Ranger Archive
Thread: Camps: A way to make them useful again!
Tailor Monsoon/Sand Storm Clothing:
These clothing items like you said would decay repidly but also only provide minimal protection to a 'normal' player. The two types would be for their respective weather conditions and have looks accordingly. The monsoon kit would look like those plastic drapesthe soldiershad in Vietnam to protect from extreme weather conditions. The sand storm clothing would look similar to the tusken suits but more 'Arabic' in style. Basically a full body suit that gives minimal protection.
Ranger Storm Bunker:
This camp isnot a module and also does not have any module slots. It has auto-healing capabilities similar to a high tech camp kit, itallows entertainers to heal mind wounds and doctors to heal.
It looks like a small tent similar in size to the image design tents but with lower roof space with reinforced sides, it has an entrance at one endand outside it haswind shields on all sides, weather gauges, flappingrope and atrusty old swinging lamp ![]()
As far as protection goes it provides immunity from environmental effects (acummulation of bf) aslong as the player is inside the tent structure.
Ranger Eniromental Resistance:
The ranger has spent years in the wild and his/her physical conditioning has developed certain resistances. These could be to poisons, diseases and bleeds but more specifically resistances to envornmental effects. A ranger's threshold for pain and effects is farhigher than most and thus he/she can withstand harsh conditions much better. The ranger will still accumulate BF but at an extremely reduced rate and if coupled with a tailor monsoon or sandstorm kit the ranger is more or less imune to its effects. This allow the ranger to hunt in all conditions without physical reductions.
How about this Jakkin?
Message Edited by Owen-Lars on 07-12-2004 08:40 PM
If resource surveys, missions, and group "nearest mission" waypoints can be generated, it seems easy enough for the devs to have camps generate a temporary waypoint. Seems like the simplest thing we could ask for until an actual ranger revamp.
Message Edited by Owen-Lars on 07-13-2004 11:01 AM
I agree. As good as the ideas sound, this would take quite a bit of engine work for such ideas to be implemented....in fact it's an overhaul on the games environmental system. I would try to keep the ideas simple and stick to CAMP effects PLAYER ideas rather than overhauling other systems. Think about how Rangers and their camps can be more useful without "nerfing" other non-ranger professions.
Owen-Lars wrote:
Nice mate.
Its a good idea to have lots more effects but i was just concious of the fact most professions except ranger will not want all of these effects in. They could probly accept an accumulation of battle fatigue because it does not impact on hunting or anything, hower i think they will be resistive to beging blinded and stunned all the time, and taking double damage.
Message Edited by Owen-Lars on 07-13-2004 11:01 AM
Message Edited by Nanuu on 07-13-2004 06:19 AM
- Available at Frontiering 3
- Requires Metal, Bone, Hide (fornice seats of course)
- Follows same guidlines as a normal camp (placement, duration etc)
- Has the same auto-healing properties as a high tech camp
- Has 0 Module Slots
Functions/Features:
- Allows shelter from extreme weather conditions such as monsoons, sand and electrical storms.
- Door opens and closes by accessing the datapad.
- When a player is inside the structure he/she is 100% protected from the element so doesnt accumulate wounds and bf
- Inside there is seats to fit 20 people in a large circle, stove/fire (visual) and perhaps later holo chess etc.
Images:
Screenshot of the outside of the Storm Shelter:
Storm Shelter SSDrawing of the overhead view inside the Storm Shelter:
Storm Shelter OverheadI think this environmental talk, as it is a worthy concept, deserves its own thread.
Owen-Lars wrote:
Yeah although i do think the environmental system in swg needs a massive tweek so it 'feals' more like star wars. Atm you can go to any planet and its more or less the same, the mobs are just different.
It would be cool if these high level planets are actually hazardous and you cant simply go un prepared.
Have different kinds of camps that perfrom different kinds of functions. Diversity is the key!