Ranger Archive
Thread: Combat Camps
Fortifications specialise in combat bonuses and benefits that will effect how you fight. The camps themselves are reletively small and are designed to act as an indicator of the current combat camp rather than a defensive/offensive structure. There are a number of key points to consider with these camps:
- Only 1 fortification effect can be applied at once, if two clash, no effect is given
- Any players in the rangers group in range of the fortification (128m radius) will gain the benefits.
- Fortifications can be placed much more easily, up to 40m from a lair.
- These fortifications are destructable by attacking the energy source in the center of the camp (protected) and has around 40-50k hitpoints.
- The fortifications stay up in combat and last for around an hour.
- A ranger can only have one fortifications up at a time.
- Fortifications (like existing camps) cannot be placed during combat so you must prepare for your battle and also makes taking out the camp a goal for the opposition.
Fortification Options:
Assault Platform: The Assault Platform acts as an offensive launchpad giving bonuses to those group members inside its radius.
- General Melee Accuracy +25
- General Melee Speed +20
- General Ranged Accuracy +25
- General Ranged Speed +20
Entrenched Bunker: The Entrenched Bunkers acts as a defensive possition giving those in group and in range defensive benefits.
- Melee Defense +50
- Ranged Defense +50
Hunting Blind: The Hunting Blind is designed to aid in hunting and gives hunting bonuses to those that are in range.
- Trapping +40%
- Creature Harvesting +15%
- Creature to-hit +10
- Defense vs Creatures +10 (10% damage reduction)
- Damage vs Creatures +10 (10% increase)
The art of these new camps:
- Only one survival buff can be present at any one time, same buffs can be extended/reapplied
- Cannot be placed in combat.
- Survival camps (excluding the rally point)DO NOT stay up in combatand disband after 30 mins unless otherwise stated.
- Camp functions are only useable by the ranger's group (excluding the rally point)
Survival Camp Options:
Recouperation Facility: The Recouperation Facility is the most basic of ranger camps and is designed as a quick place and recover camp between fights limiting the downtime. This camp does not stay up in combat.
- Max Auto Wound Healing
- Health Regen +200
- Action Regen +200
- Mind Regen +200
Hunters Retreat: The Hunters Retreat is designed for an out of combat place to regen, refresh and prepare for the day's hunt. It provides basic recouperation bonuses, large concealment benefits and also gives users a Hunters Instinct buff. This camp doesnot stay up in combat.
- 50% Auto Wound Healing
- Camoflague +50
- Hunters Instinct Buff
- Camoflague +10%
- Trapping +10%
- Melee Defense +10
- Creature Harvesting +10%
- Damage vs Creatures +10 (10% damage increase)
Hunters Instinct Buff: This buff is designed specifically for PvCreature combat to increase the effectiveness of those wanting to go out and hunt and gives the ranger a desirable function in groups. To get the buff, the player has to access the camp terminal and select "Camp" from the radial, the player will then have to wait aprox 2 mins for the buff to take hold (similar to how we get inspiration buffs only longer) and the buff lasts 1 hour. The creature harvesting and damage vs creature bonuses enable the players with this buff to fight much more competantly against creatures and when coupled with the hunting blind gives a total 20% damage increase against creatures, a very desirable increase.Only people in the rangers group can get this buff.
Rally Point: This massive structure is obtained at Master Ranger and is designed as a rally point for troops and groups to prepare, re-supply and launch from. It can be registered on the planetary map if factionally alligned and players can go 'overt' using the camps terminal. This camp does stay up in combat up until disbanded or reaches its 1hr duration.
- 50% Auto Wound Healing
- Faction Terminal (same costs as recruiter, can go pvp flagged, reb/imp depending on ranger allignment like we have now in the HTFB)
- Entertainers can buff/heal just like a cantina
- Can be registered on planetary map using camp terminal
- Prepared Buff
- General Melee Speed +5
- General Melee Accuracy +10
- General Ranged Speed +5
- General Ranged Accuracy +10
- Melee Defense +5
- Ranged Defense +5
Prepared Buff: This buff is designed to enhance the combat capabilities of those troops who spend time and effort to prepare, rest and plan their attacks. To get the buff, the player has to access the camp terminal and select "Camp" from the radial, the player will then have to wait aprox 2 mins for the buff to take hold (similar to how we get inspiration buffs only longer) and the buff lasts 1 hour.The mods are specifically designed for PvNPC or PvP combat and should not be more attractive for creature combat than the Hunters Instinctbuff
Extraction Beacon: The extraction beacon is a hunting device used to extract a group from the wilderness after a long day's hunting by calling in a shuttle to that location. This camp cannot be placed in combat so it is not an escape tool, simply a survival extraction device. Once the camp has been layed there will be a 1 minute countdown before a shuttle will apear. Once the shuttle arives players have 1 more minute to use the terminal before the camp is disbanded. Players who choose to travel can travel to the planetarystarport/outpost of their choosing for 1,000 credits.
- Allows travel to planetary starports/outposts from camp location
- Only 1 way travel
- Costs 1,000 credits
- 1 minute before shuttle lands, 1 minute after that until camp disbands and window is missed.
Camp Art:
Apart from the Extraction Beacon we can use existing camp art assets as the new camps with possibly a slight modification to the camp terminal interface and Rally Point faction terminal. Here are what each camp would look like:
- Recouperation Facility = High Tech Camp art
- Hunters Retreat = Field Base art
- Rally Point = High Tech Field Base art
- Extraction Point = Random POI camp artwith shuttle
The Ranger Tree:
Here is how the Ranger Tree would look like in regards to frontiering and the new camps:
- Recouperation Facility: Novice Ranger
- Entrenched Bunker: Frontiering 1
- Hunting Blind: Frontiering 2
- Hunters Retreat: Frontiering3
- Assault Platform: Frontiering 4
- Rally Point: Master Ranger
- ExtractionBeacon: Master Ranger
Final Comments:
The bonuses of the camps are very attractive and give a lot of mix and matching potential between the various camps. The mixture of out of combat survival units and in combat fortifications really does a lot to enhance not only camp functionality but also what a ranger does in swg as a whole. The downside to camps is ofcourse they cannot be used in towns and have certain limitation where they can be placed in the wild, this i hope, in conjunction with the skill point investment will ofset the benefits of these camps to the point of balance.
That is it basically. I hope that the designcame across on the page with the main purpose to give rangers out of combat functionality and also a very group friendly in combat benefit through the use of camps. Please feel free to let me know what you think about it. Oh and dont think i still dont like modular camping ![]()
Message Edited by Owen-Lars on 06-24-2005 08:57 PM
BTW, I really like the breakdown and strength of buffs that each camp would provide, but the Scout/Ranger skill buffs might be a tad low (maybe ~ +25 would be more beneficial?).
Message Edited by Calculus_Entropy on 06-24-2005 10:22 AM
- Trapping +40
- Creature Harvesting +25
- Creature to-hit +10
- Defense vs Creatures +10 (10% damage reduction)
- Damage vs Creatures +10 (10% increase)
Hunters Retreat: (SURVIVAL CAMP)
- 50% Auto Wound Healing
- Camoflague +50
- Hunters Instinct Buff
- Camoflague +10
- Trapping +10
- Melee Defense +10
- Creature Harvesting +10
- Damage vs Creatures +10
- Camoflague +10
Owen-Lars wrote:
Yeah thats why i decided to put % values rather than straight figures. The ones we have at present are very crap and instead should be determined by wounds per minutes etc. Although still we should be aiming for perhaps 2-4 wounds a min on the survival camps, the recoup survival camp should be around 10 a min. We should try for recouperation rather than straight healing rates.
OK, so what do you mean by 50% Wound Healing? I thought you meant 50% of the max healing rate?
Owen-Lars wrote:Good idea on the scout/ranger stuff too. I honestly wasnt sure where about the scale the buffs. Originally i was thinking that you could get both survival buffs and use the camps but instead i changed it so you can only have one 'camped' buff at once, be it prepared and hunters instinct buff.What would you think is acceptable for both the Hunting Blind and Hunters Retreat based of the same buffed mods?Hunting Blind: (FORTIFICATION) - These are right on, I think.
- Trapping +40
- Creature Harvesting +25
- Creature to-hit +10
- Defense vs Creatures +10 (10% damage reduction)
- Damage vs Creatures +10 (10% increase)
Hunters Retreat: (SURVIVAL CAMP)
- 50% Auto Wound Healing
- Camoflague +50 (While in camp?)
- Hunters Instinct Buff
- Camoflague +10 (+25)
- Trapping +10 (+25)
- Melee Defense +10 (+25)
- Creature Harvesting +10 (+25)
- Damage vs Creatures +10 (Is this % based..i.e. 10%?)
I know this is a little out there, but how about on the assault platform you have a large to medium gun turret you can use on creatures. Assault platform just makes me thank of gun turrets.
Thanks
Kwisakk<NerfD>
Master Ranger
Master Rifleman
Starsider
Yes the idea is that the camp is the ranger retreat, essentially making it so we can afk in camp or 'hide' in camp and not much will attack us. The idea of the camo bonuse is that even on a planet such as Dath or another planet with level 70-90s we can stay hidden quiet capably. Its just an alternative to having agro repelling.
- Camoflague +10 (+25)
- Trapping +10 (+25)
- Melee Defense +10 (+25)
If stacked with the Entrenchment Camp though that means you have +75 melee defense which is kind of higher than i first though especially considering that we would have innate defenses too. I was trying to put the melee defense part small enough just to make a difference overall but the main bonuses to melee coming from the hunting blind through creature damage mitigation. I still think that +10 -15 isnt bad but that +25 is a little high considering you can stack a survival buff with a fortification.
- Creature Harvesting +10 (+25)
Im ok with this but it is one big ass bouns.
- Damage vs Creatures +10 (Is this % based..i.e. 10%?)
Yeah 10% increase. The hunting blind also gives 10% increase for a total of 20% increased damage and it also gives 10% damage reduction which is prety powerfull. Best to stick with these figures as a max number.
On adding turrets i didnt realy like that idea. I think the main hunting should be from the group using the camp, not the camp itself. Apart from the obvious balance implications (having an object do damage for you) i just think that turrets would be best kept to factional bases.
I actually considered the possibility of adding turrets to the rally point camp but decided against it because the players there should defend it and the camp being temp in nature, turrets would be a costly affair and would make rangers basically a walking castle.