Ranger Archive
Thread: Camps and battle? What's the deal?
Ok, I was on last night, camping in my high quality camp kit. I got in a fight, won pretty quick and my camp stayed around.
Then I met up with another ranger who had a field base. We got into a fight and the field base disbanded.
Just what are the rules when it comes to camps and fighting. Do Rangers get any camp that is supposed to stick around while you go off and fight? That is what I thought the field base, and high tech field base were supposed to provide.
You set up camp near your objective. Go off in a group to tackle said objective. Come back and you have a nice big camp waiting for you and your fellows to heal up in. Or perhaps to serve as a front line triage unit. That is what I thought it should be, am I wrong?
Personal opinion: Ranger camps should stick around untill the ranger dibands it or logs off.
The amount of damage you take decides if the camp disbands or not.
I've setup camp next to a Bantha spawn and since I can kill them beofre they reach my I was able to take down the whole nest + surrounding Bantha's and camp stayed up the whole time.
If they are created, such camps should repel non-humanoid mobs nearly 100 percent of the time, however if you attack something it should be free to come into camp to get you. And the camps should not boost healing during and for maybe five minutes or so after combat.
If you haven't read Holo's updates... there will eventually be a special camp called a Hunting Blind that will allow you to attack from within whilst offering the hunter protection.
In my experience... though it is not comprehensive... my camp doesn't disband if I am outside the camp when I engage in combat. If I am within the camp, it disbands.
CthuluFtaghn wrote:....there will eventually be a special camp called a Hunting Blind that will allow you to attack from within whilst offering the hunter protection.
The post says the blinds will give rangers "special bonuses to attracting and hunting creatures." I don't think that means protect. I'd guess it means you'll get more creatures wandering by you and you'll be able to take them down more easily. But we'll see. I wouldn't mind a modest defensive advantage, but nothing that would be completely aggro proof.
As for disbanding, it seems if you can quickly dispose of something in a shot or two and don't stray too far from the camp, it will stay up. Otherwise, they seem to go defunct, even though the physical camp remains for a while.
I agree we shouldn't be able to fight from within the camp.
But we should be able to leave ANY camp and engage in comabt without it disbanding.
A camp should NEVER disband because you left it for longer than 2 minutes, that is a poor design.
I camp A LOT simply to benefit others passing by. I usually set one up near my harvestors so I can check them. But I have to get to my harvestor, pay maintenance, add power and clean the hopper all in under 2 minutes so my camp doesnt collapse. That is rediculous...
Also, even just sitting around my new high tech field base, it auto disbands after about an hour or hour and a half even while occupied. (I haven't had them long enough to study the auto disband times yet)
I am against auto disbands on the account or the resources that you can lose if you leave your camp for freakin 2 minutes. I feel like a useless prisoner in my own camp. As useful as one of the lawn chairs. "Sorry I can't come out and play the game because my camp will collapse if I leave too long" BS
Camps should never auto disband due to combat. To the person who fears an exploit, once you initiate combat from within the camp ANY creature can enter it to attack you, you are now penetrable. The healing during combat argument is also a minimal one. The duration of a fight vs the amount of camp healing you will sustain is a mere fraction of what one stim pack will do for you during a round.
Camps should only auto disband depending on the level of your camping experience, beginning with a5 minute absence with minimum camping XP to DAYS with a Master Rangers level of XP. With a max of 2 camps. And just like missions the camps would go to your data pad and you could remotely destroy them.
Two Credits
PEACE
Pafo
Disregard my first sentence in my last post, I kinda changed my mind.
I was kinda agreeing with the guy who feared an inter camp exploiting of mobs that couldnt enter camp.
I meant toagree that weshould never be able to exploit our camps for hunting purposes, and as of now I don't think we can anyway. Hunting blinds may be a different story we shall see.
LastEE wrote:
As Master Ranger with a HTFB, I should be able to setup a camp for the medics and entertainers and others who are injuted to hang back in, relax and do their crafting, healing, etc while I wander around looking for something to kill. They are going to take a while, and I shouldn't have to worry about my camp becoming useless to them just because I got agroed on for a minute. I should get killed because I was careless and be able to run back to my semi-permanent field base after being cloned and let the medics heal me and entertainers heal my BF.
With This I agree. The Two last camps in theranger's tree are labeled as "bases" therefore should act as such - IE - be at least semi-persistant, say 24 hours for the field base, and 48 hours for the High techfield baseand then it disbands after that(or when the ranger himself disbands it, whichever comes first) The rest of the rules would be as such:
- You cannot initiate a fight from within the camp. You must leave the Camp if you want to fight.
- Running into the camp will not protect you if you are already in a fight, and the people within the camp cannot help you unless they leave the camp first. Even better, if there is someone in a fight, and they are trying to enter a high tech field base, they are refused entry(because of the force field around the base)
- Field bases and High tech field bases would cost more than they do now. personally I'd say at least double the current resources.
- For the High Tech field base, you could have an allow list, where you could specify individuals who would have access to the base(and to the crafting tools within). as well, anyone in your group would have automatic permission to the base.
What do you guys think?
Verena wrote:
The amount of damage you take decides if the camp disbands or not.
I don't believe this to be true. I have sniped mobs from my camp, taken no damage at all, and the camp was disbanded "becuase I was in combat". I have also sniped them, taken no damage, and the camp remained. To be honest, I think the determining factor, whatever it is supposed to be, is highly bugged. There's a novel idea
I don't see what's wrong with hunting from a camp. Sure...more XP for a longer camp, but I don't see this as an exploit. You still have to hunt a low-side white con or less to keep it at bay with trapping and take it out before it can do any real damage to you. If your camp stays intact, you deserve the XP. Depends on what you are trying to accomplish, too. I'm working to novice carbineer to augment my ranger skills. I'm not trapping as much so I get all of the XP into my carbine. My camps stick around a little longer than normal, but I lose them after the first two or three critters.
Well you can camp right next to your harvesters... I was so close once that the harvester was well within the camp perimeter...
Makkaio wrote:
I don't see what's wrong with hunting from a camp. Sure...more XP for a longer camp, but I don't see this as an exploit. You still have to hunt a low-side white con or less to keep it at bay with trapping and take it out before it can do any real damage to you. If your camp stays intact, you deserve the XP. Depends on what you are trying to accomplish, too. I'm working to novice carbineer to augment my ranger skills. I'm not trapping as much so I get all of the XP into my carbine. My camps stick around a little longer than normal, but I lose them after the first two or three critters.
The Problem comes down that Camps were intended as temp "outposts" where people could go to heal wounds, so you wouldn't have to trek over to the closest city, as you can't heal them otherwise, apart from being in a medical center. If you're able to fight from within a camp, and you have a medic with you, they would be able to heal both your normal damage(which is fine) and your wound damage, which is definetly not wanted by the dev's because then there is zero risk to attacking anything because you'd have one person initiate the combat, while your medics would just heal/cure everything that comes along, and while what you're saying is not an exploit, the above would be considered one.