Ranger Archive
Thread: The Modular Camp V2...
"how would the overt/covert rules apply? Can you place a turret-equiped camp while covert?"
Good question indeed. Probably any action taken by the turrets should TEF the camp owner.
Possibly the Turrets should only begin firing if the camp owner enters combat. They could use the samerules as pets.
As for Mine fields, those can work just like regular fields... Affecting only Overt members.
Perhaps we also need a Convert Scanning module as well.
Hmmm...
"we need an NRaas Tracker"
It's called Advanced Search, and I use it quite often to find my own posts. ![]()
- Just don't try sorting by a column, the sort routine for the Search window only sorts the first 300 posts.

"I assumed that the camps containing these modules would stay up longer than the current default camp duration"
But younoted why that might be a problem. I can see increasing the duration to 2 hours, but it would never be a permanent system, that is what a Faction base is for.
"requirement to babysit the camps would be changed"
The requirement to tend the camp is still required, but it has been suggested increasing the range a tender can wander from a camp before it disbands.
On the whole Turrets issue, I just had a thought. Instead of full-fledged turrets, how about just letting camps have automated stationary heavy laser guns (they had these in Congo the movie I think). They could look like the E-web turret gun in Empire Strikes Back, only they wouldn't require people to fire. Same concept as the turret, but the stationary gun would be much smaller (and its easier to believe it could be carried out in the wild to end up in the camp), easier to destroy,and probably not as powerful. Although, how powerful do you really want them to be? They're simple defense mechanisms, they shouldn't be able to take out whole groups of high-level mobs on their own.
Also, just an idea inspired from the alternate camp thread on sharing xp: If a camp is deployed andit hasa component made by someone else, the other person should get wilderness xp from the camp as well. I'm not sure how feasible this is technically, if the component builder is far away from the camp, but its just a thought. Maybe the components should just grant wilderness survival xp when they are made instead.Or maybe there should be a 'share xp' component, and/or a 'transfer ownership' component, with the new owner gaining a fraction of the camp's xp.
After all is said and done. AS long as I can duplicate all the functionality that my current HT field base has, right now. I am ok with modular camps. The includes the nice overt terminal attachted to it. And if they ever are able to repel critters, like they were supposed to do when the game got started back in June. That would be nice too
I'm not sure if this has been mentioned.. but maybe we could have a module that can buff us... maybe it would only work in the big camp.
I'd like it if the creature-repel was an inherant trait to our camps like they should be, but since I can do without it now, I would conceed this if it makes for a cool module.
I also want to stress how important it is to me that this is only an ability rangers have to use modules in their camps. I could see the advantage of being able to mod the scout's highest camp and sell it to them with a higher health mod or a creature healing bonus or something they can't make themselves. This skill could be a defining ability for rangers. So in this way, our proposal should in no way change the base abilities of any of the scout's camps.
I already posted on my hatred for turrets in the other thread. I could possibly sway a bit for a small cannon like what was mounted on the millenium falcon, but I still fail to see why we would even need something like this.
Also, on the whole logging out thing, I assume this is mostly for overt players? I've logged out from a camp before, but since I have to set it so far away from anything anyways, there was no differentce if I set up the camp or not. In otherwords, my character would have been safe on his own for a few minutes as there weren't any mobs around to attack him. The problem I have with this is what happens when I log back in? It has happened to me before where I logged back in right in the middle of a newly spawned lair of aggro creatures. I was killed. Overt players don't have to worry since they have that new covert timer. Can something be done about this? Maybe something that remembers if you logged out from a camp so that you log back into the same camp? or something that will auto setup a camp before you re-enter the world if you have a camp in your inventory and you are in a spot where you could have a camp set up? No biggy realy, just something that has always bothered me.
Finally, which of these mods will we be able to make ourselves?
"Instead of full-fledged turrets, how about just letting camps have automated stationary heavy laser guns"
Is the word turret invoking more than I had intended?
Perhaps the term gun emplacement would better serve.
"the other person should get wilderness xp from the camp as well."
Interesting. They would probably receive Usage XP from us using their components in our schematics however, and several of the components are made by professions that don't much care for Wilderness Survival Experience. ![]()
"AS long as I can duplicate all the functionality that my current HT field base has, right now."
Yep, I am making certain that is possible while I am writing up the proposal.
"but maybe we could have a module that can buff us"
Buff in what sense? I envision a Defensive bonus module, and an Offensive bonus module if that is what you mean.
"a module that would give me a healing mod greater than what is currently max because of high quality resources and experimentation"
Yes, I can see that.
"I'd like it if the creature-repel was an inherant trait to our camps like they should be"
That functionality is only inherent in the Ranger camps right now.
"on the whole logging out thing"
That is actually a inherent ability in all camps. You were never meant to vanish immediately out of the game space unless you were in a safe haven (camp, town, home). Though I believe that ability has long since gone the way of the dodo. I mention it because it is part of one of the splash screens users see when they are loading. ![]()
NRaas wrote:
"Instead of full-fledged turrets, how about just letting camps have automated stationary heavy laser guns"
Is the word turret invoking more than I had intended?
Perhaps the term gun emplacement would better serve.
Yes, when you say turret, it brings to mind the big faction base turrets or the turrets from The Battle of Hoth in Empire Strikes Back (to me at least). Gun Emplacement sounds better to me.
Ah, good point. Thats actually why I suggested some of the alternative ideas for sharing camp xp. I think Usage xp would work for those professions making components for us that can't build camps themselves.
"the other person should get wilderness xp from the camp as well."
Interesting. They would probably receive Usage XP from us using their components in our schematics however, and several of the components are made by professions that don't much care for Wilderness Survival Experience.
NRaas wrote:
"I'd like it if the creature-repel was an inherant trait to our camps like they should be"
That functionality is only inherent in the Ranger camps right now.
I would like to express my support for the creature-repel to be a Ranger-made module. I don't think it should be viewed as an inherent property of any Ranger camp, because it isn't (or shouldn't) be a property inherent to a hunting blind. If anything, you want a hunting blind to attract creatures and stimulate spawns of a certain type, not repel them. The key to the modular camp design to me at least is to make the base camp only have basic properties that all camps should possess, like very small passive healing, creature/droid/vehicle calling ability, and safely logging out. I just don't think creature repeling is or should be a basic property.
Also, I have seen many people say theywant modular camps to be Ranger only. But then why would Squad Leaders want to build the components if they can't put them in their own modular "Fortification" schematic? I could see leaving Scout camps the way they are, but I don't mind them getting some (very) limited modularity in their camps as well. They would not be able to use Ranger made components in the scout camps as NRaas has written the proposal, so I guess I don't see the problem.
Anyway, I'll just quit ranting now, and once again express my support for NRaas' modular camp proposal. Thanks for reading.
"I would like to express my support for the creature-repel to be a Ranger-made module."
And with that note, I will post the next version...
A moment gentlemen while I format it. ![]()