of the HTFB remain intact while many of the abilities are increased:

All healing modifiers are increased.

Buffing (doctor or entertainer) receives a percent increase.

All effects are applied only to group members of the camp owner’s group in the immediate proximity of the camp.

The Command Center is the central staging point for field missions in hunting or for warfare.

Possible Implementation:

Group members in the camp owner’s group can buy tickets to the Command Center from any planetary shuttleports.

Command Center location should appear on any ticket terminal to camp owner’s group members once the camp owner registers the Command Center:

Registration is an option on the camp terminal.

Camp owner can forbid individual group members from using shuttle service by writing their names in the “Forbid” option on the camp terminal.

Shuttle service from planetary shuttleports should be very costly:

Possibly four times the cost of flying from a starport to planetary shuttle port.

No shuttle service can leave the camp to another location (shuttleport, starport, etc.). *

Since the Command Center is the potential staging ground for enemy operations, destroying it would greatly hurt the enemy’s organizational status.

Possible Implementation:
If group members are engaged in factional or guild combat, the Command Center terminal receives a TEF.
Similar to NPC missions, the terminal can be destroyed and once it is destroyed, the camp and its benefits are automatically destroyed (disbanded) as well.



The Tactical ranger is at home in the wilds and able to make her home where ever he so chooses. But as with all mortal beings, her back is only so strong, and can carry only so much stuff. With that, the Tactical ranger can seek to set up a central repository for her goods while in a foreign environment.

Possible Implementation:
The concept of the stash is a buried container that can be used to store items while away from your bank requiring a lot and following the rules of housing
The storage limit would be minimal, perhaps 25 items (deployable on ALL planets)

* A possible new skill added to Squad Leader, /dropzone, could be used to allow group members to fly from a Command Center to other locations.

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 10:31 AM  

Report Abuse to a Moderator
 
Tracking   [ Edited ]
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 4 of 29

Viewed 768 times


Area Tracking

Locating the creature is the first step in hunting them. Since both creatures and humanoids leave tracks within the wilderness, it is perfectly feasible to track all forms of life. A skilled Tactical ranger should be able to track everything within the region. A tracker with increased skill is able to locate progressively more difficult quarry.

 
Possible Implementation:
Allow for /areatrack to track lairs, so we can find locations that have not yet spawned any creatures.
Increase the maximum range received at Master to 1000m in a progressively increasing system: Novice Ranger: 250m, Tracking I: 400m, Tracking II: 550m, Tracking III: 700m, Tracking IV: 850m, Master Ranger: 1000m
A new tracking window should also be implemented to manage all this data.
A list window with sort-able columns for each of the items of data (Name, Range, Direction)
Players with /conceal enabled would not appear in /areatrack results

 
Tracking

The Tactical ranger knows the tracks and mannerisms of specific animals in a region. Some prefer the lowlands and swamps. Others chew specific roots found only in the mountains. A sufficiently skilled Tactical ranger should have the ability to follow the tracks of a specific quarry

 
Possible Implementation:
/track could work similarly to the destroy mission terminal system but without the cash payout, with a skill modifier that goes up as the player levels in Wayfaring, allowing the Ranger to /track higher-level creatures
Such a command would prompt the player to select a creature native to the region and then produce a lair or herd (a spawn with no lair) for that creature type in the vicinity.

 
Harvesting
Being a creature-knowledgeable profession, the Tactical ranger 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 Tactical ranger 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.

 
Possible Implementation:
 
A /harvest All command at Master Ranger (once per creature)
While in a group, a Ranger increases the Harvest quantity of each group member.
With multiple Rangers in the group, the more skilled Ranger provides the bonus to the group.

 
With increased skill in harvesting, a Tactical ranger is able to change an 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.

 
Possible Implementation:
Implement the ability to /harvest trophy on specific big game creatures for which trophy art is available, and increase the trophy selection as art becomes available

 

Message Edited by BlakkStar on 10-09-2004 01:57 PM

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 10:42 AM  

Report Abuse to a Moderator
 
Advanced Trapping   [ Edited ]
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 5 of 29

Viewed 764 times


Trapping

The Tactical ranger has an arsenal of traps and gadgets at her 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.) Rangers feel that few people use traps when hunting, even at Master Ranger due to their weakness. What we need is a new way of looking at traps in a way that makes them useful in combat without making them too powerful. We would like to see increased usefulness of thrown traps, as well as ground traps that spring when they are run over, and a new device called a Trap Launcher (similar to droid, only hand-held, so no batteries needed).

Possible Implementation:

Thrown traps from the Scout line can be used with better success on higher CL creatures and humanoids using the Trap Launcher.

Rangers receive 3 new thrown traps that can only be used on droids, turrets and other combat viable machinery (e.g. AT-STs).

Rangers can set ground traps that work against creatures and humanoids.

All traps can be used against creature pets.

Traps used on humanoids or creature pets will not gain trapping experience points.

The Tactical ranger 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, the Tactical ranger can create a variety of gadgets for whatever occasion may arise.

Ground Traps:
Lure - A creature that detects a lure might break off from its packmates to inspect it.
Schematic acquired at Novice Ranger.
Effect: Attracts a nearby creature


Flash Bomb- This trap unleashes a blinding flash that dazzles the target and any others in close proximity. The blinding effect makes the target attacks less likely to hit due to decrease accuracy.
Schematic acquired at Advanced Trapping I.
Effect: AOE Blind.

Sonic Pulse- This trap unleashes a deafening explosion of pulsing noise. The shear ferocity of the noise renders the target and all surrounding creatures confused and dazed.
Schematic acquired at Advanced Trapping II.
Effect: AOE Dizzy/Stun

Glow Net -This trap explodes upon impact releasing a large net covered in a luminescent liquid that entangles the target and any other targets in close proximity. The targets are negatively effected by the netting reducing their melee defenses and the luminescent liquid makes the targets much easier to hit at range reducing their ranged defenses.
Schematic acquired at Advanced Trapping III.
Effect: AOE Combat Defense Down

Heavy Claw Trap When the target draws near enough, the heavy claw trap snaps shut, rooting the target. The stronger the target, the more likely it will eventually work itself free.
Schematic acquired at Advanced Trapping III.
Effect: Root

Tripwire- A target who runs across the tripwire will be knocked on her back for a short time.
Schematic acquired at Master Ranger.
Effect: Knockdown


Due to a military background the Tactical Ranger understands that traps used on wild game can be just as effective on humanoids. However due to sentient being intelligence, success in hitting the target is difficult.

Possible Implementation:

Due to lack of speed and accuracy thrown traps cannot be thrown against humanoids by hand.

Trap Launchers allow thrown traps to be used against Npcs and PCs

Thrown traps CAN be used indoors with the Trap Launcher.

Ground traps cannot be placed indoors or in municipal zones.

Ground traps are invisible to the standard player–controlled opponent.

The professions that can have the ability to detect ground traps are:
Rangers
Commandoes
Squad Leaders.

The lure trap does not affect humanoids.

Root and Snare traps have a limited effect on humanoids.


As an expert in Field Science, the Tactical ranger must learn to deal with any threat effectively. The majority of the time, the threat arises from dangerous creatures. However, in the time of Star Wars Galaxies, there are several more technologically advanced dangers that the Ranger may face in the field. While not a demolitionist by any means, the Ranger must, in order to survive, be prepared to meet this threat. As such, the Ranger has learned to use natural resources, such as the gummy resin of plants, to bog down the workings of a machine. The Ranger community feels traps should affect technologically advanced entities as well, with specially crafted traps.

Possible Implementation:
Incendiary Trap (Advanced Trapping II) a bright flash that renders droid and turret targeting systems less effective for a short time. (Decreases accuracy)
Corrosion Trap (Advanced Trapping IV) using natural resources, the Ranger develops a substance that degrades the metal in a turret or droids’ blasters, rendering them less powerful (lessens damage for a time)
Resin Bomb Trap (Master Ranger) the ranger uses natural resources to make the machine parts stick and overheat, delaying the droid or turret (delays machine attack round)

These traps cannot be thrown by hand and can only be used through a Trap Launcher.

As the Tactical ranger extends her territory to larger and more difficult creatures, he must rely on more advanced technology to insure that her traps land successfully on target. With that idea, a Tactical ranger'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.

Possible Implementation:
A Trap Launcher, created by the Weaponsmith profession for Master Rangers

The certification of the Trap Launcher would come at Advanced Trapping II.

The quality of the device would affect the bonus to:

Distance: increasing the range of a trap up to the maximum 64m (default distance without experimentation could be 40m)
Accuracy: increasing the chance of successfully landing a trap on a big game creature *

The device would inherently lob traps at a faster rate than by hand, and could be used while moving.

The device would need to be loaded prior to operation with existing traps

The device would allow thrown traps from the Scout line to be used against high level creatures (e.g. krayts) and humanoids (NPCs and PCs).

The device would allow the use of Ranger machine-specific traps.

The device is viewed as a weapon so the weapon-switch delay will still take effect.

Since viewed as a weapon, specific combat profession defenses (e.g. toughness, dodge etc.) will be lost.

*Currently the highest Trapping Mods attainable is 100 at Master Ranger.  From personal experience Juvenile Canyon Krayts can be trapped and they are currently at Difficulty Level 122.  The increase in Accuracy by the Trap Launcher can be represented by a boost to the Trapping Mods.  This all depends on a change to the Trapping system.  A change could make it so that through the Trap Launcher and Trapping SEAs (which as far as I know do not currently exist) the one's Trapping Mods could be increased and thus make it so a person could trap creatures with higher levels than 122.  According to swgcreatures.com  krayt ancient have the highest level of 336.  Maybe our trapping abilities should not exceed  CL level 250 or 300.  A limit of 250 would allow only 4 creatures that are already very rare as non-trappable (according to swgcreatures.com).  Considering the frequence of of high level kimogilia spawns, Rangers should be able to effectively trap them.

Edited: Added Trapping Mod Discussion

Message Edited by BlakkStar on 10-10-2004 08:50 AM

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 10:49 AM  

Report Abuse to a Moderator
 
Miscellaneous
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 6 of 29

Viewed 769 times


Combat Bonuses


The Tactical ranger should be the ultimate hunter, able to hunt creatures better than damaging dealing professions such as Commando. The Tactical ranger 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, Ranger should know how and where to hit a creature to do the most damage. In short, creature knowledge should be an important aspect to hunting.


Possible Implementation:
Associate a Dodge bonus with the Creature knowledge skill that is only used while being attacked by a creature
The Creature-to-Hit bonus should work for all forms of weapons, not simply ranged weapons
The Creature Knowledge skill can be used to define a bonus to the damage incurred on creatures
An increasing bonus on attacks up to a maximum of 1.25 at Master Ranger
As well, on occasion a critical hit could be incurred, providing a 2x damage bonus to the creature
The percent chance of such a critical hit would increase as more Creature Knowledge is accumulated.
Critical Hit can only be activated through the standard auto-attack.

A Ranger has hunted across many planets and through her time has experienced the bites and stings from several dangerous types of creatures. As a result, a Rangers’ body has become exceedingly proficient at processing poisons and fighting diseases.

Possible Implementation:
A +5 Bonus to Disease and Poison Resist at Novice Ranger
A +5 Bonus to both resistances at Hunting II
A +10 Bonus to both resistances at Mater Ranger

Foraging

One of the least used skills in the Ranger skill set is /forage. What few items we can harvest are often useless. 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. As well, because of the limited use of the products, we believe that these items should at least stack so that they take up less room.

Possible Implementation:
Increase the number of locatable herbs and limit finding herbs to certain levels of the harvesting skill. Allow the Ranger to find herbs that not only buff, but also that can slow a poison or disease.
Allow foraged herbs to come in increasing stack sizes associated with our skill level.


Fishing


The leisurely sport of fishing fits perfectly into the ranger 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.

Possible Implementation:
The addition of a fishing net schematic at Tracking I that increases the catch rate over a regular fishing pole, but works in the same manner as a fishing pole, requiring user interaction
Increased harvesting skill should increase the meat produced from filleting a fish.

Summary


The Bothan Big Game HuntMaster was correct:
“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.”
While I can’t make the claim that this document was endorsed by anyone other than myself, I can say that various concepts were as well as many new concepts being inspired and endorsed by many others. Honestly I hope this document can spark a candid discussion about what we want to see as a community in a thoughtful, critical and respectful manner.
Thank you for reading.

P.S. sorry about the sh!tty format.  I had copied Nraas/ Phenix' format and wrote it in Word.  When I tried to copy/paste, i couldn't post it.  Effing SWG HTML.  Therefore I just minimalized everything to its bare essence.  I tried to redo the format in the actual SWG message window in the outlined format but even there it would let me post.  If someone can give me a few pointers on how to do it I would be glad to change up this sh!tty format.

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 10:56 AM  

Report Abuse to a Moderator
 
/hide vs. /cloak
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 7 of 29

Viewed 761 times


The /cloak idea came from a random post (Ranger Stealth-The Solution! ) not too long ago  where the poster (ArillOnahe) suggested that Rangers wear the hide of creatures to camoflauge ourselves. There was little but good feedback to the idea.  The idea was presented as a counter to the drop from radar/screen invisiblity idea that has been in constant debate in the popular Stealth thread.  One of the main issues with any sort of player versus player conceal ability is the fact that 3rd party programs would render the skill useless and a waste or the skill would simply be too overpowering and ranger would become "Griefer Central". 
 
Furthermore /hide as seen in the Outdoorsman proposal is an immobile ability.  Being immobile presents another skill that unfairly and mostly benefits ranged rangers vs. melee.  Sorry but the "range" in ranger and the "range" in "ranged profession" are two different things.  The /ambush technique itself couldn't be performed by a melee combatant as the ranger must be prone and without movement. 
 
With the "cloak" idea the issue of radar/screen invisibilty is negated.  One can be seen on both AND one's radar dot is still a Red dot to would be attackers.  The ranger CAN be targeted and attacked while cloaked.  However to the attacker, a /examine and target name reveal the name of an agressive creature.  The ranger is not shapeshifting because on the screen the ranger can be seen clear as day to be a humanoid.  The benefit lies in remaining prone and moving only while prone.  Many players do not look at the actual target on screen and rather just tab to see the name and /examine.  Especially when the enemy cannot be seen in plain sight.  In open areas, it is still possible to remain somewhat undetected by the enemy if one is prone and covered by grass or other natural structures.  This skill would promote ranger ingenuity cand craftiness by mimicking animal movement while ever gaining closer to a target.  The more a red dot head to your direction, the more a smart player would look to address the dot.  However if you move around slowly but surely then maybe one could still surprise the opponent.  The possiblities are endless!
 
Also /cloak encourages slowed movement through the prone position.  While not moving at all, the effect will continue in a prone,kneeling or standing position but when moving only crawling will not break the effect.  Therefore while ranged fighters will still have somewhat of an advantage (especially riflemen:smileymad, melee fighters will still be able to benefit.  I didn't see a need to include any "/ambush" technique as any professions "hits1-3" perform a damage multiplying attack.  That would seem too redundant.  But I'm not totally against the idea.
 
Lastly  this skill would give some use to Terrain Negotiation 50+.  As of now TN past 50 means little to most non-riflemen and even less to melee fighters.  Having crawl races is not an adequate reasons to justify spending skillpoints on added Terrain negotiation.

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 11:43 AM  

Report Abuse to a Moderator
 
Re: The Tactical Ranger Proposal   [ Edited ]
Options    Options  
Nemo0
Jedi
Posts: 3320
Registered: 07-01-2003


Nemo0

Reply 8 of 29

Viewed 757 times


Can't comment on the format but the content is really good.  I do have a few comments to make from first glance (just from what I remember and just my opinions):
 
Trap Launcher seems to be certed for Master Ranger yet you list a few traps that require its use lower in the tree.
 
A running speed increase could lead to kiting in PvP.  Some method of countering this (probably something similar to mounts slowing down for combat) is needed.
 
A conceal chance of 99% could be a bit low.  This would imply that, on Dathomir, the skill would break every few minutes on average.  Do you think it should break this often or should the chance of breaking be low enough that a break is a rare occurance?
 
Maybe the holographic projector can be used to give a conceal kit free /conceal?  And possibly true Stealth along the lines Frederick_Skinner has outlined?
 
Reveal should probably come one level lower than a skill it is designed to counter although the success rate shouldn't be as high at that level.
 
Humanoid trapping really should work with all the traps.  I personally don't like having limitations on the traps (although the droid vs. living differences are probably necessary).
 
Well, that's everything that sticks out in my memory as needing comment.  I do like it, though.
 
Edit: Whoops, I hope you are done with the post.  I saw summary and assumed that meant that it was safe to post.

Message Edited by Nemo0 on 10-09-2004 07:49 PM

Lythender Nirou
Crazy Bothan

10-09-2004 11:47 AM  

Report Abuse to a Moderator
 
Re: The Tactical Ranger Proposal
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 9 of 29

Viewed 749 times




Nemo0 wrote:
Can't comment on the format but the content is really good.  I do have a few comments to make from first glance (just from what I remember and just my opinions):
 
Trap Launcher seems to be certed for Master Ranger yet you list a few traps that require its use lower in the tree.
 
Yeah I did... the droid traps... That was a spur of the moment choice.  I was trying to conceptualize an adequate justification for humanoid trapping and things got skewed. I think the Trap Launcher was certed in the original Outdoorsman piece.  Hmm...  Maybe droid traps should just  work despite launcher
 
A running speed increase could lead to kiting in PvP.  Some method of countering this (probably something similar to mounts slowing down for combat) is needed.
 
Heh I didn't change anything there, that was a straight copy from the Outdoorsman piece.
 
A conceal chance of 99% could be a bit low.  This would imply that, on Dathomir, the skill would break every few minutes on average.  Do you think it should break this often or should the chance of breaking be low enough that a break is a rare occurance?
 
yeah I didn't change anything there either.  Str8 copy.
 
 
Maybe the holographic projector can be used to give a conceal kit free /conceal?  And possibly true Stealth along the lines Frederick_Skinner has outlined?
 
Reveal should probably come one level lower than a skill it is designed to counter although the success rate shouldn't be as high at that level.
 
Hmmm I just noticed that I didn't state where one gets /reveal.  I copied that from Outdoorsman.  I think Phenix had it down at Wayfare 2.  I need to change that.
 
Humanoid trapping really should work with all the traps.  I personally don't like having limitations on the traps (although the droid vs. living differences are probably necessary).
 
Other than droid traps they do.  The Root/Snare comment was just to show that they are limited, not necessarily that they don't affect humanoids at all.  I was hesitant about those due to overpowering issues (like the kiting issue).  Oh and well Lure doesn't work on humanoids because... Well you could guess at that...
 
**imagine this scene**
 a hungry sees meat one the forest floor
goes to grab a bite
 
gets ganked by a Rebel
 
Well, that's everything that sticks out in my memory as needing comment.  I do like it, though.
 
Edit: Whoops, I hope you are done with the post.  I saw summary and assumed that meant that it was safe to post.

yeah i was done

Message Edited by Nemo0 on 10-09-2004 07:49 PM



Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 12:14 PM  

Report Abuse to a Moderator
 
Camps: Upgrade vs. Modular Approach
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 10 of 29

Viewed 747 times


This was a tough decision but I wanted to come up with another way to look at camping.  The Modular Approach has been a generally accepted approach to camping since Nraas introduced it back in Jan.  I loved it at first but over time and critical analysis, certain issues have made themselves apparent to me and too significant to ignore.
 
Modular Approach Issues
1.  This approach is extremely convoluted. 
The use of 3 types of slots and 4 levels of each slot can create much confusion and overpowering of skills.  As it stands now, according to the Outdoorsman Proposal 2.1- a scout with Survival 4 can have a Garage in his highest camp.  A Squad leader can have a fort with BF healing abilities and Camo Netting but a ranger can't.  I would assume that Ranger camps tend to be more healing oriented and creature defensive while forts are more human offensive/defensive. 
 
2. This approach is difficult to balance
While this may simpley be a matter of changing the slot levels and types, the issue of balance isn't even approached.  How do we go about balancing the slots for the camps/forts?  It seems that Nraas came up with a way revamp the entire Camping system.  While it is intriguing and innovative to say the least, the issue of balance really isn't discussed.  This ties into the first issue and suggest there needs to be a clear delineation of camps roles between scouts, rangers and squad leaders.
 
3.  This approach is much too reductionist.
Overall the modules have abilities that could/should be inherent functions of the camps.  The first 5 Generic modules are not diverse enough to be separate modules.  Healing is an intrinsic part of camping. Increases in healing modifiers don't justify  3 separate modules.  BF healing should be a inherent function of advanced camps. The crafting module is representative of an inherent function of field bases anyways except for the clothing or architecht stations.  Generally-speaking the two stations in the HTFB are all the only two types of stations one would need in the field.
 
4.  This approach leaves little diversity.
To date, many of the skills found in SWG are based on the "highest-obtained" being the "best."  Oftentimes I personally feel discouraged about having techniques that are essentially useless when one reaches the Master level.  As far as camping is concerned resource cost is negligible to the benefits experienced from a HFTB than those given by the Hi Quality Camp.  I've always disliked the tradition of getting the bigger and better sword as I level only to find that at the highest level, there is only one sword of use.  Different items for different situations keep things more interesting.  As it stands the HTFB would be the best camp to use and the slots don't offer much diversity in benefits for the Ranger. 
 
4.  This approach would take a significant amount of time to create in-game.
Essentially this approach is a REVAMP of the entire camping system.  I don't know much about programming but I would assume that this approach would take an exceptionally long time to make live looking at current trends.
 
 
 
 
With the upgrade approach, the functions are more inherent and diverse.  Each camp acquired as a Ranger will be of significant use.  Each will have there purpose and with a unique array of functions while not straying too far from the current system.  I do see some benefit to the modular approach however.  The modular approach does offer some interesting options for the Squad Leader.  Subtract all of the modules in the generic and creature types except for the shuttle module, the humanoid modules offer some interesting possibilities while offering much class interdependence.  By nature the Ranger should be more independent than interdependent than the Squad Leader.  The Squad Leader focuses on group strength so relying on so various number to contribute to his forts reinforces the group-leading role.  Plus the Humanoid modules offer more diversity in functions and would allow more creativity in determining which modules are best for which situation.  This just does not seem to be the case for the other module types.
 
One more thing, I originally got the upgrade idea when thinking about what a Storm Shelter would look lilke.  If you think about the ranger camps, each one does resemble the upgrades that I proposed.  The hi quality camp is a very sturdy looking tent.  IF fact as a noob I thought it could protect you from Sandstorms when I first saw a ranger sitting in one (no lie.)
 
The field base is brown and its open tent feel reminds more of military tents with nettting around them.  It wouldn't take much to make it look like a hunting blind.  The HFTB, well if that doesn't LOOK like a Command Center I don't know was does.  Heh I got the name from the fact it always has reminded me of the Command Center that the Terrans use in Starcraft! 

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 01:07 PM  

Report Abuse to a Moderator
 
Re: The Tactical Ranger Proposal
Options    Options  
JBMat
Jedi
Posts: 5441
Registered: 07-12-2003


JBMat
PA: KOTOR
Server: Scylla

Reply 11 of 29

Viewed 739 times


Possibly one of the best thought out posts in a long time.
 
Aside from minor stuff that is technically non-feasible due to server limitations - tracking ranges comes to mind - great ideas and implementations.
 
Hooahhh
 
JB
10-09-2004 03:29 PM  

Report Abuse to a Moderator
 
Re: The Tactical Ranger Proposal
Options    Options  
SolrFlare
Interior Decorator
Posts: 1233
Registered: 06-27-2003


SolrFlare

Reply 12 of 29

Viewed 735 times


I personally love this.  This is exactly what I had in mind in my head when I went Ranger.  A Master of survival in the wilds.  The one thing I see absent(or maybe passed over it) was where /rescue went.  I personally love this command and would hate to lose that functionality.  If you know how to use it properly, it is a very effective means of mob control.  And combined with your proposal(like submerge) it would mean we might actually survive most of the time when we use it

------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
10-09-2004 03:51 PM  

Report Abuse to a Moderator
 
JB
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 13 of 29

Viewed 735 times


you are part of the inspiration for the /cloak idea.  In that Stealth post you mentioned how you have hidden in a pack of aggro creatures while some overt imps passed you by.  I realized that if one had a "name" change then the red dot wouldn't matter.

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 03:54 PM  

Report Abuse to a Moderator
 
I only put ideas that are new
Options    Options  
BlakkStar
SWG Ensign
Posts: 280
Registered: 09-09-2003



Reply 14 of 29

Viewed 728 times


or ones that should be changed in someway.
 
This proposal shouldn't necessarily cover everything that we have currently unless I felt that it should be changed somehow.  Honestly /rescue would be a great more valued if these sorts of changes went in as the ranger would be much tougher craftier in combat than the current set up allows.
 
/rescue is one skill that I truly believe isn't broken and has use although I NEVER use it.  My reason for not using it is because I never need to. I rarely hunt with noobs anymore so there is very few times that I need to /rescue anyone.

Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
10-09-2004 04:12 PM  

Report Abuse to a Moderator
 
Re: I only put ideas that are new
Options    Options  
Ranger_Nizzle
Squadron Leader
Posts: 434
Registered: 09-24-2003


Ranger_Nizzle
PA: Antarian Rangers
Server: Bloodfin

Reply 15 of 29

Viewed 723 times


Awesome stuff.

0000000000000000000000
0000000000000000000000
0000000000000000000000
0000000000000000000000
0000000000000000000000
Taeko Ta'rawi
Master Ranger
est. Aug '03


"Here lies the Ranger Profession
Born June 26th 2003
Passed into eternal life Sept. 16th, 2005
R.I.P."
10-09-2004 04:31 PM  

Report Abuse to a Moderator
Jump to Page:   1 · 2  |  Next Page