Ranger Archive
Thread: High Tech Field Bases- what they should do for us rangers after countless hours of camping.
Hey there.
I am a ranger who at one point had the title of Trap Master (dropped because the traps and rescue skill are unworthy of the points) and Wayfarer ( dropped because planetary fawna is too hard to come by in my opinion). So here I am now with the title of Frontiersman when I don't feel like getting harassed with my MCH title up. I like being a frontiersman, I think our camps are great for healing and great to look at, but here are some suggestions on making the High-tech-fieldbase a true wonder to behold.
1. Have the camp stay active even after you leave it! These suckers cost a lot of materials to make and having to baby sit your camp is irritating. If exp is the issue here then by all means STOP giving wilderness survival experience for these camps. We don't NEED it anymore. Let the camps stand on their own for an hour, with the option to take them down and build a new one if needed.
2. Functioning Bunkers- The high tech field base comes with 3 bunker like structures that are currently un-enterable. Make characters able to go inside! Just for roleplaying purposes it would be great. Taking shelter from the storm ..ETC.
3. Functioning Terminal - Right by the medical area of the camp there is a terminal that dosen't do anything but look nice. EVERYONE that has come to my camp has complained "Oh man I wish this worked", and I do too. Make it an explorer terminal.. seems to make sense to me.
4. Make the games table work- There is a nifty "Star Wars Chess" table in the High tech field base. As seen in "Episode IV A New Hope". Now being able to play that is a bit of a stretch, but running a standard game of chess on it woulden't be that difficult to do.
5. Make the Laser fence work- It dosen't actually ward away violent creatures as it's supposed to. What good is an unfunctioning laser fence anyway?
6. Make the roof stop the rain.. People tease me, because my camps don't actully stop the elements. I don't like being teased. I understand this isn't an easy thing to code. Actually it may be impossible at this point. But fix it....fix it..
7.The medical cots- I want to lay on them.. this has been brought up before. but i'm bringing it up again. Let me lay one one of my 6 medical cots..
-Sleep Unders
-MCH
-Frontiersman
-Other stuff
I fully support the idea of having games in ALL camps, not just this one. But in the HTFB case, SW chess would be the game of choice. I suggested that playing games would ease up a certain percentage of BF. Not a very high percentage, but just a little bit (as games soothe the mind). Winner gets a better BF heal -- and of which, both players cannot heal their BF [via camp] for some undecided amount of time to prevent exploitation.
Man oh man, I wish those fences really worked. And I expected more from a "laser fence" than just a single beam hovering near the ground.
If anything changes, I hope they extend the camp boarders for this camp and the regular field base. And mostly though, I hope those bunkers will indeed be able to house players.
"Functioning Bunkers"
- I don't think those huts are big enough to move around in, but its a cool idea. ![]()
"Functioning Terminal"
- Making it a mission terminal would definitely make the High Tech Field Base a valuable commodity, perhaps too valuable ![]()
"If exp is the issue here then by all means STOP giving wilderness survival experience for these camps."
- Since experience caps out at a set value, I doubt this is the reason they require disbanding. ![]()
"Make the games table work- There is a nifty "Star Wars Chess" table in the High tech field base."
- I've heard this one before. Into the list it goes. ![]()
"What good is an unfunctioning laser fence anyway?"
- Most likely you want the repel aggressive creatures option working better for the camp. This one is already listed in the issues. ![]()
"Make the roof stop the rain"
- This is a limitation of the graphics system. Rain occurs in the zone you are in.
- When you enter a house, you are in a new zone, and therefore the rain stops.
- I'll add the idea to the list, but I doubt we'll see it anytime soon. ![]()
"The medical cots- I want to lay on them"
- Now you're just getting nitpicky. I'll add this one to the list as well. ![]()
1) Customizability(sp?)- I want to choose which crafting kits are in my camp, change the appearence of the camp, change its abilities.
2) Battle Fatigue Healing - Entertainers should be able to heal BF in the HTFB. Maybe make it an ability for only dancers and musicians.
3) Healing Multiplier - Doctors that work out of a better camp should gain a bonus. A flat out multiplier to healing wounds and damage. Not just a .05 increase in the time between healing pulses(earned by camping for 10 hours or so).
5) Working aggro repulsion - For ALL camps. No creature should be able to attack a person in the HTFB. Not even Krayts/Kimos(ferocity of, like, 18 lol). Lower level camps could be less repelling.
6) Only rangers should be able to use the camps - currently anyone with camping skill of any level can set up a ranger camp. There should be other camps that non rangers can set up but only we can make. I have a sneaking suspicion that even the HTFB can be set up by a scout.
7) Faction Camps - Forward barracks, advanced bases, anything. Let a factioned Ranger get the schematic for a faction controlled camp with special perks.
Add these things to what you said above and we have a deal. These are the big ones, I would be pleasantly surprised if they added some of the little things.
Thanks for listening, Ive spent a few hours thinking about this as I gained up WSXP
"1) Customizability"
- You should read the Modular Camp thread available via the link in my signature.
"2) Battle Fatigue Healing"
- This has been asked for previously, with the extra provision of having a Dancer or Musician (rather than simply an Entertainer).
"3) Healing Multiplier - Doctors that work out of a better camp should gain a bonus"
- Actually I was under the impression that the healing modifier affected Doctors wound/enhance packs
- Am I mistaken in this? If I am, then this is an excellent suggestion. ![]()
"4)"
- What?No 4? ![]()
"5) Working aggro repulsion"
- Yep, this one has been stated before, and is listed in the issues.
"6) Only rangers should be able to use the camps"
- Really now? I've never tried it myself (considering I'm a Master now). Can anyone with just Novice Scout confirm this?
"7) Faction Camps"
- This has already been suggested in a post by a developer, so I suspect it is in the works.
Nraas:
I believe the problem with other using the ranger camp is this: camps are useable with -10 camping skill from where they are craftable. I.E. a master scout can set up a novice ranger camp, and someone with Frontieering 3 can set up a HTFB, even though they cant make them. Far as im concerned, this is SO not a problem. I think its fun to hand out HTFB's to guys with Front3 to let them know what they are working towards. If this is unintentional then its got my vote for the furthest back burner on the current issues stove.
"I believe the problem with other using the ranger camp is this: camps are useable with -10 camping skill from where they are craftable"
- This is intentional, and the way it should be. It opens up a little diversity in that you can save the skill points for some other skill, but still use the camp on the next level. ![]()
- I was concerned about the suggestion that a rank Novice Scout could use the top level camps. ![]()
Camps need to give healing modifiers to pets.
The field base and high tech field base should not disband just because I enter combat. If they don't want people fighting in camps (which typically only happens since stuff wanders into the camp and attacks you) then just turn off the camps healing power while the Ranger is in combat, when combat ends make the camp heal again.
"Camps need to give healing modifiers to pets."
- Totally agreed. I would love to be able to heal the mind of my Faction pets faster while in camp. ![]()
"We had 2 major threads on new camps but I can't find them for some reason."
- Well if you can find them, post their locations. I'll see whether I should add them to my Ideas list. ![]()
Thanks much for the reply Nrass! You put a lot of your time into this board, and us rangers really appreciate it.
In reguards to me nitpicking when it comes to wanting to lay on the cots in my camp I was just making a DREAM list of what i'd like to see happen with The High-tech Field Base. It was sort of Nitpicky though.. hehe
The image of wounded players laying on cots being worked on by medics and doctors is in my head and I can't seem to get it out.
*After closer observation of The bunkers in the H.T.F.B I realize you may be right. I think they're a tad bit small for some player types, such as wookies. But woulden't it be nice to crawl on in during a Tatooine Sand-Storm?
___________________
A quick story
The other day while guarding a rebel base set up on tarquinas I had great experience, where for once I felt like a valuable asset to the cause. My base was set up, allied pets were patrolling. Players were trading, dancing and healing inside. I got countless comments about how nice the camp was and how handy it was to have the crafting stations out in the field (granted they're not the best, but they do the trick). For two solid hours people wandered in and out, chatted and traded.
Not only is the camp great to look at. It'sACTUALLY a valuable asset out in the field, especially when dealing with a large group of players, who at one point, no doubt will be injured. Too bad the camp owner has to sit out of combat to keep the camp going.
-Sleep Unders
-MCH
-Frontiersman
-Other stuff