Ranger Archive
Thread: Re-hashing old ideas
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Calculus_Entropy
Sun Dec 21, 2003 8:10 am
#1
Phenix1050 wrote:
I only said Fred and Calc 'cause Fred always does it if I don't...then he chides me for it...and Calc complains about this being a thankless job and I was trying to give him a few kudos.
Still love ya Nemo0....i just with I knew how to do that thingamajigy.
BAH!
Phenix1050
Thu Jun 17, 2004 9:29 am
#2
Think back to some of the basic ideas we've posted. The ones that are so blindingly simple that we may have lost track of them somewhere in the call for newer, better, cooler ideas. Of course, NRass (for those that doen't know, NRass was the previous correspondant) did a lot of work w/ Rangers, as has Calc. But there were a lot of basic ideas that we may have lost sight of recently.
The most basic of these, in my mind is experimentability of Ranger/Scout crafted items.
I use a crafting tool just like any other proffession who crafts. I get better and better items to craft. Yet unlike everybody else, I can't make my items better. The one thing Rangers can experiment on is the amount of camo kits they get. This makes no sense to me. If I use higer quality resources, and I take the time to try and make my items better, they should work better.
Traps, camps, and camo kits should all fall under the same rules of experimentation and crafting that every other proffession goes through. I.E. a Ranger using the highest quality materials, crafting with the best tool and crafting station around should be able to create camps that last longer, offer better healing and better prottection against animals than one using a crappy tool and the lowest quality materials.
I say this not to cause a hassle for those using low OQ resources or bad tools. What a camp provides now should not be taken away (i.e. the lowest possible numbers should resemble what we have now). That way, you can choose to sell your hide/bone if it's good, or keep some for yourself to make great items.
The way I think we discussed it was this:
- camps would be experimented for durability, healing and repelling aggro creatures.
- traps would be experimented on damage/effectiveness, likelihood to hit, and number per stack.
- camo kits would be experiment on for durability, quality, and number per stack.
Okay, so that's good. Now we need to keep pushing new ideas, but feel free to use this post to re-hash the old ideas that we may have lost track of and want to push again.
Message Edited by Phenix1050 on 06-17-2004 09:30 AM
MonsofoLexius
Thu Jun 17, 2004 10:28 am
#3
I agreee with you short one. I would love to see durration of traps as a big one. Use like 980+ materials and get some great durration out of our traps. Although I do like asking friends for 2K units of the WORST metal they got, the looks on thier faces when I tell them that stats don't matter to Rangers goes along with seeing the HTFBK for the first time.
The one thing that I want to bring up, I am AGAINST, in a big way, adding modularity to any of our craftable items. I dont see the point in complexity of crafting or want to carry around 50 items just to craft stuff.
QUESTION: Has the idea of Modular Camps been decided upon by the community???? It sounds like many are done with this discussion and are firmly behind this?????
Message Edited by MonsofoLexius on 06-17-2004 10:41 AM
Phenix1050
Thu Jun 17, 2004 7:17 pm
#4
I'm not sure how many people are currently or have been behind modular camping. Since I am one of the largest supporters of this idea, and this thead IS dedicated to rehashing old ideas, I'd like to explain a few points about Modular Camping.
Basically, the idea is that camps would have open "modules" into which Rangers/Scouts/Squad Leaders could drop additions that provided defence, healing or stat mods.
I.E. a HTFB could be equiped with additional medical equipment to heal people more quickly. Or, it could have a rocket launcher. Or, a stage could be added so entertainers could heal BF in the wilderness.
But here's what a lot of people don't realize: NONE OF THIS IS NECCESARY TO PUT UP A CAMP.
You could, in theory, put up a camp as it is right now. They would function exactly as is right now without any mods. However, if you wanted to put the time/effort/creds into getting more modules, you could severly improve the usefullness of your camp.
Thus, camping would, for the most part, continue on EXACTLY as it is. No modules are neccesary. But you could put together a stack of regular HTFB, another stack w/ a stage, and another stack with a rocket launcher. For a list of all the modules that have been proposed you should check out the Outdoorsman proposal. Somebody who knows how...put up a link. I'm looking at you, Fred and Calc.
anyway, that's what modular camping is. A way to maintain basic camp function while providing a new and interesting way to give Rangers an expanded role.
A base could be under attack. Out walk four Master Rangers. All of a sudden, with little effort, they retrieve the neccesary parts from other proffessions and put together four Field Bases, complete with rocket launchers or guns. Suddenly, the base attack seems much less intelligent.The Rangers then /areatrack and follow the attacking party back to their base. They again set up four bases and watch as their rocket launchers take out the turrets to a base. Out come their reinforcements and not only is one base attack averted, but an enemy base goes down, thanks to Modular Camping and Master Rangers.
For those of you STILL doubting...just imagine a HTFB with a rocket launcher. Go ahead. Stop reading and just picture it. Tall, imposing archetecture...crafting stations...blue laser...and a rocket launcher pointed squarely at any aggros.
If my calculations are correct you should be begging for Modular Camping by now. Or foaming at the mouth. Bothans no be good at calculations... or English.....err, Basic.
Nemo0
Thu Jun 17, 2004 7:52 pm
#5
Phenix1050 wrote:
...
Somebody who knows how...put up a link. I'm looking at you, Fred and Calc.
...
I guess I'm not good enough to do this
.
Phenix1050
Thu Jun 17, 2004 7:57 pm
#6
I only said Fred and Calc 'cause Fred always does it if I don't...then he chides me for it...and Calc complains about this being a thankless job and I was trying to give him a few kudos.
Still love ya Nemo0....i just with I knew how to do that thingamajigy.
Nemo0
Thu Jun 17, 2004 8:02 pm
#7
Phenix1050 wrote:
I only said Fred and Calc 'cause Fred always does it if I don't...then he chides me for it...and Calc complains about this being a thankless job and I was trying to give him a few kudos.
Still love ya Nemo0....i just with I knew how to do that thingamajigy.
Just click "Edit As HTML" at the bottom of the window and surround the text you want as a link with <a href="http://...">link text</a>.
Phenix1050
Thu Jun 17, 2004 8:12 pm
#8
Man...I had it...hold on...
Message Edited by Phenix1050 on 06-17-2004 08:14 PM
buzzlo
Thu Jun 17, 2004 8:28 pm
#10
I am all for the MODULAR CAMPING if:
1) scouts/rangers are still the only makers and deployersof camps!
2) add ons are prof specific ie SL makes and deploys said ROCKET LAUNCER!! Makes the whole party thing more interesting! Alternative is atleast prof specific making of modules. I dunno as I write that I dont like it......nevermind!!
3) This works great, because if we dont do this I see SL's really pushingto get their own type of forward outposts!!
Phenix1050
Thu Jun 17, 2004 8:30 pm
#11
Yes, modular camping is designed to create a certain level of inter-dependance. Thus, to have a stage, a Master Musician or Dancer would have to make a stage.
As to whether or not they have to be there, I'm not sure. I think if you buy a rocket launcher turret from someone, you should be able to drop it in your base. (I.E. the module would be put into the schematic as an *optional* slot.
Fred_Skinner
Thu Jun 17, 2004 9:00 pm
#12
Fred_Skinner
Thu Jun 17, 2004 9:04 pm
#13
There are probably more, but it is late. I think the one started by Mineras was one of the better ones.
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