NikkiDial wrote:
Oki I have done alot of reading on these boards and have come up with these ideas on how to easily fix ranger. There are no easy fixes for Ranger in my opinion. There are some small things that need to be tweaked, but these aren't "fixes". They are bugs. The things we need to "fix" us are complex balance issues as well as identity issues and the need to set the Ranger more in the Star Wars universe. As it stands we are an amalgamation of different ideas of Ranger and we need a "Star Wars Ranger" identity.
The first thing that came to mind is that ranger is a support class and as such should have many levels of depth and dependencies so that we can all find out how we would like to play our ranger individually. This brings me to 3 areas I would like to focus on. Right now Crafters, Bioengineers, Creature Handlers-Wrong direction, in my opinion. I don't want to serve these other proffessions. I want my proffession to work for ME. I hunt not just for fiscal propriety, but because that's what I want to do. I like hunting big game. I don't want to be a servent to MORE crafting proffessions. I want my skillset to work for PvE and PvP...not to have skills that are usefull only to another proffession. and all around Big game hunters use us or could use our skills to complement their own professions. This should be US. We shouldn't be a support proffession for big game hunters. We should BE the big game hunters.
CRAFTERS
This is how crafters can take advantage of us and how we can compliment crafters. At present their are many recipes that are underutilized because of how hard certain ingrediants are to harvest.
*snip*
Many people have been begging for farms. I know how hard it is not only to gather these items in quantity, but also how hard it is to get anyone to do it for you. Right now on the Eclipse boards 5k milk is at 150cpu. Do you know how often these auctions come along???? Hardly ever, and thats even with those inflated prices. I dont see why we cant add ways to harvest more of these items and just make new schematics be more resource specific to add the variety. BTW when is the last time you saw someone selling fish???????
The coding is already in for fishing/miliking. As far as I'm concerned, the scouts can have this. Would I like a faster way to fish? Sure. A faster way to milk. I don't care, personally. I don't want to be an organincs harvester. I want to hunt. I love fishing, but I do it as a way to relax, not to make creds. I milked a creature maybe....2 or three times in game. Giving me a way to do it faster isnt' going to make me want to do it more. I don't see how this is a "fix". Sure it's more creds...but only if I'm doing something I don't want to do in the first place.
Second is our own natural ability to harvest some of these resources. As it stands we have a total of +50 to harvesting once we reach master. I say remove the bonuses we get throughout the harvesting line and instead distrubute it like this. +50 at camping4 +50 at wayfering4 +50 at harvesting4 +50 at trapping4 and +50 at master level. This would give us an additional +200 to our harvesting skills and would allow us to be the true kings of harvesting.
This here maybe a little too high but as it stands we really arent that different from a regular scout with Harvest4 except they have 63 more skill points than us at ranger harvest4. So why not give us huge bonuses at the top of each line so it cant really be exploited.
yep, a big boost is harvesting would be nice. As would the ability to harvest multiple times or gather all resources at the same time. But there is a "hunting" line in scout and the equivalent in Ranger...that line should be where the harvesting is. Otherwise, what bonuses would that line get? I believe that there are boxes where the only bonus is to harvesting and foraging...are you suggesting that there be an entire line for foraging. That's what would happen in you took harvesting out of it's own line. I see the desire to have it split up so real rangers can get a bonus...but how about having a line that has hunting and also bonuses at the other level 4's and master.
*snip*
Again the forage skill should allow us to forage for the special reasearch data that goes into certain schematicsHEHEHE I want the forage skill useful for once. Every since beta I have been dreaming this skill would help me find great treasures. SO far though it has been nothing more than a nuisance. I would love to pull up a nice little item that could be added to something to make it a little better 
Again, while this would be "cool", it's not a fix to our proffession. I probably wouldn't forage that much either way. Not to say that's it's undesireable, but people could/would abuse this system. I would just rather worry about larger gameplay issues right now than fixing a skill that I don't think is even used that much. YES, they should fix foraging...but only AFTER they fix the big issues. This is an annoyance...not a skill altering skill.
Bio-Engineers
*snip*
My idea is to allow Camo to be unbreakable by creatures at master level. Hey, I am a Bio-engineer and was the 2nd CHmaster on eclipse. So I know exactly what mask scent is good for and what its not. Having it not break only helps shave a little time of of taming and sampling.
I think this would unbalance us a little bit. I don't mind having it break...as long as it's by a creature of suitable level. Fix the kreetle breaking it and I'm fine. I'd also like to see camo do something better than mask scent. Stealth for example. Modifying us so that it makes us harder to hit with Ranged Weapons while it is unbroken. That's what would "fix" camo.
Master Bio-engineers that are also master rangers can quest for special schematic/s that will allow them to make a special biotissue that supplies the farms with specific types of resources/creatures to compliment the new farm idea. you would need the Bio-engineer to sample the creature and the ranger part to make the schematic.
*snip*This just adds depth to the profession and also adds worth to another profession, how can that be bad
Personally, I think this detracts depth. A *deep* proffession is one that is self-sustaining or that has skills across a broad range. This is just "gimmicky". I hate throwing down innovative ideas, and I apologize for doing so, but this seems more self-serving than Ranger-serving. Yeah, it'd be cool to have schematics that are Ranger-specific...but parts for a farm just don't seem Ranger-ish. I don't want to get schematics that serve another proffession. It'd be like giving the BH's a schematic for a weapon that Rangers could use. It just doesn't click. If the CH's and BE's are the ones who most benefit from farms...give them the farm schematics. I want no part in the farm. CH's are farmers. I am a Hunter.
Lastly you would add more effectiveness to the Bioengineers sampling ability by adding in +5 to the top of all four branches of ranger Im a bioengineer, so I know this added effect wont really help us.*SNIP*
You had it right. This wouldn't help us. This would help BE's. Thus this is in no way a fix for US...but rather one for BE's.
Creature Handler
SNIP
Rangers have often had trouble with being a class without a weapon. So my idea is to add +5 to the top of all 4 trees and +10 at master to maximum creature levels for a total of +30. This would allow Master rangers to have a +40 creature out and give a creature handler the ability to have and TAME a +100 creature or have 3 good creatures out at Master level. Right now there are no game breaking critters that a creature handler could get out or tame given the fact that they would have to invest so heavily into this template. It would also open up a new range of rare creatures to collect for those rare creature handlers that would like it this way.
Oki reason for this is because many rangers have stated we need some type of weapon. By adding this we gt an equivilant of a weapon that suits us and wont make us anymore powerful than a creature handler with two lines of CH and the harvesting line in ranger. *snip*
Again, Ranger need something UNIQUE. The Ranger weapon isn't just for a better killing. It's for a unique set of hunting powers that make us into the hunters that we are called by the game literature. It's for a sense of identity. Giving us bonuses to-hit creatures should be a given...but it does NOT equate to a weapon. Creature toughness, disease resistances and combat specials are what would help us. Again, this idea serves a different proffesssion...the CH. I like ideas..but try to forgo adding skills from other proffessions to ours. Think of how this would help someone who's not a CH....well, it wouldn't. I don't want to use creatures...if I did I would have gone CH.
Lastly I think two new skills should be added into the Rangers old harvesting line. First one you get at harvest2 which gives you the ability to gallop with your mount non-stop. *snip* I don't think that's a Ranger skill. We should perhaps get SOME unique skill with creatures, but pushing them to the max non-stop would be a CH thing. However, I do think our TN skills should transfer to them. That would be all the help we would need. Next would be adding in Animal Calm in at harvesting4. I dont know if this should be tied to any skills to effect how likely you are to fail or not though. *snip* Again, this seems more like a CH skill, but I can see the justification behind it. perhaps tying it into the already existant /rescue skill would make more sense. The reasoning for adding perma-gallop is basically I want to see dang mounts again and adding this feature would make this happen. As long as vehicles are so much more better no one will really take the mount option except the rare occasions.I use a mount all the time. I hunt with a Bantha for two reasons: A) a loyal tank to back me up and B) Being slower makes sure I don't miss any natural spawns if I'm on a contract getting a specific meat. A basic calm with a 60sec timer and 25% chance of fail would offer us just the right balance for this new skill and cant really be abused.
Big Game Hunters
First Tracking needs to be updated. As it stands now it is incredibly hard to find what you are looking for. First I would keep the range of the skill as it is. After that the next item I would change is the way you are directed to creatures. i would instead of listing everything in the area I would List the type of each one then you can click on it to be given a waypoint to that creature.
I hate general directions cause its just lame. With the limit on range I think that giving waypoints wont be harmful. You still have to be withen like 250meters of the thing.
In my opinion, waypoints are bogus with this skill. /areatrack is buggy, but is good the way it is. You can't look at the tracks and tell exactly where something is. Your idea is similar to /track, the Ranger skill we were already promised. hopefully we'll get it. But /areatrack should stay just the way it is, but should be fixed so that the spawn system doesn't give it problems. It should list lairs/creatures about to spawn...not just ones that have spawned.
Next we get to quest for a special tool on everyplanet that allows us to track that planets big game. *snip* I had a similar idea that I was putting in my OUTDOORMAN 2.1 proposal. My idea was a mission terminal that would give us a single, possibly rare creature. We would be given a last waypoint or something and would have to track it down. Essentially, it would be the Ranger version of the BH missions where there are several difficultly levels of missions. The first would be near the mission terminal and would be regular creatures. The next level would be a larger area and a high-level creature. Hunting IV or Master Rangers would get a creature they would have to track accross a huge area and would be a rare creatureIf we are lucky will will forage a special item that we can add to the tool, then have it point us in a new direction where it might possible be. This happens a few times depending on how lucky we get and how tough the creature is to find in the wild. Basically making the hunt 15-30minutes long to have it special spawn the creature or npcs we are looking for. Again...I'm a simple man. I don't want to have to forage crap. I don't want to need more tools and more stuff that detracts from me and my prey. KISS...keep it simple, silly.
*snip*
Lastly Traps should benefit us more. Ideas such as multi-state effects such as a blind/stun trap and other combinations. Make some true AOEs like the brawler spin attacks. Have them effect all types of creatures,NPC, and PCs. There should be some that reduce the resists on something by 20-50% of a specific resistance. There should be agression traps so that animals dont try to run and warp when they get close to death. Heck just so many things that can be added here that would make traps useful.
Hey everyother profession gets state effects why not us. Not only that we want good traps that justifies our skillpoint expenditure. I cant see how this would effect anyoen negitively.
WE do get a lot of state effects...how about dizzy? lol. I belive we also have multi-state effect traps. We also have AOE traps. The problem is that they aren't usefull enough in combat. See the original Outdoorsman proposal for the ideas on traps that have been given.
One Last Thing
There should be special Camps that act as houses for rangers, Just like merchant tents. *snip*
This gives our special housing and adds a new depth to the farming system if it was added also. Depth it what drives a game.
You mean like a hunting lodge? I think I've heard this before...
OOOO Ya, forgot about this....
Wayfering really has no use. not unless you either upp the cap on run speed, or give us a perma sprint button along with a bonus to our vehicle and creature terrain negotiation. Or something along those lines. You did it for jedi so why not us 
So everyone what do you think????
In the end, I think you had a lot of good, interesting ideas. I think very few of them could be described as a "fix". None of these deal with the current imbalance of Ranger. As per your ideas, you would need BE or CH to get a lot of the benefits of this proposal. I'd rather stay a pure Ranger and see that balanced.
The main issues for me are: Combat/Hunting effectiveness, a unique Ranger identity, and a role in the GCW and (to a lesser extent) PvP. Your ideas, while "cool" don't offer me much in terms of those things. That's not to say that they aren't good. In fact many people may prefer your solutions to the ones proposed by me. I am in favor of Ranger being the best hunters while also being usefull in PvP. Others may not see eye to eye with that vision.
Personally my idea for fixes come from the Outdoorsman, Fred Skinner, Calc, Owen-Lars, Paks, JB, Squidwalker, Fodder, Ebe and a bevy of others who post regularly on issues that, to me, are the core issues of this proffession. But like I said, I do not speak for all Rangers. I just wanted to put my 2 cents in here and say that if we had to vote, I'd say that I'd go for a different idea of "fixes"