Ranger Archive

Thread: The Modular Camp V2...

NRaas
Mon Jan 12, 2004 9:30 am
#1

The previous thread:


The Modular Camp...


In that thread there was considerable controversy across the board about this new proposal.


What I would like in this thread is to know what basic functionality needs to be available in all the camps in order for the modular system detractors to be satisfied with the system.


My suggestions:



  • Ability to logout safely

  • Ability to recall pets and vehicles

  • A mimimum wound healing rate of .1 (or whatever the Basic camp value is now)

Is this sufficient, or do we require more?


[Edit: And again I forget to setup the link properly]

Message Edited by NRaas on 01-12-2004 09:31 AM




Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
theshagnasty
Mon Jan 12, 2004 9:44 am
#2

At the bottom end, yeah, I guess thats about it.


(Having fixedthe leak naturally)




Marcus Nasticus - FarStar

-=Master Ranger=-
By choice, not holo....!
Sirgleno
Mon Jan 12, 2004 9:56 am
#3

Sounds fine for base functionality, although it goes contridictory(sp?) to some of the concepts for camps that would not allow vehicle/pet calling.



*****************************************************
Castaspella PerfectAntarian
Read about the Antarian Rangers...
Tenaxacis
Mon Jan 12, 2004 11:45 am
#4

I am sorry I just have concettual problems with the whol thing of modular camps and camps with Turrents and machine guns. Does everything we get have to go back to GCW and PVP ?



Mangle




Teras Kasi l Mangle l Ranger

Hunter - Galactic Explorer - Scenic Vista Locator & Broker
EHPGBMJQSI

NRaas
Mon Jan 12, 2004 12:02 pm
#5

"I just have concettual problems with the whol thing of modular camps and camps with Turrents and machine guns."


We as Rangers would not be able to construct these items. They would be components left to Commando or Squad Leader. But it would be nice to have the option to add one to our camps if the need suits.


"Does everything we get have to go back to GCW and PVP?"


Nope. But some players prefernot being locked out of that arena altogether.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Tenaxacis
Mon Jan 12, 2004 12:18 pm
#6

Hmmmm.. Arn't all these GCW and PVP things rather far astray from a creature centric vision and more a paramilitary vision/ They sure seem so to me.



Mangle




Teras Kasi l Mangle l Ranger

Hunter - Galactic Explorer - Scenic Vista Locator & Broker
EHPGBMJQSI

NRaas
Mon Jan 12, 2004 12:24 pm
#7

"Arn't all these GCW and PVP things rather far astray from a creature centric vision and more a paramilitary vision"


Aye, but the point of these threads is to develop a wilderness-centric proposal that we can use to persuade the developers down a different path.


No one liked the narrow focus of the creature-centric philosophy... So I am forging ahead with a plan to expand it to a wilderness-centric philosophy. One which can include some GCW focus (namely with concealment and camps).





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Sirgleno
Mon Jan 12, 2004 12:29 pm
#8

Personally I would much rather have modular traps than modular camps. I do not get much joy out of sitting in one spot, and I have paid my dues as a camper, Frontiering 4 (finally). Traps on the other hand could be THE reason to be a Ranger. I am not going to disect the nuances of using them vs. NPCs and PCs here, but, even if they are only useful for creatures, and CH pets, it could fit for us to get some rocking traps, not that drivel we have now, but some really good ones, like AOE snare or a poision/sleep that can be lethal. Along with the possibility of crafting odd combinations with the modular concept, such as a dizzy/action poision for pike weilding rangers (like myself). I got the feeling from the trap discussion that we (as a community) were going away from modular traps in favor of modular camps, and I am one ranger who thinks it should go the other way, or both being modular.



*****************************************************
Castaspella PerfectAntarian
Read about the Antarian Rangers...
NRaas
Mon Jan 12, 2004 12:31 pm
#9

"Personally I would much rather have modular traps than modular camps."


Interesting.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Klif_Hangar
Mon Jan 12, 2004 12:52 pm
#10






NRaas wrote:

My suggestions:



  • Ability to logout safely

  • Ability to recall pets and vehicles

  • A mimimum wound healing rate of .1 (or whatever the Basic camp value is now)

Is this sufficient, or do we require more?




Overall, I'd say that this would work. As long as there is a way to boost the wound healing rate with optional components, its fine with me. As for the rest of the modular camp proposal, I love it. Thanks yet again for your hard work NRaas.





Dyne Cloudskimmer
Antarian Ranger, Ahazi
Machs
Mon Jan 12, 2004 2:06 pm
#11

One issue I can see with turrets might be the thought that if you had a bunch of rangers, you could set up what amounts to a temporary faction base, with interlocking fields fo fire between each of the camps. It would look like an extended fortification.


Would that be something you'd want to prevent from happening? How would the rest of the players react to one day findingtheir faction base literally surrounded by fortified camps? Could something like this be used to block off a POI?

NRaas
Mon Jan 12, 2004 2:12 pm
#12

"How would the rest of the players react to one day findingtheir faction base literally surrounded by fortified camps?"


Considering each camp only lasts an hour right now, it would be highly expensive to do so.


As well, each camp would require a tender to be online to keep the camp from disbanding.



  • That would be a lot of players just sitting around on their duffs waiting for some action.




Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
shotoyan
Mon Jan 12, 2004 3:04 pm
#13






Machs wrote:

One issue I can see with turrets might be the thought that if you had a bunch of rangers, you could set up what amounts to a temporary faction base, with interlocking fields fo fire between each of the camps. It would look like an extended fortification.


Would that be something you'd want to prevent from happening? How would the rest of the players react to one day findingtheir faction base literally surrounded by fortified camps? Could something like this be used to block off a POI?






Further on Machs' analysis of possible exploits, how would the overt/covert rules apply? Can you place a turret-equiped camp while covert? If covert and you place a turret-equiped (or any offensive/defensive module that can be used in PvP), do you automatically get a TEF? Do you stay TEF'ed as long as the camp is up?


Sorry if this has already been discussed, I didn't have the attention span to read every thread in the last thread -- on that note, we need an NRaas Tracker




Thanks,
Lo'ric
Page 1 of 3
Previous Next