Give actual Scouting Abilities back to Scouts and Rangers.

Give actual Scouting Abilities back to Scouts and Rangers.
This idea/suggestion has been flagged as Feedback Needed by the development team. See the post from the developers asking for follow-up discussion or alternative suggestions to discuss.
Proposal
I would like the Scout to be able to make and use Traps again, and the Ranger to be able to track animals once more. I would also like the Scout and Ranger's camps to be of use. Give the Scouts and Rangers their character and purpose back, please!
Justification
All the aspects that gave the Scout and Ranger character and identity have been stripped out. The Scout and Ranger paths feel empty, almost pointless, without them.
Motivation
When I played the original SWG my Scout character could make and use actual traps (not the flash bangs we have now), and could self heal to an extent while playing a musical intrument in his camp. As a Ranger he could track animals. None of this is present in Restoration.
Back in the day, when I played the original SWG, I played a hermit Scout/Ranger character. He wandered the wilderness, rarely visiting settlements, living off of the creatures he encountered. He tracked animals, trapped them with real traps of his own making, hunted and harvested their skin, meat and bone, then built himself camps (and food) from those resources and healed himself while he rested out in the wild. He could sustain himself almost indefinately without the need to ever meet another person, should he have chosen to. When he did need resources, he could hire himself out as tracker, trapper and hunter.

This does not exist in Restoration. This hermit character is impossible in Restoration.
 
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It's a sandbox. You dont really need to see why somebody else would want the scout to have scout abilities., so they could play the outdoorsman. Just as I dont need to know why anybody would want to do a spin group.

We already lost ranger. Dont get me wrong, the new version is cool as heck, but it shouldve been a new class. You dont need to understand why people want to play a scout and build a camp out of hide and bone, and set up a camp while out adventuring.

That's all my friends and I ever do. Without that, it just feels weird. Master scouts forced to buy mass produced Glamping kits to take with them. Cant even scrabble together a basic teepee.

To hell with just using beacon clone camps as a spawn point for faceless nameless mobs of strangers. I appreciate the utility but not at the cost of losing the original purpose of scout and ranger for solo and small group play.

And why should scouts give a dip about whether architects may have less to sell, if scouts get back their rightful abilities? If any other profession had a core ability taken away and given to some other class, and asked for it back, why would they care that the usurper class would make fewer credits?

Id do away with modules altogether if it came to it. But let architects sell modules and the metal bunker elite camps, and let scout make the rest camps.


Scout for camping.
Architect for glamping.
agreed
 
I'm new here so take that for what it's worth. I was super excited to come back and get some ole serotonin injections of playing my old toon again. A transdoshan ranger/scout/pikeman (now lancer)

May not have been the best build in the world. May have smelled a bit funny from being out in the wild for long stretches, may dress a little funny but if you needed milk and eggs....he was your guy. Then I'd roll a chef alt, open a little bakery on the edges of a city somewhere and just vibe.

What's this, oh snap rangers got stealth, that's cool. Don't mind if I do pick a little bit of pockets while I'm out and about. Credits from meat lumps, milk and eggs from bols. Meat and hide from all the things. Ok wow these traps are aoe? Oh my they're pretty strong too. Oh just wait until I finish grinding and can make some tents and noisemakers.......oh, wait a minute where did they go?

Again I'm new so the toolbox they gave us is still pretty new and cool (aoe traps with DoTs) stealth, picking ze pockets....but man oh man I wish I would have educated myself before I got excited about it. Still think I'll always carry ranger on my transdoshan but le sigh, it's gonna be an adjustment for sure.

Ideas:
Tracking was always pretty niche and always really lacked a need for it. Maybe if I could have an ask for tracking to come back, give it an hour cool down, only useful for tracking animals BUT..... Make it spawn a heroic or stronger than average monster specific to the biome or planet it's used on. It can drop slightly better loot than that mob WOULD drop or a trophy or Big Game token that can be used at an NPC vendor for trophy items for decorating, gives us a reason to buy houses to show off our collection. Mid to high level mats to sell to crafters, I don't know gives us a reason to stay in the wild. I know treasure maps kinda do the same thing but man oh man is taking down a big animal only you can find, so much more thematic and fun

You could even make it a toggle or group buff "On the hunt" and give a boost to group accuracy against animals *shrug*

I like the idea someone mentioned of the big boojie camps needing components from other crafters to benefit from, that would be easy enough to give basic camps back but the field camps or hight tech camps that have mission terminals requires me to pick up some factory crates from my architect buddy if I want it to provide rested xp or survey bonuses yadda yadda

I don't know just my .02
 
I've never heard a dev say this, but it pretty much has to be true - if NGE code allowed it we would have had tracking a long time ago. Everyone wants it, but no NGE (or NGE code based) server has it.