Ranger Archive
Thread: Final Week 2 Submission
LNS0388 - I don't expect to post that email until either the designer says go ahead, or the items he mentioned show up on the In Development page; meaning probably a couple of weeks, at least.
As far as traps go, the idea is that there are 2 types of traps...combat traps, which are thrown or perhaps placed, and non-combat traps that act like mini-harvesters. So you would have two completely separate types of traps...nothing we have going away, merely gaining more diversification.
The idea about gaining appropriate xp for crafting traps and camps is for creating them to award xp appropriate to that skill (crafting camps = frontiering xp, crafting traps = trapping xp).
I did reiterate several points from the first submission, along with startingto be more specific this time around, and I expect that trend to continue (getting more and more specific).
Keep throwing out suggestions on new/different camps and traps, they are very useful.
Mineras
Right now the most important New camp design would be a Modular camp.
A camp based upon the components WE add to it.
The way it would work would to have a standard camp setup (tents and chairs) base module.
However additional modules can be added to increase this camp beyond its basic abilities.
Aditional Modules could Include, but are not limited too:
Enhanced Healing Module( 110% hospital value + BF)
Enhanced Security Module( Increased Critter Defense + aggro NPC Defense)
Crafting Module( Private Crafting Stations, Certain High end medical components require a Private not Public Station)
Eyecandy Module ( Extra chairs, beds, plants, decorations granting the camp a +5 BF Heal modifier)
Radar Module ( Increased Radar detection range for anyone in the general camp area )
Evacuation Module ( once the Faction Shuttle Beacons have been developed fully, a module for evacuating the occupants of the camp to the nearest shuttle port)
Cloneing Module ( Portable Clone Center. Players MUST bind to this Clone station in order to use it, nearest clone center option should bipass these stations. )
Droid Module ( Droid Recharge and Repair bays )
and last but not least
Automated Defense Module ( Small , low powerd, Turrets that assist in NPC and Aggro Critter Defense, also grants +5 melee and +5 Ranged defense to all players in the general vicinity)
The Modular Camps should be limited to how many modules that can hold, 3-6 would be my best guess.
Thanks again for the update on your subbmission Minras![]()
No edit button, crap. Just to add to the turret parameter idea, make sure we can specify who/what it attacks a la Shadowbane, be it by species, (Overt) faction affiliation, NPC type or hostility, ect...
I also think Rangers should get to manufacture glowrods/lamps that can be used in flashlight (beam mode) or glowstick (toss) mode using a little hide and/or metal, plus some chemicals (Or meat for that matter, it's organic :-))
LNS0388 wrote:
No edit button, crap. Just to add to the turret parameter idea, make sure we can specify who/what it attacks a la Shadowbane, be it by species, (Overt) faction affiliation, NPC type or hostility, ect...
It seems to me that it would be unwise, were turrets added to camps, to allow them to target overt players. One of the changes in the upcoming patch is supposed to be the ability to build camps inside a no-build zone. One of the points of the no-build zones is to prevent people from blockading cities by placing turrets at all the entrances; turrets also have a massive building footprint to prevent the same tactic from being used against player houses (or so I'm told). Attaching turrets which can target players to camps would require similar safeguards.
I like the idea, though, and I can see the point in that an overt Rebel wouldn't want a band of overt Imperials to come by and use his camp. Just pointing out that the devs would have to be careful about how it was implemented.
Great post, Min.
I do agree that our increased prone speed is rather useless, but instead of seeing an increased run/ burstrun modifier, I think our class would be better suited witha modifier to swimming whichwould flesh out the overall theme to what us Rangers are, or supposed to be. ( according to the manual'sdescription of a ranger in that we are "well-suited to travel)Not to mention helping me traverse the swampy lands of Rori faster. ![]()
That was not my intention at all. Yes you do have a very good point however the turrets for the camps would be smaller less powerful turrets, with slower tracking. These turrets would only server to protect the base from NPC's and Critters not Overt Faction....
That Brings me to my next point.
Faction camp schematics should be available for purchase with faction points... say 1500 points and you can purchase a faction field base, complete with defese turrets and a self generated faction NPC spawn.
Exellent work Mineras! I think the Rangers are lucky to have such a great Correspondent.
Osha Arr'yka
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Ranger
Creature Handler
PIstoleer
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Chilastra
Good Job Mineras. Another vote here for keeping you longer. Now my rants:
Camps: I wantsome components reusable and scaleable like other posts have mentioned, notas components in a schematic. Basic tents and chairs could be disposble, but then the crafing stations, droid recharge stations, etc should be permanent. Also, if my camp consists of 2 tents and 4 chairs, I should be able to use a different kind of hide for each tent and chair (now I have a use for those 1-unit containers). Using1 unit of a crummy hide and 1 unit of crummy bone for a chair and awesome hide on the tents should not have a major impact on overall camp durability but could be factored-in.
Harvesting: I should be able to get everything from a creature... Hide, Bone, Meat - all 3 at ranger level and maybe still have a trophy left over like I get when I go fishing.
Knowedge: If I can't have the above (actually, even if I can), I should be able to know everything about that hide before I take it... I'm not going to waste my time on that squall if I know I can get better hide from the torton 50m away. (Mabye we do get that, I'm only at hunt2). Point taken about making our own field notes and learning from experience (imagine that)... I guess our ranger network should share this info then. My first submission: Ahazi Rori Male Plains Tusk Cat: Decay resistance 873, Malleability 376, Overall quality 449, Shock resistance 624,Toughness 144... now I just wish I knew which stats mattered to different professions.
Traps: How about traps more powerful than the thrown ones, but still one-time-use, more like a land-mine. For example, a Tusk Cat should take a really long time to get out of a snare trap (all metal and meat to attract the carnivors and snatch onto them)if at all and now I can sit at range and pick him off (assuming I can get good placement of the trap without getting killed, because it has to be set not thrown). I also have a trap that will catch a Racoon and never let it go and would be good for virvur, squalls, chuba, etc and fits with the permanent installation idea, but shouldn't take up a player's lot like a harvester and should be semi-temporary (1 day or so) because if you leave it, a carnivore might come along and rip the trap to shreds and take the loot. Oh, and if I'm grinding up bone to use in a trap, I should be able to mix-and-match different types of bone in the same schematic on more of the traps or stack the different ones into one slot and get the average of the two for the effectiveness.
Wayfairing: Yes, burstrun efficiency should increase and/or help in keeping swimming from affecting burstrun
Foraging: Yea, that's broken right now... with anytihing over 1/2 full inventory, everything seems to get discarded
Conceal: Yea, nothing hurts more than to be stalking a voritor lizard and have an NPC suddenlty appear from behind that was over 100m away when you started after the lizard and whack you while you're trying to crowd-control.
Pida
-Soon to be master-Bothan Ranger
Ahazi Galaxy
Do you have any better suggestions? A camp is designed to keep me safe. An imperial overt attacking me while in my camp is not my idea of safe, hense, turrets need to have a small range, and definable firing perameters.
Faction camps are a good idea, you should be able to cash in faction points to generate NPC faction soldiers and give them a path to patrol around the base. Make them modular like normal camps.
Side question, are player cities going to be attackable? For example, can Imperial PCs invade a player Rebel city and attack buildings similar to Shadowbane?