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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I started playing this game a few months ago and I really would like to have that in the game, its a great suggestion to bring that back into SWG even though I am a total amateur I like that idea.
 
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I had heard some chatter about scout/ranger getting more para/military scout abilities via the nge spy class. Giving then a stealth mechanic would be unique

I think the spy was essentially what the scout/ranger rework was supposed to be before the nge happened?
 
The original camps acted like cantinas and medical buildings. The basic ones allowed for fatigue and wound regeneration at a slow level, but still faster than nothing. The advanced ones basically were cantinas and medical buildings, providing the bonuses those buildings gave to doctors and entertainers.

Because they were temporary, they didn't remove the viability of the permanent structures, and they encouraged grouping and socialization because people would rather rest up close to where they're adventuring than travel back to a city or player town.

That's what he meant by 'could heal myself by playing music.'
 
Now Ranger Revamp is done, would be nice if the survival line got something. Doesn't have to be a camp every box but even just multiperson and advanced that could allow maybe ability to sell junk with master scout?
 
I think it is safe to assume that if ranger "area track" could be done and added, it would have been done 3 years ago at the launch of Resto.
 
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.
I support this. Back on the original SWG I played a similar character, combination of MRifleman MRanger. The way Scout and Ranger work right now has no appeal to me.
 
Give my camps back please! That was the fun part of scouting/ranger, setting up mini cities with terminals and such... in the middle of nowhere... now I can't even craft a camping kit. Friends could stop by, entertainers entertain and buff... the good all days!
 
The problem with this is these tools do not do anything for the game, they are fluff at best and useless at worst. They were ok at one point in the game precu but current content just doesn't need the feature.
 
Not to mention that this pv is like 3 years old and heck my partial Scout drops luxury camps so not sure this is even relevant anymore really.
 
Tracking is pointless, I would vote against having it track humans, it could give BH a further unfair advantage. You want to track use a droid.
 
Id like for Scout to make camps again, not architect. Perhaps Architect could make the modules (or most of them) and maybe the fanciest, metal camp. But let scout handle the rest of the camps
 
SWG was a lot bigger/different world at launch - long before ITVs, vehicles, mounts, even player-city shuttle ports. While I totally get the nostalgia for this "hermit scout/ranger" playstyle, I don't see how that fits into the current version of the game. With regard to camp crafting, I'm not opposed to scouts having that. But it needs to be recognized that architects are barely profitable as it is. Removing one of their 3 marketable goods (the other 2 being harvesters and houses) would be a big blow.
 
You know what you could di, is give it back but add componants that you need a aritech to make, and make it items that balance out the cost of buying the camps. it would be kinda like how biol engineer to make pets ahve to rely on 4 other crafting classes.
 
SWG was a lot bigger/different world at launch - long before ITVs, vehicles, mounts, even player-city shuttle ports. While I totally get the nostalgia for this "hermit scout/ranger" playstyle, I don't see how that fits into the current version of the game. With regard to camp crafting, I'm not opposed to scouts having that. But it needs to be recognized that architects are barely profitable as it is. Removing one of their 3 marketable goods (the other 2 being harvesters and houses) would be a big blow.

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.
 
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.
This. I very much enjoy spending my time away from large cities, making it on my own.
As someone who camps in the real world, I like to make shelters out of the natural resources around me. I have never went to a real estate agent for a campfire.
Please give scouts back their abilities. Let the architects make their modules. I don't need them. The people that do need them will buy them. It makes no sense to force one class that had no need for another class to now rely on that class to do what it used to do itself. That's just bad coding.