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New Ranger Tree (7/7/04)   [ Edited ]
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Owen-Lars
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Owen-Lars
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Welcome, this is how i would love to see ranger ultimatly. I have a pretty much creature centric idea about how i want ranger to develop, sort of like the hunter role in KotoR on tattoine. To this end i have drawn up a short list of ideas of how i would love to see ranger in the future. What fun things i would like to do how I would like ranger set up.
Someone got me thinking in another thread about how we all see ranger developing, well this is just what i dream about ranger becoming and id like to share it with you.
Keep in mind this is only my dreams of how i would like ranger, so dont be too harsh to critisize if you dont like something in here hehe  
 
 
Profession Description:  
The Ranger is the master of the wilderness, the ultimate hunter and the great outdoorsman. He is unmatched in the ways of the hunt and throughout years of perfecting his 'art' can take down the largest of beasts more quickly and much more efficiently than any other man.   
 
Changes To Non-Ranger Systems:  
Information regarding player’s location on the radar will no longer be sent to the client unless they are in a 'Targeted' state. This should enable pvp to develop into a much more exciting feature and raise the suspense levels. Players should be able to lie in wait for other players in ambushes. Players should have to use their heads to travel through 'danger towns', finding alleys and 'safe' streets to pass through. Raid parties on bases will now be able to launch a first strike against their target IF they are well organised enough and the defenders are not keeping a look out.  
 
Target Kits:
Squad leaders should get enhancements to their profession including a /targetplayer skill. This skill puts the target into a targeted state and makes the targeted player viewable on the radar for a set time Target Kits are craftable by squad leaders and have experimental values of charges and duration. They are very similar to camo kits we have in appearance and application.  
 
Detection Centres:
Another skill is where a Squad Leader can place detection centres in HTFB's and Factional Bases (Sort of a camp module for our modular camps). These units place all enemy players within a 150m radius into a target state and makes them appear on radar. These units give a very short 'Targeted' duration compared to the /targetplayer skill but offset this by the area effect nature of the skill and massive range. When a player enters the 'detection zone' (150m radius) he/she will become targeted, when he/she moves out of the zone they will return to a normal state within 5 seconds. These detection centres can only be placed in HTFB's and Factional Bases by a SL of appropriate skill and they will only 'stay up' whilst the SL is within 150m of the unit. If the SL goes out of the detection zone then the unit will degrade within 30 seconds and be destroyed.
 
 
Profession Overview:  
 
 The way i personally see ranger is very creature centric, hunters in many regards. The ranger i want should be able to take down creatures faster and to a much greater degree than any other player. The new skills and requirements reflect this view and creates an elite profession that is very rewarding.  
 
Throughout this thread i will detail the changes i would like to see. These can include changes to how the tree will look, what mods we receive and how our skills should work.   One of the major changes to ranger will be pushing it into the combat arena but specifically for creature hunting. New skills, weapons and mods all enforce this desire and create an interesting mix of hunting, combat and tactical potential.  
 
I am split over the requirements for ranger after this change. After you read it, do you think you should be made to learn a marksman tier of your choosing and a brawler tier of your choosing to reflect our new combat abilities? Master scout will provide the prior knowledge and content that can set up the introduction to ranger however i don’t know where our new combat abilities would come from.   In this next section i will detail the purpose of the new tiers, how they are set out and what skills you get in each tier.
 
Ranger Tree Layout:  
 
First of all i would like to keep the ranger name. I’ve thought about changing the name into Hunter or Outdoorsman but ranger still holds a good ring to it. The tiers within the professions would need radical re-working needing new names, abilities included etc and i will now name, detail and justify my decisions now.  
 
From previous posts it seems that most rangers like what scout gives us but feel we do not branch off in any direction from these basic skills. I want to branch off into ranger as a different profession that encompasses hunting to a much greater degree but at the same time keep the skills we gain at scout at the core of our abilities.  
 
1.0: Path Finding:
 First of all i propose that wayfaring and tracking orientated skills all be moved into one tier called 'Path Finding'. All skills gained within this tier relate to traversing and 'reading' the wilderness for clues and safe passage.  
 
2.0: Trapping:
The second tier will be called trapping and will provide the ranger with a comprehensive range of traps that vary in application, duration and effect. You will see snare, lure, throw and detonation trap schematics within this tier as wel as new methods of placing traps. The outdoorsman provided an amazing trap set up and because I feel so strongly it’s the right set up I’d personally like, I’ve included them in this proposal and placed them into this tier.  
 
3.0: Hunting:
This 3rd tier will be devoted to all new weapon certs, new abilities and combat features. The idea of this tier is to specialise in taking down creatures.  
 
4.0: Outdoorsmanship:
This tier differs to the other tiers in that it gives rangers mods and abilities they would learn over time by being in the wilderness. Defensive mods, resistances, camp modules and structures are all given as the ranger progresses. It basically covers survival and the benefits you would gain from experience in the wild. Again the outdoorsman provided a great way to move camps forward using the modular approach, I’ve simply used the design for module camps and included them into this tier at various stages with the modules we would receive.
 
Ok now in this next section I will detail each box of the tree, highlighting the skills gained, the mods given and the schematics included.  
 

 
Novice Ranger: (Novice Ranger) - Novice Ranger  
 
Abilities/Skills:  
 
Ranger Zone I.D Tag
This identification tag allows the ranger and anyone in his group to enter the Ranger Hunting Lodge (Pleasure zone) From here the ranger or group can progress via shuttle to the private hunting zones.
 
Link to Ranger Only Zones Thread: Ranger Zones
 
/areatrack
Area track similar to that we have now except with tabbed results table to you can arange results in direction, distance and name order. /areatrack at this level has a 250m radius.  
 
/areatrack animals
Enables you to /areatrack for animals  
 
 
Mods: Area Tracking: +25 (250m) Camping +5 Creature Harvesting +5 Creature Knowledge +5 Foraging +5 Terrain Negotiation +5  
 
Schematics:
  • Advanced Camp Kit: (Modular Camp) One optional level 1 generic slot and one optional level 3 creature slot
  • Small Creature Defensive Field: (Camp Module) A level 2 creature module with moderate (4) cost. This module suppresses spawns in the vicinity and repels existing aggressive creatures. It adds a defensive bonus against creature attacks if a creature decides to cross the barrier.



1.1: Path Finding 1 (Concealment Tactics)  

Abilities/Skills:  

/conceal:

Very similar to what we have now except much more effective against both creatures and NPCs. Also, once the camo kit is applied it will give a visual appearance on the skin on the player like camo paint.  

/areatrack direction

Allows the player to see what direction results are  

 

Mods:

Terrain Negotiation: +10 Camo: +40 Burst Run Eff: +10  

Schematics:

  • Camo Kits: Naboo, Tatooine, Corellia  


1.2: Path Finding 2: (Basic Tracking)  

Abilities/Skills

/areatrack people

This gives the ranger the ability to track npcs up to the maximum distance of 250m at this level.  

 

Mods:

Terrain Negotiation: +10 Burst Run Eff: +10  

Schematics:

  • Camo Kits: Rori, Talus


1.3: Path Finding 3: (Herd Movements)  
 
Abilities/Skills:  
 
/areatrack distance
Gives the player the ability to better scan the surrounding area to point he can determine the distance the target is away from the ranger up to 500m maximum at this level.  
 
 
Mods:
Terrain Negotiation: +10 Burst Run Eff: +10 Camo: +40 Area Tracking: +25 (500m max now)  
 
Schematics:
  • Camo Kits: Lok, Dantooine


1.4: Path Finding 4: (Tracking Mastery) - Path Finder  

Abilities/Skills:  

/track: This ability allows a ranger with the correct skill to select a creature from a large list and track that creature to it's lair. The lair of that creature will 'spawn' within 1.5k of the ranger and will have the spawn rate of any other naturally spawning lair (much greater spawns over missions lairs). An on screen arrow will show the path of the creature, winding through trees and bushes until it reaches the lair. This ability basically lets the ranger select his prey from a list and find that creature much better than a normal hunter would. The range of creatures available to track from each planet is vast but at this level does not include the very high level creatures such as enraged rancors, gurk king lairs etc. A ranger can use this skill in organic harvesting hunts to track down the prey they desire and get a much more favourable organic drop per lair due to the increased spawns, this is offset by the lack of mission payout for taking the lair. A good example of using this skill would be a ranger wanting to harvest Nubian Avian Meat. A ranger at this level could select to track for Giant Peko Peko Lairs and proceed to find a lair of this creature with many many spawns. A normal hunter may spend a very long time trying to find a lair such as this.  

/areatrack players: The ranger can now scan the area for players up to the maximum of 750m at this level.  

 

Mods:

Terrain Negotiation: +10 Burst Run Eff: +10 Area Tracking: +25 (750m max now)  

Schematics:

  • Camo Kits: Yavin, Endor



2.1: Trapping 1: (Advanced Trap Designs)  

Abilities/Skills:  

 /Rescue: Allows a ranger to pull agro from one player to himself giving the other player a chance to heal or flee.  

 

Mods:

Trapping: +10 Rescue: +10  

Schematics:

  • Lure Trap: Using that trap enables you to 'lure' a targeted creature away from a pack. The targeted creature is drawn to the location where the trap was initiated and combat can be initiated from their if the ranger wishes.
  • Glow Net Trap: This trap is an AOE combat defense debuff detailed here

 


2.2: Trapping 2: (Ground Traps)  

Abilities Skills:  

/placegroundtrap: This skill opens up a window that a ranger can select what type of ground trap he wants to deploy. These traps cannot be deployed in combat.  

 

Mods:

Rescue: +10 Trapping: +10  

Schematics:

  • Basic Ground Trap: Contains 1 available slots for trap effect
  • Phaescene Charge: AOE group slow detonation charge as detailed here
  • Big Bang Trap: This trap scares the creature away like /WarningShot  

 
2.3: Trapping 3: (Expert Trapping)  
 
Abilities/Skills:  
None  
 
Mods:
Trapping: +10 Rescue: +10  
 
 Schematics:
  • Improved Ground Trap: Contains 2 available slots for trap effects.
  • Adhesive Detonator: AOE group snare trap as detailed here

 
2.4: Trapping 4: (Trap Mastery) - Trap Master  
 
Abilities/Skills:  
NONE  
 
Mods:
Trapping: +10 Rescue + 10  
 
Schematics:
  • High Quality Ground Trap: Contains 3 available slots for trap effects 
  • Flash Bomb: AOE blind trap as detailed here



3.1: Hunting 1: (Advanced Hunting Techniques)  

Abilities/Skills:  

/ribshot: This ranged shot targets a compound arrow charge directly into the ribs of the creature causing moderate amount of damage.   /slash This melee attack enables the ranger to slash at the creatures around him in a single motion that cause moderate damage.  

Certifications:
 
Hunter Bow: This bow weapon launches super sharp projectiles at a target causing large damage to creatures. This is only usable on creatures (and npcs?) and reflects the ranger’s superb knowledge of hunting. Only he can wield this weapon and to great effect. This weapon is the ranger's first ranged attack weapon, it SHOULD enable rangers to combat creatures much more effectively than any other player so perhaps ALL creatures are vulnerable to 'Ranger Damage'. The ranger would know exactly where to place the compound arrow to cause the most amount of damage to a target thereby bypassing all armour ratings and resists. This weapon would be craftable by master weaponsmiths just like any other.
 
Hunters Dagger: Similar in purpose to the bow but designed for melee combat. The idea is to use the ranged weapon to start a fight then when the beast moves in you can adapt your fighting to the new close quarters situation. Again this weapon would use Ranger Damage negating all resists and armour ratings. It should be a moderately fast weapon and perhaps follow the same base animation as fencer.  
 
Mods:
Hunters Bow Accuracy: +25 Hunters Bow Speed: +20 Hunters Dagger Accuracy: +25 Hunters Dagger Speed: +20 Creature Knowledge: +5 Creature Harvest: +20  
 
Schematics:
NONE
 

3.2: Hunting 2: (Hunting Bow Proficiency)
 
Abilities/Skills
 
/FatalBlow This DOT attack can only be used using the Hunters Bow and The High Tech Hunters Bow. It fires a razor sharp arrow into a specific point on the creature causing a massive bleed. The cut is deep and open and causes a large amount of damage over time.
 
Mods: Hunters Bow Accuracy: +20 Hunters Bow Speed: +10 Creature Knowledge: +10 Creature Harvesting: +20
 
Schematics:
NONE
 

3.3: Hunting 3: (Hunting Dagger Proficiency)
 
Abilities/Skills:
 
/flurry Flurry unleashes a rapid mix of attacks that confuse and strike fear into the hearts of the target. Although minimal damage the shock of the attack places the target in a catatonic state unable to attack for ten seconds.
 
Mods: Hunters Dagger Accuracy: +20 Hunters Dagger Speed: +20 Creature knowledge: +10 Creature Harvesting: +20
 
Schematics:
NONE
 

3.4: Hunting 4: (Master Hunting) – Hunt Master
 
Abilities/Skills:
 
/Huntersdawn This ability launches a super hot arrow projectile towards the target and looks as bright as a sun. The light blazing out from the arrow blinds the target in flight so the target is unable to defend itself. When the arrow hits, it penetrates the chest and detonates within inches of the heart cause extreme damage to the health pool of the target. The shot is extremely action intensive due to its precise nature and power. Due to it taking the target by surprise the shot can only be used as an opening shot and can only be initiated whilst in a kneeling position and whilst camouflaged between the ranges of 45-64m. This ability is the preferred ‘opening’ shot by a ranger causing massive damage to a single pool and killing most lower level creatures in one shot.
 
Mods: Hunters Bow Accuracy: +20 Hunters Bow Speed: +10 Hunters Dagger Accuracy: +20 Hunters Dagger Speed: +20 Creature Knowledge: +10 Creature Harvest: +20 Creature to hit: +10
 
Schematic:
NONE
 


4.1: Outdoorsman 1: (Habitat Engineering)
 
Abilities/Skills: NONE
 
Mods: Hunting Bow Accuracy: +5 Hunting Bow Speed: +5 Melee Defence: +5 Ranged Defence: +5 Camping: +10 Foraging: +10 Creature Harvesting: +20
 
Schematics:
  • Large Creature Defence Field: (Camp Module) This is simply a larger variant of the module given at novice ranger. It is a level 3 creature module with moderate (8) cost. Creatures that cross the barrier will have an Adhesive Mesh effect applied to it.
  • Small Creature Pheromone Emitter: (Camp Module) A level 3 creature module with moderate (4) cost. This module increases the spawn rate within the vicinity of the camp and enables the camp to stay up during a combat situation.
  • Small Offensive Hide: (Camp Module) This module is a level 1 creature module that has moderate (4) costs. It provides offensive bonuses against creatures while the player is in camp and it also enables the camp to stay up during a combat situation.

4.2: Outdoorsman 2: (Defensive Hunting)
 
Abilities/Skills: NONE
 
Mods: Hunting Dagger Accuracy: +5 Hunting Dagger Speed: +5 Melee Defence: +5 Ranged Defence: +5 Camping: +10 Foraging: +10 Poison Resist: +10 Disease Resist: +10 Creature Harvesting: +20
 

Schematics:

  • High Quality Camp Kit: (Modular Camp) This camp offers one optional level 2 generic slot and one optional level 3 creature slot.
  • Camouflage Netting: (Camp Module) This is a level 4 generic module that has moderate (8) costs. It applies concealment to members of the tender’s groups while in the camp

4.3: Outdoorsman 3: (Man Of The Wild)
 
Abilities/Skills: NONE
 
Mods: Hunting Bow Accuracy: +5 Hunting Bow Speed: +5 Melee Defence: +5 Ranged Defence: +5 Camping: +10 Foraging: +10 Creature Harvesting: +20
 
Schematics:
NONE
 

 
4.4: Outdoorsman 4: (Outdoorsmanship) - Outdoorsman
 
Abilities/Skills:
 
Melee/Ranged Damage Mitigation: (what do you think?) The ranger has perfected the practice of the hunt to point he now can anticipate his opponents moves and minimise the damage taken.
 
Group Harvest Omission: The ranger, through his years of practice has perfected the art of harvesting organic resources from a corpse to the point he no longer is affected by the group harvest reduction. He can harvest 100% amount from a single source.
 
Mods: Hunting Dagger Accuracy: +5 Hunting Dagger Speed: +5 Melee Defence: +5 Ranged Defence: +5 Camping: +10 Foraging: +10 Poison Resist: +10 Disease Resist: +10 Creature Harvesting: +20
 
Schematics:
  • Field Base Kit: (Modular Camp) This kit has room for one optional level 2 generic slot, a level 2 creature slot, and one level 3 creature slot.


Master Ranger: (Master Ranger) – Master Ranger
 
Abilities/Skills:
 
/placelodge The ranger at this level has the ability to place a hunting lodge. The hunting lodge takes up 4 lots and has a 250 unit storage limit. It can be placed on any planet outside of a municipal or no build zone. A ranger can only place one of these at any one time and the building requires maintenance.
 
/harvestall The ranger has perfected the art of organic harvesting completely. He can now harvest every single unit from each animal.
 
/finalblow A melee attack used in conjunction with the Hunters Dagger. This attack causes heavy damage to the health pool and is designed to ‘finish off’ creatures. It is very heavy on action usage as is /huntersdawn.
 
/track big game: The ranger has travelled far and wide and his knowledge is now at the point he can track much more high-level creatures than he previously could. When he chooses to /track now, he has the option for Standard or ‘Big Game’. If he feels like a challenge he can pick ‘Big Game’ and select from a list of high-level mobs that will challenge even the greatest of hunters. Rare spawns can be found using the Big Game tracking and this provides a great opportunity for rangers to hunt these down and sell the loot for personal gain.
 
/areatrack lairs: The ranger now has the ability to scan the area for creature lair activity. All lairs within the new 1000m radium are display and can be ordered depending on the choices the ranger makes. The list shows not only lairs that have currently spawned but lairs that WILL spawn when a player nears them, this enables to ranger to be an effective guide for hunting parties seeking a wide range of animals.
 
 
Certification: High Tech Hunting Bow This high tech bow weapon is the ranger’s second ranged weapon and advances greatly upon its predecessor. It has a much greater ‘punch’ to it and has a damage range that reflects this. No other weapon can come close in regards to creature hunting than this weapon. Upon firing, the arrow lets out a screeching noise and a blinding flash upon impact. This is the weapon of the masters and high-level Rangers. It is a powerful tool for hunting that takes skill and energy to operate. This weapon is only craftable by master weaponsmiths and requires the ranger to gather together a range of loot items in order to make.
 
Mods: Hunting Bow Accuracy: +15 Hunting Bow Speed: +20 Hunting Dagger Accuracy: +15 Hunting Dagger Speed: +20 Melee Defence: +10 Ranged Defence: +10 Poison Resist: +10 Disease Resist: +10 Creature Knowledge: +10 Creature Harvesting: +35 Camping: +5 Camo: +20 Trapping: +10 Rescue: +10 Creature to hit: +10 Area Tracking: +25 (now 1000m) Terrain Negotiation: +5 Foraging: +5
 
Schematics:
  • High Tech Field Base: (Modular Camp) This kit has 2 optional level 2 creature slots, one level 3 creature slot, and one level 4 generic slot.
  • Exemplary Ground Trap: This trap contains 4 available slots for trap effects.
  • Camo Kit: Dathomir
  • Sonic Pulse Trap: AOE warcry effect trap as detailed here

 
 
Notes:
If I were to master the new ranger my skill-mods would equal these: (values in brackets are +scout mods) Creature Harvesting: +200 (+255) Creature Knowledge: +50 (+100) TN: +50 (+100) Camping: +50 (+100) Camo: +100 Burst Run Eff: +40 (+90) Trapping: +50 (+100) Rescue: +50 Foraging: +50 (+100) Creature To Hit: +20 (+30) Melee Defence: +30 Ranged Defence: +30 Poison Resistance: +30 Disease Resistance: +30 Area Tracking: +100 (1000m) Hunting Bow Speed: +70 Hunting Bow Accuracy: +100 Hunting Dagger Speed: +100 Hunting Dagger Accuracy: +100
 
Obviously this is the first draft and was just slapped together so things can and will change a lot. The main idea though is just that we become great hunters of wild creatures. Fixes are not mentioned in this proposal because it just assumes that all features will be working as intended.
I’ve split the most important mods up over a few tiers to make them more difficult to gain however they still fit in with the whole idea of the trees. To harvest like a master ranger you would now need to be master for sure, and to fight like a ranger you would need to take two tiers if not get master for the additional bonuses.

There are a few questions I’d like to ask though:

  1. What do you think the requirements should be for this novice ranger?
  2. Do you think we should get melee/ranged mitigation or toughness?
  3. What are your thoughts on the weapons?
  4. Do you think that ranger damage is a viable option?
  5. If not what other options would you suggest?

Ill keep updating the thread as the discusion moves forward so stay tuned

 

Message Edited by Owen-Lars on 07-28-2004 12:10 PM

Message Edited by Owen-Lars on 07-28-2004 12:20 PM

Message Edited by Owen-Lars on 07-28-2004 12:21 PM

THORTAC BALCOR
The Lost Ranger
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07-07-2004 11:49 AM  

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Re: New Ranger Tree (7/7/04)
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ShyGirl
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My heart to you, Thortac !
 
Next time I see a falling star... I will wish upon this to be in the design queue
 
Hugs, Xin

Xinea Nith
Elder Ranger - All Around NGE n00b

07-07-2004 11:58 AM  

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Re: New Ranger Tree (7/7/04)
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Owen-Lars
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Next time I see a falling star... I will wish upon this to be in the design queue
 

 
 
Thanks, hopefully TH has seen one too, i heard he's been hanging around here abit lately

THORTAC BALCOR
The Lost Ranger
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07-07-2004 12:05 PM  

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Re: New Ranger Tree (7/7/04)
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Bartholomew_Roberts
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he forgot the port-a-potty module for the camps. hehehe
07-07-2004 12:17 PM  

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Re: New Ranger Tree (7/7/04)
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Owen-Lars
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Opps ill get on it.
 
Do you want an air freshner module also?
 

THORTAC BALCOR
The Lost Ranger
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07-07-2004 12:28 PM  

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Gelotri
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Can I have one of those High Tech Hunters Bows now please?
 
Seriously....great job...looks like you incorporated a  few items from the outdoorsman...Bravo!

Gelotri - Shadowfire - Elder CL90 Jedi
EX Master Pikeman - EX Master Ranger - EX Master Tera Kasai - EX Master Marksman - EX Master Bounty Hunter - EX Master Creature Handler - EX Master Swords

***That which Does not kill us, only affects our HAx***
07-07-2004 12:33 PM  

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Rancorrider4
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I would quote this but it would be lengthy lol.
 
Well...this is about the best thing to come along since the Outdoorsman. I really really like this, as it includes my personal favorite thing, camps. I love the mods and multiple harvesting ideas as well.
 
My hat is off to you Master Ranger, on a job exceedingly well done.

nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber

07-07-2004 02:21 PM  

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PoeticRex
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Awsome.
 
/salute
 
I have been thinking about having a Hunters Bow for a long time. Say A nice Hunters Vibro Bow mmmm


Dont Hesitate Penetrate!
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07-07-2004 02:25 PM  

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GoldMemberBria
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Owen,  I really like your idea, here's a few comments and suggested tweaks:
 
Pathfinding: This proposed branch makes a lot of sense.  Tracking is pretty desirable so moving it out of hunting and into its own subranch would be a welcome change.
 
I'd do away with cammo kits however.  The whole idea of the cammo kit is a horrible idea.  Two things wrong with it.  First, it means that you can't even conceal badly until you get to master ranger (who needs cammo in naboo or corellia?) and second, it just makes it too much of a hassle to even be bothered with.  My suggestion would be to get rid of all cammo kits and "planet certs" and just make it an ability with a skill mod.  For example, at novice you can conceal on any planet from any animal at 25% more probability of success then mask scent.  And at master you can conceal from any creature or npc and have like 100% more chance of success then mask scent.
 
Hunting: Again, good ideas.  Basically make a ranger better at *gasp* hunting.  The idea of using a bow and a knife though someone don't seem right in a space-age game, but oh well.  The one comment I'd make though is about the creature harvesting mods.  Spreading them out into different branches of the tree is cool, but I'd suggest a novice ranger gets at least +50 to start with, not +5.  Remember that now with no other professions that have a master scout pre-req, if someone chooses to dabble in ranger they otta get something for the huge sp investment just to get to novice. 
 

Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic

07-07-2004 03:55 PM  

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ShyGirl
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GoldMemberBria wrote:
Hunting: Again, good ideas.  Basically make a ranger better at *gasp* hunting.  The idea of using a bow and a knife though someone don't seem right in a space-age game, but oh well.  The one comment I'd make though is about the creature harvesting mods.  Spreading them out into different branches of the tree is cool, but I'd suggest a novice ranger gets at least +50 to start with, not +5.  Remember that now with no other professions that have a master scout pre-req, if someone chooses to dabble in ranger they otta get something for the huge sp investment just to get to novice. 
 


I would disagree.... a Ranger is suppose to be able to survive without having to rely on modern equipment... These "new" weapons make very much sense  

And I guess, a lot of us Rangers are hopless romantics so we relate our professions to D&D and to medival times   (/blush)  

 

Xinea Nith
Elder Ranger - All Around NGE n00b

07-07-2004 04:03 PM  

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Re: New Ranger Tree (7/7/04)
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AgonThalia
Blue Glowie
Posts: 3153
Registered: 07-06-2003


AgonThalia
PA: Eternal Conclave
Server: Lowca

Reply 11 of 108

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I want one too
/drool


im completely speechless.

Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance
07-07-2004 04:03 PM  

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Re: New Ranger Tree (7/7/04)
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ZomKalla
Jedi
Posts: 679
Registered: 06-26-2003


ZomKalla
PA: Dark Star Syndicate
Server: Scylla

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Owen-Lars wrote:
There are a few questions I’d like to ask though:
  1. What do you think the requirements should be for this novice ranger?
  2. Do you think we should get melee/ranged mitigation or toughness?
  3. What are your thoughts on the weapons?
  4. Do you think that ranger damage is a viable option?
  5. If not what other options would you suggest?



1. Still Master Scout
2. a. We shouldn't get migration because they are getting rid of it anyway
    b. no
3. Very nice
4. No
5. Combine Hunting 2 and 3
 

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6 times 9 equals 42 (at least in Base 13 it does)

SWG Wiki
07-07-2004 04:08 PM  

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Re: New Ranger Tree (7/7/04)
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EV500
SWG Commander
Posts: 291
Registered: 07-24-2003


EV500
PA: Back after a year off. Everything so different.
Server: Valcyn

Reply 13 of 108

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Nice job! For this I would come back to Ranger. Hey Calc, send this to TH for us.

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Ralelen Yendys
Former Master Ranger
07-07-2004 04:22 PM  

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Re: New Ranger Tree (7/7/04)
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Greywulf0
Jedi
Posts: 1091
Registered: 04-16-2004


Greywulf0

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Wow!  This puts what I was working on to shame!  Besides, mine was coming out more towards adding new professions anyways.
 
Great job!


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07-07-2004 06:14 PM  

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Re: New Ranger Tree (7/7/04)
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Greywulf0
Jedi
Posts: 1091
Registered: 04-16-2004


Greywulf0

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GoldMemberBria wrote:

I'd do away with cammo kits however.  The whole idea of the cammo kit is a horrible idea.  Two things wrong with it.  First, it means that you can't even conceal badly until you get to master ranger (who needs cammo in naboo or corellia?) and second, it just makes it too much of a hassle to even be bothered with.  My suggestion would be to get rid of all cammo kits and "planet certs" and just make it an ability with a skill mod.  For example, at novice you can conceal on any planet from any animal at 25% more probability of success then mask scent.  And at master you can conceal from any creature or npc and have like 100% more chance of success then mask scent.


I strongly disagree.  Actually, I think that the camo kits should be moved to the scout tree since it doesn't make sense to me that a scout should be able to mask his scent, while pretty much anyone can make a camoflauge kit.


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07-07-2004 06:26 PM  

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