Ranger Archive
Thread: Rest a while...
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Almagill
Mon Feb 14, 2005 7:11 pm
#1
Now, before we get started I've already checked. I've got my flameproof drawers on, my Boots Of Jaguar Running and a couple of Boggle Ranger traps already primed...
.. put the flaming torches down, this isn't a petition, a proposal, a kewl new idear that'll make rangrds leet and richer than rich. It's just a topic for discussion...
Been out of the galaxy for a couple of days playing that there ***. Noticed a few features that'd be nice in SW:G, some which already appear to be creeping in and a few that we've got that they've not got.
One that I did see and that I think _might_ be worth us kicking around in here briefly is the idea that if you are "rested" you gain an XP boost for a period that's relative to the amount of time you spent resting.
Now, of course I'm thinking of this in terms of camps, and we could have a scale that sets the amount of 'restfulness' a camp gives that's similar to the healing modifier.
It wouldn't step on anyones toes (nobody has a similar skill / mod). (I'm not counting garmorl as it's not often people use it, its generally of low quality and it's, well, pants)
It gives something back to the community which is effectivley a tradable asset for Rangers. ie, a reason for people to come use our camps, they can earn an XP boost for a brief time after they rest up.
In addition, it is a modifier that could be applied to both med centres and cantinas, but one that scales depending on the number of entertainers/docs there. (Or just an entertainer/doc is present, registered and then the modifier is based on THEIR skill level)
Think about it, you're out hunting stinky old grauls. Pop a nice camp. The whole party get in camp and hang around for say 5 minutes 'actively' resting. They'd have to do a /rest command. (Hey, we don't want to be seen as giving it away free...
)
After 2.5 minutes it's half charged and you get half the bonus.
After 5 minutes the 'rest' XP buff is fully charged. You've got 10 minutes to go kill harvest and earn big time.
The Ranger has also clocked up a nice pile of wilderness XP as a bonus.
Seeing as so much of the game now seems to be based on 'how much XP can I earn / minute' for FS translation, something like this would be a win-win for everyone.
Okies, now I want y'all to point out the obvious omissions...
Edited cos I'm a coward
(Thx big ol' wookiee bloke)
.. put the flaming torches down, this isn't a petition, a proposal, a kewl new idear that'll make rangrds leet and richer than rich. It's just a topic for discussion...
Been out of the galaxy for a couple of days playing that there ***. Noticed a few features that'd be nice in SW:G, some which already appear to be creeping in and a few that we've got that they've not got.
One that I did see and that I think _might_ be worth us kicking around in here briefly is the idea that if you are "rested" you gain an XP boost for a period that's relative to the amount of time you spent resting.
Now, of course I'm thinking of this in terms of camps, and we could have a scale that sets the amount of 'restfulness' a camp gives that's similar to the healing modifier.
It wouldn't step on anyones toes (nobody has a similar skill / mod). (I'm not counting garmorl as it's not often people use it, its generally of low quality and it's, well, pants)
It gives something back to the community which is effectivley a tradable asset for Rangers. ie, a reason for people to come use our camps, they can earn an XP boost for a brief time after they rest up.
In addition, it is a modifier that could be applied to both med centres and cantinas, but one that scales depending on the number of entertainers/docs there. (Or just an entertainer/doc is present, registered and then the modifier is based on THEIR skill level)
Think about it, you're out hunting stinky old grauls. Pop a nice camp. The whole party get in camp and hang around for say 5 minutes 'actively' resting. They'd have to do a /rest command. (Hey, we don't want to be seen as giving it away free...
After 2.5 minutes it's half charged and you get half the bonus.
After 5 minutes the 'rest' XP buff is fully charged. You've got 10 minutes to go kill harvest and earn big time.
The Ranger has also clocked up a nice pile of wilderness XP as a bonus.
Seeing as so much of the game now seems to be based on 'how much XP can I earn / minute' for FS translation, something like this would be a win-win for everyone.
Okies, now I want y'all to point out the obvious omissions...
Edited cos I'm a coward
Message Edited by Almagill on 02-15-2005 03:37 PM
SickSix
Mon Feb 14, 2005 11:07 pm
#2
sounds like a great idea to me! My buddy was just saying how it's silly you can't lay down on a bed and 'rest'!! this sounds doable to me.
but what do i know??
DaveG
Tue Feb 15, 2005 2:43 am
#3
I love the ideas. I also like that their 'ranger' equivalent is alsoa creature handler.
However, I'd just like to point out that the last time I dared talk about other games on this board I was banned for a week. Just so you know who you're dealing with(i.e. the CSR's!) when it comes to censorship around here.
I wonder if they're as extreme on the WoW boards?
Message Edited by DaveG on 02-15-2005 09:46 AM
JBMat
Tue Feb 15, 2005 4:56 am
#4
This isn't a bad idea.
Bad news is it is a concept from another game that we have to disguise to get it noticed here. There may be copyright issues, patent issues, other stuff.
Would make camps more useful. Would help people coming up the trees and the FS crowd.
/rest - no combat activities. Crafting is allowed, as is self healing, but no "active XP" activities. Can't have 5 people sitting in a camp all lump on a log, so at least let them craft/heal themselves. At the end of the 5 minutes, healing of others is allowed. Others includes pets.
Might work
JB
Bethya
Tue Feb 15, 2005 5:41 am
#5
Hope they can find a way to make it happen legally... would be a very good idea to see IG
Almagill
Tue Feb 15, 2005 8:35 am
#6
JBMat wrote:This isn't a bad idea.Bad news is it is a concept from another game that we have to disguise to get it noticed here. There may be copyright issues, patent issues, other stuff.Would make camps more useful. Would help people coming up the trees and the FS crowd./rest - no combat activities. Crafting is allowed, as is self healing, but no "active XP" activities. Can't have 5 people sitting in a camp all lump on a log, so at least let them craft/heal themselves. At the end of the 5 minutes, healing of others is allowed. Others includes pets.Might workJB
Hmm. Good idea that. Now, iirc, tumbling to stand doesn't earn xp....
Calculus_Entropy
Tue Feb 15, 2005 8:49 am
#7
JBMat wrote:
Bad news is it is a concept from another game that we have to disguise to get it noticed here. There may be copyright issues, patent issues, other stuff.
I often see people saying "That other game has this feature, so SWG should too!" The problem is, you then make SWG a cookiee cutter game when it is (as far asI can tell) the most innovative and uniquegame there is.
I don't mean to stiffle this idea, I just don't want to set the precedent that taking ideas from other games is beter than generating new ideas.
AgonThalia
Tue Feb 15, 2005 8:57 am
#8
I do like the idea...
however, if we can tweek it to be unique and applicable in a star wars game, then that would be great.
i dont have anyting right now, but i might later.
Vorpaks
Tue Feb 15, 2005 9:35 am
#9
Instead of a /rest you could consider it a /prep. The preparation for battle. That is what camps are for really - to prepare for and recover from battle.
Calculus_Entropy
Tue Feb 15, 2005 9:41 am
#10
Now for the critiquing...
Why (what justification is there) should we or our group get increased XP for sitting in a camp?
AgonThalia
Tue Feb 15, 2005 10:03 am
#11
As for increased xp for the skill, i am not too sure i think that will fly, since we already get a modifier for the number of people who are in the campsite.
However, once again this seems like a good idea that would support a pre-emptive preparatory resistance vs. poisons and disease that would be a nice ranger skill.
Here is a likely scenario that would fit well with rangers.
If i were to sit in a campsite with 5 people before or during a hunt, it would make sense to make sure that my team mates are well prepared for the fight ahead.
Therefore, with a combination of foragables, I would /prepare the group for the combat ahead, it would give a 10 min temporary buff vs. poison/ disease based upon the ranger's skill
This can only be done in a campsite (field base or higher) and rather than being a "flu shot" from your local doc, it would be the result of the ranger teaching their team mates about the critters they will face ahead. The ranger should have a combat support role, and this might fall into a support type category.
Maybe... rather than it be a skill, it could be implemented in with the camo, since there are already planet specific camo kits, there could be a poison/ resist inherent in the camo kit...
Vorpaks
Tue Feb 15, 2005 10:09 am
#12
AgonThalia wrote:As for increased xp for the skill, i am not too sure i think that will fly, since we already get a modifier for the number of people who are in the campsite.However, once again this seems like a good idea that would support a pre-emptive preparatory resistance vs. poisons and disease that would be a nice ranger skill.Here is a likely scenario that would fit well with rangers.If i were to sit in a campsite with 5 people before or during a hunt, it would make sense to make sure that my team mates are well prepared for the fight ahead.Therefore, with a combination of foragables, I would /prepare the group for the combat ahead, it would give a 10 min temporary buff vs. poison/ disease based upon the ranger's skillThis can only be done in a campsite (field base or higher) and rather than being a "flu shot" from your local doc, it would be the result of the ranger teaching their team mates about the critters they will face ahead. The ranger should have a combat support role, and this might fall into a support type category.Maybe... rather than it be a skill, it could be implemented in with the camo, since there are already planet specific camo kits, there could be a poison/ resist inherent in the camo kit...
I think when he was saying increased xp he wasn't talking about camp xp. I think he was talking about any type of xp. If you rested in a camp and then killed a huurton you would get more weapon/combat xp for killing that huurton than you would if you hadn't rested beforehand.
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