Ranger Archive
Thread: Uh-oh, ranger's are going out of balance worse in the next patch.
Scoooter
Mon Mar 15, 2004 2:31 pm
#14
Camps aren't dead. Not as active.
What about the auto heal in them.
What about entertainers need one to heal in?
What about the fact that in the field
Kevy
Mon Mar 15, 2004 3:35 pm
#15
Hehehe. I'm planning on going Master Squad Leader and Master Ranger. I can just imagine not having any doctors, going out and fighting for a while. I'll wait until everyone's got some nasty wounds and then use /boostmorale.
Now everyone's got the same amount of wounds so they'll all be fully healed in the exact same tick from my high tech field base. 
PadiOne
Tue Mar 16, 2004 1:00 am
#16
A couple of statements didn't come out quite right so I'm going to clarify a bit.
I think that the med droids shouldn't have a med rating, but a 'med bonus'. This bonus would be added to the med rating of the structure they are in for the owner of the droid. Maybe if the Ranger that dropped the camp was the droid owner, it could be used by everyone... Just and idea.
I'm just trying to create a model where droids have their place and more of the healing/buffing goes on in the med center than in front of the starport. It looks like a park near a homeless shelter our there.
PadiOne
Tue Mar 16, 2004 1:02 am
#17
StrayCat1212 wrote:
I'd suggest having camps have an innate healing higher than a med center. I know, it sounds odd, but when you look at the comparison with the medical rating bonus that a med center has vs a droid, we might as well go along their same line of messed up thinking and empower camps too.
Heh, what's good for the goose is good for the gander.... I'd rather see them fix the whole model though.
Scoooter
Tue Mar 16, 2004 1:26 am
#18
What interdependency is being ripped out.
So we will no longer need camps to call pets, therefore nerf the medical droids...That makes no sense at all.
Med 110 is designed to give docs the same bones in the field as in a med center (WHEN REGISTERED).
Sitting in a med center healing is only 100 if you elect not to /register. If you /register your rating in a med center is 100.
You register in a med center you get 1.10
You dont register in a med center you get 1.00
You use a droid with a med 110 unit you get 1.10
So what it boils down to is you dont want us healing in the wild without a ranger or scout because you are worried about wilderness xp. What about the medic that needs XP and not ranger/scout around. You will now force us to take scout.
Your camps also have auto heal, and if we heal in them you get more xp.
Have you ever been on a hunt and wanted to get the wilderness xp and had the doctor say no to pulling a camp?
Would a doc rather waste battery power or one of your camps?
Ok, so you don't want anyone to have good heals or buffs because you are worried about a line of wilderness xp. Because when hunting with a doc you dont want to say "Hey doc I will pull a camp for you to heal in instead so I can get wilderness xp. Do you mind?"
Instead of nerfing something that docs need and use so often look at how camps can be used and improved instead.
Docs use droids a lot more than in camps.
How about instead because the class interdependency is being lost we take auto heal out of camps so you can depend on Docs. Is that a good idea. Xping docs would like it.You dont see docs suggesting that.
Look at how tactically you can change things yourselves on your ends before swinging the nerf bat. Every class can find a way to nerf each other.
Scoooter
Tue Mar 16, 2004 1:38 am
#19
orry I smis spoke
Sitting in a med center healing is only 100 if you elect not to /register. If you /register your rating in a med center is 110
So a droid is no better than sitting in a med center
DeltaXi65
Tue Mar 16, 2004 1:40 am
#20
Guys,
I'm bugging the crap out of TH to get some camp changes included in the next few publishes. Hopefully this will take a bit of sting out of the nerf.
Besides, we've not had any attention in a while. It's our turn.
B
Calculus_Entropy
Tue Mar 16, 2004 1:53 am
#21
Droids having amed bonus instead of a med rating WOULD make more sense, but this is not our call. As far as saving camps...they are dead. I don't think they can be salvaged under the current system, but they can be redesigned. I will use up my current crates of camp for the aesthetics of hunting (even with my group), but I probably won't worry about having them on hand in the future.
robertwo
Tue Mar 16, 2004 4:22 am
#22
I still find camps useful to heal myself in. I have a few medic skills and when I am hunting to harvest a resource for someone I find that the best way to do it is to solo, as most groups don't really want to go out and hunt a particular creature, and of course I get a better harvest when not grouped per creature. I can't kill as many creatures as a group could but I can kill more of creature X when solo.
The whole idea of being a Ranger, out in the wilderness alone, trapping and camping - sitting with a tinny or two next to a roaring log fire. Returning to the city to restock supplies, and maybe taking out the rich college kids into the wild with their modern guns and shiney armour. Throwing up a few camps to impress before they return back to their city life... leaving you in peace to enjoy the quiet of the outdoors.... okay you know what I mean.
A Ranger will use different skills when solo than he does when he's in a group so don't discount camps just yet...
The whole idea of being a Ranger, out in the wilderness alone, trapping and camping - sitting with a tinny or two next to a roaring log fire. Returning to the city to restock supplies, and maybe taking out the rich college kids into the wild with their modern guns and shiney armour. Throwing up a few camps to impress before they return back to their city life... leaving you in peace to enjoy the quiet of the outdoors.... okay you know what I mean.
A Ranger will use different skills when solo than he does when he's in a group so don't discount camps just yet...
Maximum_Overload
Tue Mar 16, 2004 6:02 am
#23
Scoooter wrote:So what it boils down to is you dont want us healing in the wild without a ranger or scout because you are worried about wilderness xp.
Well, no. At least not me personally. I'm worried about there no longer being any reason whatsoever for me to have spent countless hours earning all that Wilderness XP.
You need healing xp? Cool. People need healing all over the place.
I need Wildernesss XP. Not so cool. Who needs a camp?
AgonThalia
Tue Mar 16, 2004 6:29 am
#24
Personally I am hoping for a little foresight on the publishes
for example: with experimentation on camps, and the addition of the modular med system, the ranger camp could become the place to get buffs.
Unfortunately, I fear that theres not a lot of foresight in the process right now.
How many rangers would max out camping xp in no time if hundreds of people would come to your med-enhanced camps to get buffed by a doctor, or multiple doctors...
for example: with experimentation on camps, and the addition of the modular med system, the ranger camp could become the place to get buffs.
Unfortunately, I fear that theres not a lot of foresight in the process right now.
How many rangers would max out camping xp in no time if hundreds of people would come to your med-enhanced camps to get buffed by a doctor, or multiple doctors...
DND_Cas
Tue Mar 16, 2004 7:35 am
#25
Actually there's a very obivousthing that effect docs that we could use for interdependence:
Battle Fatigue - anyone who's ever got a buff off a BF doc knows that they arn't as good. I say reduce the BF quotient in thier buff formula when they are in camps. Ideally the better then camp gets the more BF it reduced until when the best camps are used it is completely negated in the formula.
DenisaGalen
Tue Mar 16, 2004 8:46 am
#26
There's one thing they could add that would keep me happy for quite some time...
Currently if I'm overt and put down a field base I can buy items for my Faction Points, what I would like to see is that faction terminal in the Field bases to be usable when I'm overt. Maybe also add a feature to go overt or covert from the field bases.
Shouldn't be too hard to implement, the model is allready in the fieldbases, it just needs activation so that we can pull missions from it, this would be neat because instead of travelling 2km or more back to a terminal we spend some resources and time to make our own terminal in the field, probably as it was intended because why else would the terminal object allready be present in our fieldbases ? And the option to go overt / covert would be awesome if the nearest recruiter is 11km away or not present at all on this planet.
Just a thought I had when I read this post...
EDIT: Bad english skills, not enough skillpoints left 
Message Edited by DenisaGalen on 03-16-2004 04:48 PM