Friday Feature: Ranger

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“To be a Ranger meant knowing how to move in any environment. To blend in with the forest or grassland, to sail, to swim, to dive, to pilot. To be masters of our surroundings. We were good spies, good warriors, very adept at intrusion and escape.” – Tyria Sarkin

In the live Star Wars Galaxies games, the Ranger was an underappreciated class. Too much of their thunder was stolen by the basic Scout profession, and the most of the rest was taken away by game changes.

Empire in Flames aims to make the Ranger a valuable addition once more.

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Rangers are the outdoorsmen of Empire in Flames. Of the various professions available (more to be unveiled soon!), Rangers have the highest terrain negotiation, allowing them to climb hills quickly and cross rugged terrain in quick order.

While all characters can skin out animal kills and acquire meat, hide, or bone, the ranger is far more effective. Years of experience in the outdoors allow him to recover far more valuable organic material from a kill than a character without his skill.

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Rangers are masters of camouflage, allowing them to sneak up on unsuspecting wildlife or bypass hostile creatures without confrontation. Many early Rebels trained as rangers for the stealth skills necessary to launch surprise attacks on Imperial outposts.

Experienced rangers also know how to read the signs of an environment. The best rangers understand not only how to track their prey, but figure out what else – and who else – is around them. Bounty hunters seeking targets on the run may employ Rangers to help them track their target even in the wildest jungle or forest.

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Rangers may go days or weeks without seeing civilization – in part because they bring civilization with them. Rangers can build camps from even primitive materials, but with advanced techniques and components they can build a home-away-from-home. While a camp is useful for a ranger, it’s far more important for a ranger’s allies – often adventurers who are unaccustomed to the harsh outdoors.

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Rangers rely on a wide variety of skills in the field to keep them independent from the city. They often pick up first aid medical training, and specialize in long-range weapons – often taking their prey with precisely aimed medium- to long-distance shots.

Friday Feature: Server Hardware

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When starting the Empire in Flames project, the team examined hosting options. We have been reluctant to take donations until a server is properly established – “vaporware” is an ugly term, and even uglier when applied to a project that’s actively accepting financial aid.

We investigated virtual servers to begin. The staff has access to multiple resources, including Microsoft’s virtualization and Amazon’s hosting services. Unfortunately, most of the options are underwhelming from a performance standpoint. No doubt they would be enough to get the emulator core running, but when fans actively begin to play, the mediocre resources available would no doubt prove to be insufficient to provide a pleasant experience.

Instead, the Empire in Flames team has chosen to refurbish an older server. We selected a Dell PowerEdge 2950, based on reliability, performance, functionality, and price. The server has been upgraded to twin Xeon quad-cores, 16 GB of RAM, and currently sports a RAID-10 array of 15k RPM hard drives.

Further equipment is being refurbished and will be integrated before the play server launches, including multiple-redundant battery backups to ensure the server stays up during any local power failures.

The server is currently running ESXi, with the SWGemu Core running on a virtualized Debian operating system. If and when the times comes to upgrade the play server’s hardware, ESXi will allow us to make a smooth transition to new hardware.

While the hardware is not as new or powerful as SWGemu’s Basilisk play server, it is more than sufficient to launch a new server – and most importantly, affordable without asking players to donate before they can even play. For now, this allows the Empire in Flames team to concentrate on providing an awesome experience, rather than worrying about paying the bills each month.

 

Friday Feature: A New Take on Professions

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Star Wars Galaxies launched with a profession system that is best described as “revolutionary.”

32 classes allowed for an incredibly complex number of character builds, covering all types of combat, support, and crafting. To this day, that freedom for character building still draws players back to the Star Wars Galaxies emulator.

Ultimately, the devs found the 32 class system to be really unwieldy – balance problems plagued the original system, and were partly addressed by the Combat Upgrade. Less than a year later, the development team replaced the entire system with the nine-profession New Game Experience – a move that drove off massive parts of the playerbase which were alienated after losing the incredible customization that had made SWG so much fun in the first place.

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The emulator has exposed some further problems with the original 32-class system – namely, that only a handful of builds work for high-end content. Some classes are virtually unable to compete at the high end (like pistoleer and Teras Kasi Artist), which makes that complex character building largely superfluous.

An Empire in Flames is taking a combination approach to allow for more freedom in character builds – more useful builds.

The EiF system begins with the original launch SWG system, and flavors with the Combat Upgrade’s specials system, and tops off with the New Game Experience’s professions.

 

SKILLS AND PROFESSIONS

An Empire in Flames allows customization in new ways. Under the pre-CU and NGE versions of Star Wars Galaxies, smugglers used pistols and only pistols in combat. (The NGE also had a separate melee line later in development.) It’s based on the Han Solo archetype – he carried his trusty DL-44 throughout the original trilogy, after all.

Under An Empire in Flames, however, smugglers have a unique set of specials that can be used with all ranged weapons, not just pistols, similar to the Combat Upgrade’s far more flexible system. For the purpose of an example, the smuggler in question is also a Rifleman. Those smuggler specials still work even though the smuggler is using a T-21 instead of a DL-44.

In this case, smuggler is the profession; rifleman is a skill.

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What does this mean in practical terms for a player?

Skills can be trained in any mix-and-match combination, and use skill points up to the 250 point cap. They are weapons skills and proficiencies, crafting skills, entertainment skills. Professions require no skill points, but a player can only have one profession at a time. They provide supplementary skills and open up new content options.

 

NEW CONTENT

Star Wars Galaxies, in its varied forms, provided a small amount of profession-specific content. Most notable (and long-lived) was the bounty hunter’s unique mission system, allowing players to hunt marks across the galaxy in every version of the game. Late NGE gave smugglers what were derided as “pizza delivery missions” – smuggler-specific content that included both ground and space. Jedi had the other end of bounty hunter missions and the Force Ranking System.

Other profession-specific content was more subtle. Galaxies crafters (and later, NGE traders) were unique in their ability to have a fulfilling game experience in running a shop and producing goods. Creature Handlers (and later Beast Masters) spent endless hours searching for rare creatures and training up pets.

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By differentiating between professions and skills, the Empire in Flames team can focus on providing more unique content and experiences for each profession.

 

WHICH ARE SKILLS AND WHICH ARE PROFESSIONS?

Stay tuned to find out. We will be featuring both professions and skills in the upcoming weeks.