Ranger Archive
Thread: The Modular Camp V2...
The previous thread:
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
At the bottom end, yeah, I guess thats about it.
(Having fixedthe leak naturally)
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
"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. ![]()
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
"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).
"Personally I would much rather have modular traps than modular camps."
Interesting. ![]()
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.
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?
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?
"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.

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 ![]()