Ranger Archive
Thread: Camp with Garage/vehicle repair?
I really like the idea of allowing hightech field bases to act as a garage.
My primary preferance would deffinatly be that the HTFB is modular and that you choose what facilitys it has in it, but, I can't see a problem with HTFB's acting as a garage as well.
In my ideal world I'd see vehicle repair cost's reduced by a credit perrepair pointin standard city garages,player crafted garages could be experimented on to reduce that cost by up to 2 additional credits but the ability toinclude a "tax" on that of up to 3 credits that goes to thecity coffers.
Ranger camps then would work as a standard city garage .. no money would go to the ranger it would dissapear into the eather thus being atotal money sink.
it is worth noteing that ranger camps do have toolboxes and crates littered around. it makes sence that the camp could be capable of allowing people to do "makeshift repairs" to there speeders.
for the moment as a "stopgap" my "ideal world" scenario, simply allowing ranger camps to act as a garage (again NO money going to the ranger it all just dissapears) however having the cost to repair your vehicle there increased by a credit per point... maybe 2, representing the shoddy nature of it.
I'm not willing to accept that being a ranger makesyou anti-machine or vehicle, ranger isn't about being pro nature or antinature,it's about being aware of the resources available to you andbeing clever with the what you've got. How you use that knowledge is down to the individual. some people make traps to hunt food. some people make traps to hunt people, some people make tents to get out of the rain, some people make tents to live in, others don't make tents... they use natural shelter.
if I were to make a distinction between scout and ranger it would be this: Scout's survive in the wilderness, Rangers thrive anywhere.
A scout knows how to make a fire to stay warm.. a ranger should be able to get you running hot water and a fry up, and it's this same intelegience that lets them understand how to use materials to there greatest benifit.. whats to say that the damage your speeder recieved isn't just foliage caught in the repulsors intakes, a couple of pannels have been swiped by a panther so they're loose/broken and the nose took a wallop when you clipped a rotten tree branch. ohh and your low on gas
scout wouldn't know where to start but a ranger would recognise where he can use available resources to help make repairs. tree sap/pulped foliage =glue, bugs to eat the foliage, good understanding of leavers/load distribution to get the nose back in shape and a bit of simple geology or cooking to get/makea fuel or some simple electrics to string a few spare power cells up.
Being a ranger doesn't make you aragorn or a navy seal, your not a chosen guardian of nature or the ultimate stealth killing machine.
Your just smart. You understand materials, the natural world, chemistry, physics and biology in an increadably fundamental way, and an increadiby practical way. It doesn't teach you to hold 2 sword's and fight differently, you don't know a special way to shoot guns, you still look down the barrel like everyone else
your not inducted into any special clan that teaches you the mystic arts of some long forgotten archaic weapon.
BUT, it's because you understand why and how things work the way they do that you CAN make a bow that works well and arrows that shoot straight, you know what to look for then tracking pray, you understand why sheltering under tree's is dumb in lightning storms, how to stitch wounds, stop infection, set broken bone's,build a shelter,feed yourself even in the middle of an artic winter.
What it sums up to is a close understanding on what it takes to keepa personalive, and because you understand what a precarious yet resiliant body you live/exist in, it is understandable that people will choose to use that knowledge for both defence and offence of not just themselves but of the things (ie the living world) that provide those resources that we require.
it's that offence and defence that is not a part of being a ranger but comes as an extension of being one.
Want to be an army ranger? get ranger & pick up master marksman and choose a weapon to specialise in.
Want to beAragorn or someone from the dragon lance novels ? easy.. get Ranger& pick up master brawler and choose a weapon specialisation.
Want to hug tree's and live in harmony with the world ? Pick up some artisan, medic and entertainer skills. with your ranger levels.
So with my partial rant over. I ask for just a couple of changes to the ranger class.
Can we have at one of the level 4 branches (trapping ? tracking ? Survival ?) +5 to medical use and medical experimentation and the basic stim A / HealthA& ActionA schematics.
and at master ranger can we have +20/10 to healing HAM/wounds (or +10/5 I don't really care, simply enough thatsome distinction is given )
and as a part of forage could we have a set of schematic that don't stack with chef foods that use foraged foods to make experimentable "meals" that increce either the woundhealing rate (for 3 minutes or so) or possibly something like a stimulant that only reduces HAM action costs. again I don't want it to be any thing close to a doctor or chef buff, just something that's good at a pinch...give em to doctors and chef's as well. I don't see why they shouldn't have them.. they just lack the ability to forage for the vegies thats all.
far as I'm conserned the state of the profession has everything else covered.. can't see anything on it I wouldn't agree with in one form or another.
Personally i think any form of Vehicle maintenance should come from the driod profession. However there is nothing to say that the driodcould not use a ranger camp as a repair base much as certain wounds cannot be repaired unless in a camp/hospital. This is no way increases the Ranger's abilities but does help driod artisans who have very little to do so far.
Please note i think there should be no direct profit from any repairs made by Driods in fact some cost should ensue, the same as a Doctor has to provide medical supplies.
I take it my suggestion for the medical benifits of being a ranger you feel are covered by this section in the wish list ?
<snip>
/forage
- Request for herbal medicines
- That can heal damage
- That cure Bleed, Dizzy, Blind, Stun effects
- That would reduce the duration or damage incurred by Poison / Disease effects
- These herbs would be single use / non-stackable items, to ensure that a Doctors multi-use kits would still have a use
- That can heal damage
- Request for more interaction during a /forage.
- Perhaps a menu of items that can be foraged, so a player could choose a general category of item to look for
- Suggested categories: Edible, Medicinal Herbs, Rare
- Perhaps a menu of items that can be foraged, so a player could choose a general category of item to look for
- Request for a better chance of receiving rare items
- Request for /forage to provide increased chance of rares while in a Point Of Interest, such as ruins, etc.
</snip>
if so then your right .. I just wanted to have it so that the "herbal medicines" were close to being like simple stimpacks. I probably went the long winded way about saying it though.
"I take it my suggestion for the medical benifits"
Actually, I wasn't really going to comment on those as they don't really fit the context of this thread...
- Though I did read them.
