Updated: Jan 22, 2004
- Jan 22: Change to /hide
- Jan 22: Change to CH bonus
The Outdoorsman
A Vision of Ranger by the Ranger Community
Introduction
"The hunter stopped off at the local town for supplies. His weapon had needed
repairs, and he needed to stock up on some steel for his traps. While checking
the bazaar, he eavedropped on a couple of locals talking nearby about a reward.
As thoughts of grand quests and riches had always piqued his interest as a
child, the story the locals told engulfed him. Apparently a dangerous beast had
been rampaging through the woods north of town for the last couple days, and the
local authority had posted a reward for its destruction. Picking up his goods
from the terminal he checked in at the city hall and registered his name in the
hunt. The quest had begun."
The Ranger profession has had a turbulent life. Mostly incomplete for most of
its existence, it has been the refuge for a hardy band of loyal players bound
bent to produce a profession worthy of the name Ranger.
To that end, the concept of Outdoorsman has been put forth to solidify the
direction that future implementations can follow. This design includes the
creature-centric view that the developers envision, and expands upon the idea to
include concepts that the community expect in a fully fleshed out profession,
such as usefulness within the Galactic Civil War, and in the group atmosphere
prevalent in a Multiplayer game.
The Outdoorsman is a wilderness-centric design, a survivalist able to live
off the environment with ease and provide for himself and his colleagues using
what he can harvest from the natural world around him. He is a keen observer of
creature behavior and mannerisms, and during trials of mortal combat, he can use
that knowledge to attack and evade creatures of all sizes and shapes. He is a
ghost, a shadow that eludes the sight of all those that may wish him harm, but
his skill does not extend into civilization, ending at the boundary of the
wilds. He is a master of all manner of traps and gadgets that aid him during his
journeys and tribulations. A master of his personal space, able to craft camps
that grant himself and his friends a safe and uneventful slumber.
Conceal
"The hunter stopped... A fleeting shadow within the trees across the clearing
had grabbed his attention. He drifted back into the bush, his presense masked
from whatever lurked in the darkness. Was it his prey, or another ambitious
hunter attempting to claim the prize for himself? A quick glimpse down reassured
him that he was wearing his trusty ghillie suit. It was old and in constant need
of repair, but it had proved its worth in those crucial first seconds of many a
past conflict. If any other hunter was interested in making trouble for this
ranger, he would be prepared for them."
In the vein of the wilderness-centric focus of the Outdoorsman, concealment
should work on all forms of opponents while in a wilderness environment:
creatures, humanoids, pets, and players.
(It is very important to the community that some measure of direct usefulness
in the Galactic Civil War and Player versus Player conflict be granted to the
profession.)
The outdoorsman has mastered the ability of concealment, using the native
fauna to mask his presence from his enemies. The effect is far more powerful
than the most skilled scent masking, and increases with experience. Against less
intelligent humanoids, this ability masks his presence completely from sight,
just as masking his scent does against the simpler creatures. With some skill,
an outdoorsman is able to apply this effect to fellow travellers, so they too
can reap the benefits.
- 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 camoflauge skill modifier should dictate the chance of
successfully concealing against an opponent
- An 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
- The skill would only have an effect while outside of a city region,
allowing another civilization-centric profession (such as Smuggler,
Commando, BH) to one day have a more high-tech approach to concealment for
use in the city.
- The skill at Wayfaring I would have a greater success
rate than using /maskscent at Master Scout
During combat however, a concealed outdoorsman is often forced to give his
position away while returning fire. A skilled outdoorsman is able to put his
concealment to work in this situation as well, making himself a harder to see
target, and thereby reducing his opponent's accuracy. Because of the additional
skill and knowledge required to evade an opponent's sight during combat, this
effect can not be applied to colleagues.
- Possible Implementation:
- A command called /combatConceal available at
Wayfaring II would work as a buff, decreasing an opponent's
chance-to-hit the concealed player.
- This command would work on all forms of opponents: Creatures, Humanoids
NPCs, CH Pets, Faction Pets, and Players.
- The command would use a camo kit specific to the current planet
- This command is not usable on other players
- There is no check per opponent as there is with
/conceal, rather a command named /reveal
allows opponents to remove the effect
- There would be a duration for the effect, similiar in length to
/conceal
- The to-hit modifier would have to be significant enough to ensure that
being combat concealed would be an 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
- Opponent pets (Creatures, Faction troopers, etc.) would also have the
"to-hit" modifier applied to their attacks
- The skill would only have an effect while outside of a city region,
allowing another civilization-centric profession (such as Smuggler,
Commando, BH) to one day have a more high-tech approach to concealment for
use in the city.
- The command /reveal available at Wayfaring
I can be used to reveal a specified target.
- When used against an opponent with /combatConceal,
the chance of success should be based on a comparison of the two
opponent's camoflauge skill.
- As /combatConceal does not have a check like
/conceal, this skill would be used as the
counter-command.
The art of camoflauge requires the knowledge of indigenous flora and fauna.
An outdoorsman is able to produce camoflauge for an particular environment using
gathered, native resources, with more difficult environments requiring more
skill to master. A proficient outdoorsman should also be able to stretch the
resources to produce more uses, or use that skill to produce a more efficient
concealment.
- 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
The outdoorsman has access to knowledge in the art of ghillie suit creation,
the quality of which can improve the effect of regular camoflauge. With this
suit, an outdoorsman is able to elude the gaze of opponents with greater
effectiveness. The suit also provides a unique visual key for the
profession.
- Possible Implementation:
- The suit would be Tailor made but only wearable by those players with
the Wayfaring II skill
- Suggestion that it resemble a overcoat or cloak with an army camoflauge
pattern
- Wookiees should either be able to wear the same suit, or a special
version made specifically for their species
- The quality of the suit would dictate:
- how much of a bonus to the "to-hit" modifier the suit would provide
while using /combatConceal
- the chance of success while using /hide
- The outfit would need to be equiped to have activate the effect
- A camoflauge kit would still be required to initiate the camoflauge
effect itself, the suit would only enhance the bonus
Should he so choose, an exceptionally skilled, concealed outdoorsman is able
to incur a devastating first strike, damaging an opponent with a massively
destructive attack, but in the process revealing himself completely. This would
provide a strategic decision for the player: keep the benefits of concealment
for the duration of combat, or go for a more powerful first strike in hopes of
ending the battle sooner.
- Possible Implementation:
- The command can not be used in combat mode, and only while
/combatConceal is in effect
- The command would initiate a 15 second timer, the first attack performed
within that time would have the bonus applied
- If an attack is not performed within the timer, a conceal check is
performed with the possibility of losing the concealment
- Whether the attack landed or not, the player would be lose the conceal
effect and its associated bonus
- /ambush1:
- Available at Wayfaring II
- Would provide a 1.5x damage increase
- /ambush2:
- Available at Master Ranger
- Would provide a 3x damage increase
Finally, an outdoorsman with exceptional experience in art of concealment can
hide from his opponent's view completely. Only while prone and without movement
can such an amazing feat be accomplished. As all his concentration is engaged in
silence and reducing movement, an outdoorsman in this situation would need time
to regain his senses upon being revealed, and would not be able to attack on
opponent until some time had passed.
- Possible Implementation:
- A command called /hide available at Master
Ranger
- The Player must be wearing a ghillie suit to enact the skill,
restricting the commands use to Rangers.
- The quality of the ghillie suit dictates the chance of being revealed
during the duration of the command.
- The command would immediately place the player into a prone position
- A 15 second wait timer would be initiated
- The timer would stop players from vanishing without giving opponents a
chance to attack
- (Added on Jan 22, 2004)
- The character would vanish completely off radar and from the main window
- If the player performs any action, movements or otherwise, the player
will be instantly revealed
- Upon being revealed a 10 second timer is initiated where the player is
unable to initiate combat
- If the player is attacked by someone else however, the timer ends and
the player can retaliate immediately
- A player can not use /duel while hidden or during the revealed
timer. This way they can not bypass the timer by having a friend duel
them.
- A player can not use /hide again until this timer runs out
- The command can not be performed while in combat
Tracking
"Continuing through the dense underbrush, he stopped and sniffed the air. The
tantalizing aroma of his prey was wafting in from the south, his experience
gauged the distance and determined the source was down within the dale beneath
him. Glimpsing what had once been well used path at his feet, he proceeded down
the slope and into the valley."
Locating the creature is the first step in hunting them. This can elevate the
outdoorsman over all others in terms of hunting prowess. Since both creatures
and humanoids leave tracks within the wilderness, it is perfectly feasible to
track all forms of life. Since an Outdoorsman is just that, outdoors-centric,
the skill should not work within the realm of civilization, namely towns. But
within the natural world, a proficient tracker should be able to follow any form
of being.
(Most of the community do not consider themselves the ultimate hunters, as
other professions can deal more damage, and locating creatures is trivial within
the dynamic spawn system)
A skilled outdoorsman should be able to track everything within the region. A
tracker can pick up on the minutest detail, a broken twig, a stray print in the
mud, and with increased skill is able to locate progressively more difficult
quarry. With the absence of tracks to follow, the skill would be ineffective
within town and simply not register beings within towns.
- Possible Implementation:
- The game's dynamic spawn system has a tendency to cause havoc with the
command.
- To improve this situation, allow for /areatrack to
track lairs, so we can find locations that have not yet spawned any
creatures.
- Vehicles and Mounts move so fast, that the paltry distance initially
provided for the skill is no longer sufficient when tracking players.
- Increase the maximum range received at Master to 1000m in a
progressively increasing system: Novice: 250m, Tracking I: 400m, Tracking
II: 550m, Tracking III: 700m, Tracking IV: 850m, Master: 1000m
- A new tracking window should also be implemented to manage all this
data.
- A List window with sortable columns for each of the items of data (Name,
Range, Direction)
- To follow the vision, /areatrack needs to be disabled
while within a town region.
- Players with /conceal enabled would not appear in
/areatrack results
A sufficiently skilled ourdoosman should have the ability to follow the
traces of a specific quarry. An ambitious tracker could even call it a mission
of sorts. This skill would also flow into the realm of humanoids, and the
ability to track a specific player through a wilderness environment. With the
absence of tracks to follow, the skill would be ineffective within town. However
against a sufficiently skilled concealed adversary, tracking would be far less
effective.
- Possible Implementation:
- /track could work similiar to the destroy mission
terminal system but without the cash payout
- 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.
- For players, the tracking ability would end at the boundary of
civilization, displaying a waypoint only to the city itself, rather than a
specific location of the target.
- If the target player is concealed, tracking would be based on a
comparison of the target's camoflauge skill versus the tracker's tracking
skill
Camps
"The night was fast approaching and weary from the travel the hunter decided
to make camp for the night. The hunter fiddled around in his pack and pulled out
the makings of a camp. With precision he erected a comfortable camp that fit his
needs. A small defensive fence would keep the local animals at bay, and as he
was in short supply of traps, a crafting station would aid him that regards.
After a couple hours of toil, the hunter laid down on his cot and to get some
much needed sleep. For tomorrow he would engage the beast."
What follows is a complete re-envisioning of the camping system, with an
emphasis on flexibility and profession interdependence. The system allows for
the flexibility to produce any focus of camp required by each profession
involved, and pulls more professions into the mix to produce the more powerful
versions.
(Even if the modular approach is not chosen, if should be understood that
there is interest in having the functionality provided by the modules selected,
and that should be considered in whatever system is chosen.)
The Proposal follows:
To ensure that the system still falls within the vision of the Outdoorsman as
wilderness-centric, elements of camps that don't fall into the Outdoorsman
perview have been allocated to other professions.
Camps have following inherent functionality:
- The ability to logout safely
- A default healing modifier of 0.5
A time delay would be added to the process of deploying a camp
- Such a delay is necessary to stop players from popping up fortifications
as the enemy is rushing their location
- The deployment would fail if the player entered combat during this timer
- The bigger the camp, the longer it would take to deploy it
Experimentation lines on a camp schematic:
- Quantity: The number of times a camp can be reployed before it is used up
- Duration: The length of time a camp will remain deployed while still
tended without automatically disbanding. At maximum experimentation around 2.5
hours
- As well it should be possible to select a color during crafting for the
tents to add a feeling of flair and uniqueness
To provide the camp tender a degree of freedom for the camp owner
- The range from the camp a player can go before a disband occurs should be
extended to 500m, or whatever range is technically possible in the game system
- A message should be displayed if the player goes beyond that range
- A time limit of 10 seconds can be used to allow the player to move
within range of the camp before it disbands
- A command called /changeTender can be used to assign
someone else to be the tender of the camp. From then on, it is that individual
that must remain within 500m of the camp to ensure that it remains active.
- The new tender must be of the same faction alignment as the camp owner
- The new tender is able to disband the camp
- If a gun or mine field is activated, the tender will receive a TEF and
be attackable
- If the tender dies, the camp disbands
- However if the tender is revived within a certain time limit (say 30
seconds), the camp will remain deployed
- The original deployer of the camp:
- is still the owner and receives the experience when the camp disbands
(as long as he is in range of the camp when the disband occurs)
- is not able to create another camp until the current
camp is disbanded
- is still able to disband the camp himself if he so chooses
The camping system would be broken out into a series of modules that could be
used within a camp crafting schematic to produce whatever type of camp is
required by the player
- Each module/slot would have a Level associated with it and can only be
used within a schematic slot that has a Level greater or equal to that of the
module.
- Each module/slot is also assigned a Type of Generic,
Creature, or Humanoid.
- Generic slots allow for all types of modules.
- Generic modules fit in any type of slot.
- Humanoid and Creature modules must be
assigned to a slot of their respective type.
The camp schematics
- For simplicity, the schematics will retain the same floorplan as currently
defined, minus the crafting stations in the field bases. Visible modules would
appear at whatever location within the camp the developers deem appropiate.
- Basic Camp Kit
- Available at Novice Scout
- No optional slots
- Multiperson Camp Kit
- Available at Survival II
- One optional Level 1 Generic slot
- Improved Camp Kit
- Available at Survival IV
- One optional Level 1 Generic slot, and One optional Level 2 Generic slot
- Advanced Camp Kit
- Available at Novice Ranger
- One optional Level 1 Generic slot, and One optional Level 3 Creature
slot
- High Quality Camp Kit
- Available at Frontiering II
- One optional Level 2 Generic slot, and One optional Level 3 Creature
slot
- Field Base Camp Kit
- Available at Frontiering IV
- One optional Level 2 Generic slot, one optional Level 2 Creature slot,
and one optional Level 3 Creature slot
- High Tech Field Base Camp Kit
- Available at Master Ranger
- Two optional Level 2 Creature slots, and one optional Level 3 Creature
slot, and One optional Level 4 Generic slot
- Standard Fortification Kit
- Available at Novice Squad Leader
- One optional Level 1 Generic slot, and One optional Level 3 Humanoid
slot
- Rear Guard Fortification Kit
- Available at Tactics II
- One optional Level 2 Generic slots, one optional Level 2 Humanoid slot,
and One optional Level 3 Humanoid slot
- Front line Fortification Kit
- Available at Tactics IV
- One optional Level 2 Generic slots, one optional Level 2 Humanoid slot,
and One optional Level 3 Humanoid slot
- Command Fortification Kit
- Available at Master Squad Leader
- Two optional Level 2 Humanoid slots, One optional Level 3 Humanoid slot,
and One optional Level 4 Generic slot
The camp modules
- As not all modules are created by the Ranger profession, the profession is
listed under each module as to where the schematic would be located.
- A qualitive cost is assigned to each module to allow reader to gauge how
expensive creating a certain module would be compared to the others.
- Entertainment Stage
- Module Level: 4
- Module Type: Humanoid
- Profession: Musician / Dancer
- Cost: Expensive (12)
- Description: A camp with this module is able to heal Battle Fatique with
the aid of a performing Dancer or Musician
- Crafting Station
- Module Level: 2
- Module Type: Generic
- Profession: Artisan
- Cost: Cheap (2)
- Description: Adds a crafting station of a specific type to the camp
- Faction Network
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Cheap (3)
- Description:
- Adds a terminal for faction purchases to the camp, and registers the
camp on the Planetary map. The faction that is contacted depends on the
camp deployer's faction standing.
- A camp with this module would only be deployable by a Faction member
- Medical Bay
- Module Level: 1
- Module Type: Generic
- Profession: Scout / Medic
- Cost: Cheap (1)
- Description:
- Increases auto wound healing in a camp, augmenting the default healing
modifier
- Increases the HAM healing rate for creatures
- The module would increase the default healing modifier in an
experimentable range of .05 to .25 (added to the default that would be
0.70 to 0.90)
- Veterinary Bay
- Module Level: 2
- Module Type: Creature
- Profession: Bio Engineer
- Cost: Moderate (4)
- Description:
- Enhanced version of the Medical bay that provides an increased HAM
healing rate for creatures
- Adds a bonus to pet stims using in camps
- Hospital Bay
- Module Level: 2
- Module Type: Humanoid
- Profession: Doctor
- Cost: Moderate (4)
- Description:
- Enhanced version of the Medical bay that provides an increased wound
healing rate for humanoids (Players and troop pets)
- Adds a bonus to doctor enhancements used in camps
- The module would increase the default healing modifier in an
experimentable range of .25 to .45 (added to the default that would be
0.90 to 1.10)
- Small Creature Defensive Field
- Module Level: 2
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (4)
- Description:
- Suppresses aggressive spawns in the vicinity, and repels existing
aggressive creatures.
- It adds a defensive bonus against creature attacks, if a creature does
decide to cross the barrier.
- Large Creature Defensive Field
- Module Level: 3
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (8)
- Description:
- More powerful version of the Small Creature Defensive Field.
- Creatures crossing the field will have an Adhesive Mesh effect applied
to them
- Small Humanoid Defensive Barrier
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Suppresses aggressive humanoid spawns in the vicinity, and repels
existing aggressive humanoids.
- It also adds a defensive bonus against humanoid attacks on group
members, when a humanoid does decide to cross the barrier.
- In PvP, the bonus is applied to those players who are in the group of
the camp tender
- Large Humanoid Defensive Barrier
- Module Level: 3
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (8)
- Description: More powerful version of the Small Humanoid Defensive Field
- Small Creature Pheromone Emitter
- Module Level: 3
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (4)
- Description:
- Increases the creature spawn rate within the vicinity of the camp
- Enables the camp to remain up during combat situation
- Large Creature Pheromone Emitter
- Module Level: 4
- Module Type: Creature
- Profession: Bio-Engineer
- Cost: Expensive (10)
- Description:
- Bigger version of the Small Creature Pheromone Emitter
- Used to attract larger game creatures
- Small Creature Offensive Hide
- Module Level: 1
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (4)
- Description:
- Provides an offensive bonus against creatures while the player is in
the camp
- Enables the camp to remain up during combat situation
- Small Humanoid Offensive Parapet
- Module Level: 1
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Provides an offensive bonus against humanoids while the player is in
the camp.
- In PvP, the bonus is applied to those players who are in the group of
the camp tender
- Enables the camp to remain up during combat situation
- Garage
- Module Level: 2
- Module Type: Humanoid
- Profession: Artisan
- Cost: Expensive (16)
- Description: A facility available to repair vehicles in the field. The
repair would cost cash just as in town, and that money would go to the
government.
- Evacuation Shuttle Beacon
- Module Level: 4
- Module Type: Humanoid
- Profession: Artisan
- Cost: Expensive (24)
- Description:
- A shuttle port that allows players to transport back to town.
- It would not allow players to travel to the camp however.
- A camp with this module would only be deployable by a Faction member,
and usable only by members of that faction.
- The cost of this module should be sufficiently high that deploying
such a camp would only be used in the most dire of circumstances.
- As this is an evacuation system, the patrons should not be too picky
as to where they go. The shuttle should simply go to the nearest available
town.
- Covert Detector
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Cheap (2)
- Description:
- Works like a regular covert detector
- A camp with this module would only be deployable by a Faction member
- Rallying Point
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Produces an increase in morale among the members of the tenders group
who are in the camp
- Increases the maximum value of all nine attributes by a certain amount
- Biogenic Amplifier
- Module Level: 3
- Module Type: Humanoid
- Profession: Bio Engineer
- Cost: Moderate (8)
- Description:
- The tender can add chef and smuggler goods into the device to produce
a enhancing effect on every member of the group within the camp.
- The buff would not be as powerful as ingesting the item directly.
- Camoflauge Netting
- Module Level: 4
- Module Type: Generic
- Profession: Ranger
- Cost: Moderate (8)
- Description: Applies concealment to a members of the tenders group while
in the camp
- The following are offensive weapons available to faction members for use
in encampments. Such weapons would work in the same manner as the AT-ST,
working only in faction warfare.
- The turrets and mines would only engage opponents able to attack the camp
tender, and would produce a combat TEF on the tender when engaged
- Small Arms Emplacement
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Provides an active defense system for Aggressives to the camp tender
- Enables the camp to remain up during combat situation
- Machine Gun Nest
- Module Level: 3
- Module Type: Humanoid
- Profession: Weaponsmith
- Cost: Moderate (8)
- Description: More destructive than the Small Arms Emplacement
- Rocket Launcher Nest
- Module Level: 4
- Module Type: Humanoid
- Profession: Weaponsmith
- Cost: Expensive (16)
- Description: More destructive than the Machine Gun Nest
- Poison / Disease Aerosal System
- Module Level: 3
- Module Type: Humanoid
- Profession: Combat Medic
- Cost: Expensive (12)
- Description:
- The device renders poisons or diseases aerosol
- The tender can add poison or disease packs into the device and affect
all agressives to the tender in the region of the camp.
- The effect would not be as powerful as having a Combat Medic perform
the action himself.
- Mine Field
- Module Level: 3
- Module Type: Humanoid
- Profession: Weaponsmith
- Cost: Moderate (8)
- Description:
- An active defensive barrier with a set number of mines available
working like a normal minefield
- Aggressives to the camp tender will be for a surprise if they stray
into the camp.
- Enables the camp to remain up during combat situation
An outdoorsman is at home in the wilds. Able to make his home where ever he
so chooses. But as with all mortal beings, his back is only so strong, and can
carry only so much stuff. With that, an outdoorsman can seek to set up a central
repository for his goods while in a foriegn environment, within which he can
store goods that may come in handy during his expeditions in the vicinity.
- Possible Implementation:
- The concept of the stash is a buried container that can be used to store
items while away from your bank
- The structure would require a use of a lot, as it would be permanent and
follow the restrictions of other housing
- The storage limit would be minimal, perhaps 25 items
- The visual graphic in the game space could be a dirt mound with a flag
to mark the location
- The stash must be deployable on all available planets
Traps
"The hunter sat down to consider his choice. Pulling a leathery leaf off a
nearby sapling, he proceeded to chew at the bitter tasting vegetation, knowing
it would provide him strength in the battle ahead. Opening up his pack, he
rustled around and pulled out a couple of handy little gadgets that had worked
on this type of beast in the past. He attached them to his belt and readied
himself for combat. The beast was fast, and its pattern was erratic. It would
not fall for a ground trap as other, dumber prey had done in the past. The
hunter decided he would need to engage it the old fashioned way."
An outdoorsman has an arsenal of traps and gadgets at his disposal, to aid in
bringing anything, from down the smallest mouse, to the largest game
creatures.
(Ground based traps and different effects traps would help in differentiating
the profession from its Scouting prerequisites)
Creature trapping extends to all forms of creature, whether they are wild or
domesticated. To the outdoorsman, they are all the same. When an outdoorsman
meets a creature under the control of an unruly humanoid, the effect is same as
if the creature had been prowling the forest on its own.
- Possible Implementation:
- Allow players to trap Creature Handler pets with the same effect as wild
creatures
- The Ranger however will not receive experience for doing so
That arsenal includes a variety of effects, from snares, to blinding flashes.
The ability to produce effects on group of creatures at the same time is a chief
advantage provided by the skilled outdoorsman. An outdoorsman understands what
drives a creature, and with that knowledge, is able to lure individual creatures
away from the herd using pheromonal scents and alluring sounds. His
understanding of anatomy allows an outdoorsman to direct a disruptive attack
against a creature's projectile control.
- Possible Implementation:
- Lure trap
- Available at Advanced Trapping I
- Creature is targeted and trap is deployed
- The targeted creature is drawn to the location where the trap was
initiated
- Ultrasonic trap
- Available at Novice Ranger
- Creature that is targeted is unable to use a Ranged attack for the
duration of the effect, as its glands are being disrupted by the
ultra-high frequency sound
- Big Bang trap
- Available at Advanced Trapping II
- Creature is scared away like /WarningShot
- There should be area effect traps of all the scouting traps, including:
- Glow Net Trap:
- Area effect Melee defense debuff
- Available at Novice Ranger
- A large net is launched into the crowd, rendering everyone more
vunerable to close range assault
- Radioactive Tracer Trap:
- Area effect Range defense debuff
- Available at Advanced Trapping I
- The trap renders a glowing radioactive particle cloud aerosal making
all that come in contact more visible from afar
- Tracer Net Trap:
- Area effect combination Melee and Ranged defense debuff
- Available at Advanced Trapping III
- Deploys a net dusted with radioactive particles, both disrupting
melee defense and increasing visibility to ranged attack
- Goop Trap:
- Area effect Phecnacine
- Available at Advanced Trapping IV
- A sticky goop is spread around the ground impeding the opponent's
movement but not stopping them completely
- Festering Bile Trap:
- Area effect Stink bomb
- Available at Advanced Trapping III
- An obnoxious stench exudes from the trap and wafts into the faces of
everything nearby dropping their defenses to state effects
During the heat of battle, crowd control is a pinnacle ability. With his
superior understanding of how to herd and neutralize wild creatures, an
outdoorsman? An outdoorsman is able to render a creature unconscious for a
certain amount of time. However, the sleep is only fleeting, and any disturbance
would immediately arouses the creature from its slumber. He also understands a
creature's equilibrium and how best to disrupt that balance. This gives him the
ability to knock his opponents off their feet.
- Possible Implementation:
- Bola trap
- available at Advanced Trapping I
- affects a single creature, performing a knockdown effect
- Tranquilizer dart trap
- available at Advanced Trapping II
- affects a single creature, knocking the creature unconcious for a
duration of time
- any damage incurred on the creature will immediately awaken it, and it
will be none too happy
- This means to successfully use it in combat, combatants must peace
out or risk an auto-attack immediately awakening the creature
- If a nearby creature is attacked that the dozing creature would
normally assist, the sleep would be broken
- Shockwave trap
- available at Advanced Trapping III
- an area effect version of the Bola trap
- Sleeping Gas trap
- available at Advanced Trapping IV
- an area effect version of the Tranquilizer
- useful in unexpected situations where a spawn appears, catching a
hunting party completely off guard
The skilled outdoorsman understands how best to utilize the materials
available, and can produce larger numbers of traps, or even longer lasting traps
with that experience.
- Possible Implementation:
- Two experimentation lines
- Quantity: Increases the number of uses available per unit
- Duration: Increases the length of time the effect produced by the trap
lasts
As the Outdoorsman extends his territory to larger and more difficult
creatures, he must rely on more advanced technology to insure that his traps
land successfully on target. With that idea, an outdoorsman's tool of choice is
the Trap Launcher. Able to lob traps great distances and with greater accuracy
than by hand, the launcher provides the ultimate tool for the aspiring
hunter.
- Possible Implementation:
- A device called a Trap Launcher, created by the
Weaponsmith profession
- Certification to use the device would be provided at Master
Ranger
- Primarily the item would be used to improve the success rate of traps
against higher level creatures, which is a large issue once a player reaches
Master
- The quality of the device would affect the bonus to:
- Distance: increasing the range of a trap up to the maximum 64m
- Accuracy: increasing the chance of successfully landing a trap on a
big game creature
- The device would 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
An outdoorsman also understands how to set ground based traps which are far
more effective than anything a normal hunter is able to muster. With this
knowledge, an outdoorsman can create a variety of gadgets for whatever occasion
may arise.
- Possible Implementation:
- The ground based mechanism have no functionality themselves, instead
they are used as containers that deploy the traps contained within them when
a creature approaches
- The slots available in the schematics are available to fill with
existing traps to produce whatever effects the Ranger may desire within his
concoction
- Using a Lure within a ground based trap requires that the player target
a creature before deploying the trap, and the creature will be drawn towards
the combination trap
- If no Lure is used, the ground trap remains until either detonated
normally by a creature or until the player leaves the area
- An unlured trap should provide a significant bonus to the success of
the trap effects, to compensate for the effort involved in setting the
trap itself and getting to detonate successfully
- Ground based traps can not be dropped during combat
- Basic Ground Trap
- Available at Advanced Trapping II
- Contains 1 available slot for a trap effect
- Improved Ground Trap
- Available at Advanced Trapping III
- Contains 2 available slots for trap effects
- High Quality Ground Trap
- Available at Advanced Trapping IV
- Contains 3 available slots for trap effects
- Exemplary Ground Trap
- Available at Master Ranger
- Contains 4 available slots for trap effects
Live trapping is a skill available to the best of the outdoorsman. The
ability to trap a baby creature and transport it unharmed to a prospective buyer
makes the skill a profitable one. The outdoorsman does not have any knowledge in
controlling the creature once it is released however, simply the ability to
store and handle the creature while in stasis.
- Possible Implementation:
- A creature container can be used with the /capture
command available at Novice Ranger to capture a
baby creature and store it within the player's datapad
- A player's Trapping skill would determine the CL of baby creature that
player could ever hope to trap
- The only option available for the creature would be to release it,
returning it to the game space so that a Creature Handler can attempt to
tame it
- Using the datapad would limit the number of creatures a Ranger could
collect for transport
- The limit would increase in skill: Starting with 5 at Novice and
increasing 2 for each branch of Advanced Tracking and 3
more for Master
Combat Bonuses
"Raising his rifle to his shoulder and gauging the wind from the rustling of
the leaves, he took aim at its neck to ensure a quick kill. The shot rang out
and an eruption of birds filled the noon day sky. Time stood still, as the
creature jerked at the sound and then slowly tumbled to the ground. The hunter
pulled a goo trap from his belt and let it fly in the direction of the body. He
knew all too well that some beasts were keen enough to play dead. The hunter
pulled out his knife and rushed toward the body, ready to make the killing blow.
But, as he had suspected, the beast was only nicked. The beast jumped to its
feet as the hunter approached, but the goo on the ground slowed its retreat.
Realizing flight was impossible, the beast turned to face the hunter, ready to
makes its stand."
(This is in line with the ultimate hunter philosophy, with the idea that the
profession should be able to hunt creatures better than other purely damaging
dealing professions (such as Commando))
An outdoorsman has studied the behaviors and mannerisms of the creatures
around him for a long time. With that knowledge, he is able to predict the
actions of creatures as if he could read their minds, dodging or parrying away
with ease.
- Possible Implementation:
- Associate a Dodge bonus with the Creature knowledge skill that is only
used while being attacked by a creature
As well, his experience with creature anatomy provides increased knowledge of
vunerable spots within his opponents. Such vunerabilities can be exploited by a
sufficiently skilled outdoorsman during the heat of battle to inflict increased
damage.
- Possible Implementation:
- 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
- As well, on occassion 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
Harvesting
"He "felt" its action before the creature pounced, and with a quick parry his
knife found itself embedded within the soft palate of the creature's throat. The
finalilty of the hunt filled the hunter with pride, the beasts head would make a
grand trophy to trumpet his victory. Making sure to spare the head for later,
the hunter worked the body, removing first the hide, then the meat, and finally
the bone, knowing they all would provide a pretty penny at the town market. He
then cleaned off his knife, stowed his prize, and sauntered back into the
forest."
An Outdoorsman has an inate understanding of the natural world and the
experience to utilize what the environment provides to its maximum potential.
Being a creature-centric profession, the outdoorsman should be incredibly more
proficient at harvesting over a Master Scout.
(Considering that most outsiders consider this to be out primary forte, the
profession should be significantly better at harvesting than the Scouting
profession)
A sufficiently skilled outdoorsman should be able to harvest all the
resources off a kill. We have significantly more skill and know how to avoid
wasting the other types of resource. This would provide a unique avenue for
increasing the harvest rate rather than a blunt increase in quantity per
harvest.
- Possible Implementation:
- Two harvests per corpse at Tracking II, and all three
possible at Master
A outdoorsman should also be possible to impart his wisdom to fellow group
members while harvesting. With a outdoorsman in the midst, everyone's harvest
rate should be improved due his knowledge.
- Possible Implementation:
- 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 outdoorsman is be able to change a ugly
corpse into a work of art. With a skillful cut, it is possible to produce a
trophy from the greatest kills to display the hunter's prowess to the world.
- 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
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.
- Possible Implementation:
- Increase the number of locatable herbs and limit finding herbs to
certain levels of the harvesting skill.
A highly experienced outdoorsman can also get more from less, so we should be
to divvy up foraged herbs into more usable portions. Meaning we should be able
to receive more than one use per herb. We do not feel this will impede on Chefs
as they are able to experiment and provide specific foods, while foraged goods
are completely random.
- Possible Implementation:
- Allow foraged herbs to come in increasing stack sizes associated with
our skill level.
The leisurely sport of fishing fits perfectly into an Outdoorsman forte. We
have skill with the rod and reel, and are able to catch fish more often. And
once caught our skill in harvesting should extract more usable meat off the
catch.
- 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.
Creature Affinity / Terrain Negotiation
"More than ten days out from the town, but only a single days walk from his
home in the hills, the hunter decided to check in at home before proceeding back
to town to claim his reward. Upon arriving, he was greeted by his faithful
steed, a long time companion during his travels. It nuzzled his arm and he
scratched behind its ear, producing a gleeful barking that always made him feel
welcome. Inside the home he slept soundly, surrounded by his most prized
possessions and the triumphs of his journeys from all over the worlds. In the
light of the morning sun, he saddled up his steed and expertly galloped off
towards town."
An outdoorsman has an affinity with creatures, having a creature-centric role
in the world. They are accomplished riders and have knowledge of creature
behavior that can be used to improve upon handling ability.
(Many Rangers would prefer another use for Terrain Negotation over the
crawling speed increase. And since we are a creature-centric profession, we
should have advantages while using domesticated creatures as well)
An outdoorsman is an accomplished rider. Able to use skills while mounted,
and control a mounted creature with great proficiency. An outdoorsman is be able
to coax his mount to ride faster and for longer than other less skilled
riders
- Possible Implementation:
- Ranger should be able to use /areatrack while riding to
search for quarry without dismounting.
- /gallop should last for a longer period of time while a
Ranger is on board and should travel at a faster speed
- The increase would be based on the Terrain Negotiation skill
As an outdoorsman, a lifetime of study into animal behavior allows for a
better understanding of creatures than city folk have. With that knowledge comes
the ability to handle creatures better.
- Possible Implementation:
- +1 CL level at Novice, +1 for each level of Tracking, +1 at Master, for
a total of +5 CL over the regular level
- (Changed on Jan 22, 2004)
Outdoorsmen live their lives in the out of doors, and have learned the fine
arts of traversing the natural world. Climbing hills is a breeze for even a
novice outdoorsman, but forging rivers requires the skill of a master. A
sufficiently skilled outdoorsman is even able to swim at a frantic pace for a
limited amount of time.
- Possible Implementation:
- An increased swimming speed as the Terrain Negotiation skill increased
- Burst Run should continue upon entering water, and should produce a
faster swimming rate.
Summary
"The hunter tied his steed up at the front door, picked up his trophy, and
meandered into the city hall. His face was full of cool exhilaration, as he
stared into the local townpeople's faces. They were all staring at the
gargantuan head stuffed under his arm. With admiration and relief, the mayor
doled out the reward, hefting the trophy over his head for all the town to see.
The mayor then turned to offer the hunter an invitation to a celebration in his
honor, but as quickly as he had entered town, the outdoorsman had vanished back
into the woods, back... home."
The Ranger community contains a special breed of player. A group of
individuals willing to fight for a defining vision for their profession, against
all obstacles that may face them. This preceding treatise is a compilation of
ideas and concepts brought forth by dozens of members of the community, and
endorsed by many more. It is hoped that the gravity of this situation is not
lost on the reader, and that the designs within this document may one day form
the solid backbone for the future of the Ranger profession.
Thank you for reading.
Good Hunting.
N'Raas
Correspondent for the Ranger Profession