Game Guides Archive

Thread: Camps

flsdhalghjsdflgkshglajh
Thu Feb 12, 2004 5:55 am
#40






DrogonOpe wrote:
I think they said Pub 7 not Pub 6. But I could be wrong.

Sorry,
Drogon





I think your right, they did say 7.
Stewwi
Thu Feb 26, 2004 2:54 pm
#41

ARENT RANGER SSUPPOSED TO build camps that repel creatures /??? the biggest camp also has somethign like an enegery bar.



so why they dont do their work


also some more added function would be nice, the crafting stations r cool but those medic beds r useless



THE Ranger

on the farstar server
DaImpaler Girith
Proud Member of the Crimson Maraduers
Tibli
Thu Feb 26, 2004 3:00 pm
#42

From what I remember the ARE supposed to repel agro's but it is broken.





Tibli Srictahio, Master Ranger
Imperial Sector Rangers
Wideshot
Fri Feb 27, 2004 10:08 pm
#43

Camps buffing secondary stats if you rest in them is actually a cool idea that I've not seen before. Buffs would need to be comparatively minor for game balance (like the 200 you suggested), but provided the buff duration was sensibly long (strength and duration of buff depending upon level of camp) then that seems like a cool idea.

Even minor buffs would make camps the choice meeting place to gather before hunts (provided as said the buffs had a decent duration). Surely, this would make for good social interaction too. If the community likes this idea should it be forwarded to the Devs whilst they are allegedly looking at camps?
Jedur
Fri Feb 27, 2004 10:16 pm
#44

A great idea!!!!!!!!!!!!


Then we could be more useful instead of being bone/meat/hide/egg/milk harvesters.



Gravy is not a Beverage!
Hatch_Hazard
Fri Feb 27, 2004 11:31 pm
#45

Holy heck. A camp that buffs your stats if you sit there long enough. NOW THAT I LIKE.

More than 200 though. A 200 point change would bairly make up for well made Composite or poorly made chitin armor. Course I dont wear armor anymore...Rifleman/Ranger here (we should just call that RR?). Maybe a 500, then it cranks up with the level of camps. Neat idea though.



I live in this world. I exist in my own.

Hatch Harrison - Best dressed Scout in the whole city
Darkatrina
Sat Feb 28, 2004 5:28 am
#46

The buffs are a great idea , dont think docs would be too bothered if it was relatively low buffs as suggested around the 200 mark and would be great for combatting the encumbrance of wearing armour. Great idea


One or 2 ideas i had was how about an ability to be able to capture live animals whereby at certain levels of ranger skill you could capture and hold a live animal but then you are required to produce a camp in order to cage or secure it , then maybe it would transfer to your inventory or datapad. You wouldnt have any control over the animal but you could perhaps sell it to a bio or a ch. Just imagine what a scope it would put on your abilities if you could have a Non CH Bio come upm to you and say 'could you capture me a sludge panther' for dna sampling' and after all the idea in most mmporgs of rangers usually involves some sort of animals.


I alsothought what would be nice is a campfire cooking skill that u need a camp for. Idea would be to maybe cook some foraged or harvested meat items u find to combine them into a temp stat/resist buffing meal .You could limit this for the consumption of the ranger and /or whoever is in the camp and most of all the ranger would be finding and cookingtheir ownmeal. After all theywouldnt normally pop in from the wilderness to go to the nearest restaurant now would they.

I know both of these ideas step slightly on the toes of ch and chef but way i see it all professons can do that to each other to a certain extent.

I personally feel there should be less reliance on docs to increase your stats although i do think they should remain the primary buffers. Most other mmporgs have more than one class that can effectively buff.


I think these would be just the boost rangers would need.



Zabrina Lilac Rebel ElderJedi Chimaera Glaaxy

TH: We won't get another chance of this, Helios.
Helios: We have no choice, General Thunderheart. Our servers can't repel lag of that magnitude.
TH: swgmod001 will have that thread down. We've got to give him more time.
KaiRaene
Sat Feb 28, 2004 7:12 am
#47

NIce idea but I dont know how likely they are to do it. It takes time? Good thing. Less time to play and longer you keep your subscription going. Would be nice to see what they think ofit.


Something I would like to see added would take a lil more effort but would be very useful/cool as hell if it worked.


I heard a rumor somewhere that possibly with the space expansion the worlds were going to grow in size? Possible a rumor but if so that means there is ALOT more wilderness to wander and learn about. So, say that happens of even if it doesnt. You run around for a few and you do AreaTrack: Civilization. This would make it possible to see common old paths that people took before the advent of speeders and what not. I mean Rangers know the land and can tell things from it. Not just what animals are around but the history of the land by the lay of the land and what impact past civilizations have had on it.


What would make this more useful would be the addition of old ruins, caverns, dungeons. and the like in the wilderness. But, in order for that to happen the Devs would have to make alot of lil things to go wander thru instead of each publish bring out one big POI to deal with. Such as the Genosian caves. Granted thats fun for high level players but the noobs wont be able to hit them very hard without preparing themselves pretty nicely.


Adding low level ruins, dungeons, and caverns to explore for the occasional loot item would alleviate alot of the camping you see at the regular drop spots.


As I said.. I like this idea but I dont see it happening due to all the work that would be involved




New home of SWG Rangers!

"Ranger isnt a profession. Its a lifestyle for sure. But upon the desert plains of Tattooine that wandering hermit you see was once a proud Ranger. It may not be a profession anymore but the lifestyle can never be lost, changed or deleted. "




RebExplorer
Sat Feb 28, 2004 8:58 am
#48

I think that:

1: The devs should make it s areas of the map are "wilderness" and you can't build player structures there. Take tattoinne. On my server, you can't walk a few mins without coming across a player house when tattoinne is supposed to be wasteland. And I'm on a light server. People set up things next to POI for torism. Which leads to point 2.

2. POI on the datapad should be removed. This will make it a challange to get to them. They should be put in a "wilderness" area so people can't build near them.

3. I like all the other ideas. I think high level camps should have (weak) turrets to make them safer. If people want to go to POI, they need to find where it is from someone and may have to get a scout/ranger to take them. This will increase demand for rangers/scouts.
Salisdus
Sat Feb 28, 2004 1:37 pm
#49

Well we dont want to piss off the Docs. if its too high they might go mad, I mean who would want 500 angry docs at the foot of your camp ready to tear you a new hole fully buffed and everything.


I think being able to experiment on the duration is fine but maby only a 300 to each secondary stat and maby upto 2 hours with a full experiment on the duration.


I would also love to have something you could add to a camp that attracts more dangerous creatures to the area like maby hang some meat on some poles or something. then their is always adding adhesive traps to the camp so that id any creature gets close he is stuck for a couple seconds allowing everyone to ready themselves.


Salisdus
Sat Feb 28, 2004 1:41 pm
#50

ohh I just thought of something


Ranger lvl 1 camp 100 to each stat buff


Ranger lvl 2 camp 200 toeach stat buff


Ranger lvl 3 camp 300 to each stat buff


This would be just to make it so someone didnt pick up master rangers have an advantage over those who might not want to go up the frontiering tree.


Salisdus
Sat Feb 28, 2004 1:42 pm
#51

Whoops I forgot to deleat some stuff so disregard anything before Master ranger lol
marcobuen
Sat Feb 28, 2004 2:08 pm
#52

that mision terminal idea is great that would be awesome the buff thing is cool to but i want to change subject and how about +32 food and chemical crafting stations unlessthey are already included or better forage graeter chances of extracting resources


if all those thing already exist im sorry for my newbieness





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