Achernar wrote:
Its easy. Seriously increase the PE cost for shooting. Scouts have herbs of refresh, which can be their method of being longer lasting shooters. Mercs can still shoot fast, but they'll tire and be useless while a scout can gather herbs, camo, ambush, and still kill the merc in the wilderness.
A
Meh, as other people have said that doesn't really solve the issue. No one has an issue with ranged combat from a scout being their primary source of damage. The issue is in two parts.
One: The level of ranged damage being put out by both Scouts and Mercenaries is too high for the lack of risk/penalty. (Note: I'm not talking about ambush, or other such things that require set up)
Two: Mercenaries are to the point where they are better at ranged combat/skirmishing than Scouts.
The solution that comes down needs to be one that only slightly wimps Scouts ranged damage output, while significantly affecting Mercenaries ranged combat capabilities, while not hindering their melee capabilities.
The best way I can see to do this is some sort of overall change, while giving scouts the means to negate a large portion of it. Also, if at all possible make it a change that doesn't adversely impact drastically lesser forms of ranged combat.