Ranger Archive
Thread: Focus for Top 5 List: Camps
As far as BF goes, wounds auto-heal gradually in scout camps, so why not BF in high-end ranger camps?
Top Issues:
- BF should auto-heal in the FB and HTFB kits, at a rate comparable to wounds, making it best to have a doc/entertainer, but possible if you're willing to take the time.
- They're BASE KITS, so they shouldn't disband when the owner leaves them for a while. They should also not disband when the owner is away and in battle. However, they SHOULD disband during combat inside the camp provided it lasts more then 60 seconds inside the boundaries. When arancor is stomping it's way to your head, don't think it will take care to not step on the tent. A FB and HTFB can take a punch from rumbling around, but not forever.
- FB should auto-disband after 2 hours rather then 51 mins. HTFB should auto-disband after 2 hours, starting from when the owner leaves it.
- re-using camps: disbanding an HTFB shouldn't waste all that material and tents, it's very un-rangerish to waste things, especially leaving them in the wild. Either give us back a portion of the resources it took to make them, or give us back a camp one step lower, ie. disbanding an HTFB puts an FB in your backpack.
I'll jump onto this discussion's bandwagon.
*HTFB should not disband when the owner leaves for at least an hour.
*Field base and HTFB should not auto-disband when the owner gets engaged in battle.
*HTFB should allow for entertainers to heal BF for the group (auto BF healing would be too powerful. Hell, even cantina's don't do that).
*Allow players to lay down on the cots (increased healing mod).
*The HTFB has that cool game table. Enable that thing (something similar to that mini-game on KOTOR).
*Allow medical droids to stack the healing mod with the camp.
*A mission terminal for the HTFB would be nice (think Endor or Dathomir)(allow the distance<= 500m).
*Vehicle repair in the HTFB as an option (cost mod 1.15).
*Allow overtstopurchase faction pets out of the HTFB.
*Make the bunker enterable (where the mission terminal is?).
*Actually repel aggro creatures and mobs (or add a +200 mask scent/camo mod to the people inside).
Message Edited by ThGilsRooc on 03-25-2004 05:20 PM
- Very high (reaching unbreakable) cammo effect whilst people are inside a camp
- Not to go down during combat
- To heal pets as well as people
- To enable entertainers to heal BF (is there any justification for not having this now)
- Minor secondary buffs if you rest in a camp 15-20 mins (to last up to 2 hours)
- Hunting and explorer mission terminals
- No increased cost for using faction terminals in ranger camps
- To prevent spawning in immediate vacinity of camp
- To add 'hide' option to increase spawning rate in immediate vacinity of camp (as promised last August)
i find it funny how we all want these grand camps. And i think they would be great but i belive our best chance to get ranger improved is to come up will simple ways to improve the camps. And not simple as in not let rain in, i dont know much about programing but i bet that would take a very long time to do. Im think the same with repel creatures, though that mask scent bonus looks good.
Anyway i think what we need is for camps to have a function not bonus features. And im sure most of u would disagree but why not let that function be mission terminals.That cant be to hard to add after all players can already place mission terms in cities. It would save a lot of time and increase our harvesting.
But dont get me wrong i dont want to turn camps into moblie mission terminals. Well actually i do, but i still want to have exsisting camp features and maybe healing bf too.
Well simple or not simple (i restate i know nothing about programing) but i belive the best way to see a better ranger anytime soon is by simple improvments
- Not to go down during combat
- To heal pets as well as people
- To enable entertainers to heal BF (is there any justification for not having this now)
- Minor secondary buffs if you rest in a camp 15-20 mins (to last up to 2 hours)
- Hunting and explorer mission terminals
- No increased cost for using faction terminals in ranger camps
- To prevent spawning in immediate vacinity of camp
- To add 'hide' option to increase spawning rate in immediate vacinity of camp (as promised last August)
NO AUTO DISBAND except for abandoning it, WHICH NEEDS TO BE LENGTHENED TO AN HOUR.
Repel aggro creatures
Increase medical rating of HTFB to that of a medical center (which needs to be raissed to 110 btw)
which increases non medic heal rate
HTFB allows for BF healing,
Can entertainers currently buff mind in a camp? if not they need to be able to.
Bonuses to healing and buffing in the high level camps.
Never disband the high level camp. It should take up a lot. You should able to lie down on the cots and all that.
It should be your mobile home.
two notes:
- explain to me how a camp the size of a player city is inconspicious enough to actually ADD to camouflage? Creature's won't approach because it instills fright, but they'll sure as hell notice.
- We're rangers, not mechanics, why would a camp do anything to repair vehicles? What I could grasp is a master artisan feeling comfy enough in a base to do some good work and repair vehicles, but not the camp itself.
I do agree with enabling all the stuff we get in the bases, the field beds, the holochess, the works. I mean come on, in BETA I could sit on my basic camp kit bed, so at least gimme that. Not being able to lie down isn't ideal, but give us something to work with here.
The outdoorsman proposal will make me very happy.
Im still on the fence about tents healing BF....just not sure about that one.