Ranger Archive
Thread: Rest a while...
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Vorpaks
Tue Feb 15, 2005 10:12 am
#14
SickSix wrote:^ I like your idea. that sounds unique to SWG to me.
I think he's talking about you Draknev.
Kelenor
Tue Feb 15, 2005 10:33 am
#15
I love the idea. Camping is so lonely these days, the only time I ever use one is to deal with my pets or call a vehicle when I'm in a real hurry. It would be nice to have a use for all of these crates of High Tech Base Kits I have just taking up space. I don't even care about getting any Ranger XP for hosting it, I just miss the days of groups sitting around a camp shooting the bull while healing, preping pets, or (gasp) even resting between battles! The nice thing about this idea is that it isn't holding a DL-44 to anybody's head forcing them to use a camp, it just offers an incentive to do so. Did I say how much I liked this idea? As far as being original and not taking features from other games, I'm sure we can come up with ways to make this SWG specific and unique...after all we're Rangers...the Best G__ D___ prof out there!
Almagill
Tue Feb 15, 2005 12:48 pm
#16
Calculus_Entropy wrote:Now for the critiquing...
Why (what justification is there) should we or our group get increased XP for sitting in a camp?
Ahah!
Well, you'd be more focused on the task ahead, refreshed and more centred on being all you can be. Of course, once the shooing / pounding starts you get a bit frustrated, other concerns kick in like "ouch, that really smarts..." "these pants will never be the same again..." etc. and that means you're concentrating less on the task.
Think of it as a general 'meditate' or powerboost but without the HAM improvement.
From a RP angle: "You and your group take a few moments in camp to check your equipment, recharge blasters and swap out damaged or decayed items. As you sit and rest you think about the coming hunt, consider the prey, it's weaknesses and your strengths." n minutes later "Fully focused, relaxed and recuperated, your hunt party is now ready to function at it's fullest capacity. Remember, your new sense of purpose will diminish as combat commences..."
I think the fact that the players will have to be 'actively' inactive for a few minutes, perhaps allowing healing, crafting, entertaining but no aggressive actions (wondering if, to really hammer home how 'special' a boost this is if it shouldn't be acase that NO member of the group can take part in ANY combat while in the R&R phase. Perhaps entering combat could result in a general state of Alarm for the rest of the group? Ok, digressing...). Yah, actively being inactive, reinforces the idea thay are getting a benefit, a significant benefit, and also prevents hordes of R&R Camper Griefers from exploiting.
Almagill
Tue Feb 15, 2005 12:58 pm
#17
Calculus_Entropy wrote:
JBMat wrote:Bad news is it is a concept from another game that we have to disguise to get it noticed here. There may be copyright issues, patent issues, other stuff.I often see people saying "That other game has this feature, so SWG should too!" The problem is, you then make SWG a cookiee cutter game when it is (as far as I can tell) the most innovative and unique game there is.I don't mean to stiffle this idea, I just don't want to set the precedent that taking ideas from other games is beter than generating new ideas.
NP. I'd not expect the idea to be a straight lift. It'd have to be shaped in such a way as to show it organically growing out of existing material ingame and IRL.
How many people would go into a hunt or a combat situation (or shopping, or to work or whatever) without a period of preparation? Considering the options, weighing up the pro's and con's. I know when we used ot head up into the hills near where I lived there'd be a bit of looking around, wandering up and down the river bank looking for bait, generally getting a feel for the area and seeing what'd changed since the last time we were there.
Then you end up sort of just 'sitting staring'. Having a mug of tea, checking that you have brought your gear, that nothing broke...
In a combat scenario the preparation is done before leaving base. Kit drills, ammo checks, a bit of razzing of the new guy. All the same it's that period of contemplative 'active inactivity' before the main job that I'm trying to capture the feel of.
The notion that if you've got into the right frame of mind before going to do something important then you're more likely to be successful than if you just scream up on your speeder, still nattering away in guildchat about last nights football score, leap out of the saddle and start blasting away merrily...
Calculus_Entropy
Wed Feb 16, 2005 1:34 am
#18
Becuase I am me
, I would argue that the prep time in SWG is making sure you have your gear in your pack, getting buffed and traveling to the place you will be hunting. You don't want to get out to a camp in the middle of Endor and realize you forgot your weapon, armor, and Doctor friend and have to go all the way back to your home.
You have to preprare yourself to go shopping? /ponder
Vorpaks
Wed Feb 16, 2005 1:35 am
#19
Camps have always been a preparation/recovery mechanism. Something you do before and after battle. The problem they have had is that they were enablers (passive). They enabled you to heal, buff, pull a bike or a pet. But instead of a benefit they became the thing that stood in between you and what you wanted.
Almost all of the camp revamp ideas have been about making camps more active, so that the camp itself provides a direct benefit rather than simply allowing something else (like a Doc) to provide you the benefit. This idea is similar. The xp part of the idea is unique. I like the emphasis on preparation, since this is what (I think) camps were initially meant to do. Provide the before and after for battles. The trick is finding an incentive to use them that is not viewed as more of a hassle then a benefit.
Although the idea of resting to provide an xp bonus is unique to camps it is not necessarily unique to SWG. A few months ago (more than a few actually - probably closer to a year, yikes!) Image Designers were brainstorming ideas for additional marketable skills, possibly that could relate to combat or provide a benefit to the GCW. One of the ideas was, since ID is technically an Entertainer class, to be able to provide buffs. Since all the stat buffs were covered by Docs/Musicians/Dancers the idea was to provide temporary skill or xp buffs/enhancements. For example, an entertainer could visit an ID and get a temporary buff to his/her music/dance mind enhancement ability. Or it could be for xp. There were a bunch of different options discussed. The justification was similar to the one that Ken provided - the customers would be more relaxed, more focused after a trip to the salon. And this thread took place long before WoW was released.
Almost all of the camp revamp ideas have been about making camps more active, so that the camp itself provides a direct benefit rather than simply allowing something else (like a Doc) to provide you the benefit. This idea is similar. The xp part of the idea is unique. I like the emphasis on preparation, since this is what (I think) camps were initially meant to do. Provide the before and after for battles. The trick is finding an incentive to use them that is not viewed as more of a hassle then a benefit.
Although the idea of resting to provide an xp bonus is unique to camps it is not necessarily unique to SWG. A few months ago (more than a few actually - probably closer to a year, yikes!) Image Designers were brainstorming ideas for additional marketable skills, possibly that could relate to combat or provide a benefit to the GCW. One of the ideas was, since ID is technically an Entertainer class, to be able to provide buffs. Since all the stat buffs were covered by Docs/Musicians/Dancers the idea was to provide temporary skill or xp buffs/enhancements. For example, an entertainer could visit an ID and get a temporary buff to his/her music/dance mind enhancement ability. Or it could be for xp. There were a bunch of different options discussed. The justification was similar to the one that Ken provided - the customers would be more relaxed, more focused after a trip to the salon. And this thread took place long before WoW was released.
Calculus_Entropy
Wed Feb 16, 2005 1:37 am
#20
So, if you rae more focused to the task ahead, why would you be more combat capable? Why not get an accuracy bonus? Why not get a dodge bonus? I am not questioning why you would like camps to 'center your thoughts,' I am just wondering why you think the centering should manifest itself in increased xp gain?
Vorpaks
Wed Feb 16, 2005 1:49 am
#21
I guess before you answer that you have to understand what xp is - what does it represent? Does it really represent "learning" your profession? Or is it simply a game mechanism necessary to gate and reward players for playing?
If it is simply a mechanism then the justification is that we are using that mechanism not only to gate and reward players but also to give camps a much needed benefit/incentive for players to use them. It is something camps can do that is not already being done by another profession.
If there is a RL/RP representation of xp, if xp really represents you "learning" your profession then I think the same justification that works for accuracy, speed etc also works for learning. You are more focused you both perform your skills better and are more aware of your surroundings. Better able to examine and process data and "learn" how to more efficiently use your skills in the future.
Justification is always a tricky thing. There is that fine fine line between justification and total BS.
If it is simply a mechanism then the justification is that we are using that mechanism not only to gate and reward players but also to give camps a much needed benefit/incentive for players to use them. It is something camps can do that is not already being done by another profession.
If there is a RL/RP representation of xp, if xp really represents you "learning" your profession then I think the same justification that works for accuracy, speed etc also works for learning. You are more focused you both perform your skills better and are more aware of your surroundings. Better able to examine and process data and "learn" how to more efficiently use your skills in the future.
Justification is always a tricky thing. There is that fine fine line between justification and total BS.
Message Edited by Vorpaks on 02-15-2005 03:50 PM
Jolandir
Wed Feb 16, 2005 1:37 pm
#22
I think is a good idea. I have never understood why camps don't heal BF either. I have done and do a lot of camping/fishing. They are extremely relaxing, mentally beneficial, and when you come back you feel empowered to take on work and other things with renewed gusto, so why shouldn't it happen in this game.
Jolandir
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