Ranger Archive
Thread: Modular Camp Draft
I will add one thing to the idea of Modular Camps.
Basically, I'm all for it, but now camps are coming close to becoming temporary buidlings (and rightfully so). One feature that I believe is important is to be able to control who has access to your "Camp".
I think, by nature, Camps should be only public, but allow for the ability to ban people, groups and/or factions from entering. Maybe this could be a new type of module, or a feature available to certain types of higher level camps. Why do I say this? Well, I've come across a few people that have ruined my day in game, and well, if I'm ever out in the field, I don't want them to benefit from whatever features I have placed into my new camp. Especially if I have the High Tech Field Base (HTFB) that apparently doesn't disband if I'm away or in combat, and I go out hunting, to return and see an unsavory person in my camp.
How realistic is this for believability in the game? Not much reality. But, will in improve my gaming expierence? I believe grately. I never really thought about it, until I was in a group, and was deploying my camps. And then one of the group members is this large group continually Ninja Harvested while everyone else in the group was trying to setup a harvest rotation (good thing the ninja harvesters will be gone soon, not sure what the timeline is for the scout feedback). I died and decided to leave the group, cause I did not want to deal with him. But if I stayed, I would definetly want to build camps to benefit other group members, but would have killed for an ability to have him /banned from my camp.
Now, this new feature brings up the possibility, that overt or TEF'd people would be able to hide from other overts, in the safety of there camp. I don't think it is an issue for ranged opponents, but it could possibly allow a person to hide in their camp from a melee opponent, depending on what the boundries of the camp are, etc. Maybe the end result will be that the melee opponents can attack you if they are on camp boundries, or anybody can come in to the camp, just they won't be able to gain any of the benefits of the camp if they are on the band list.
High level camps, especially of the sort being addressed here, should take up way more resources. This might make a mini economy within the ranger profession.
-Z
ARGH>>>
I soooo hate this idea... who wants to SIT IN A CAMP???
Camps should be short-term - temporary camps... if you want them to have higher quality .. fine... but you are treading on Architecture here.... not camping...
Here are things that should be done BEFORE any modular camping is even considered:
- Place HTFB on the Planetary Map (similar to player vendor) and let them stay up forx amount ofhours no matter what so people can find our hunting party.
- Allow Camps to stay up even though combat is taking place.... I don't care if I don't get any xp... I CAN"T USE ANYMORE AT MASTER RANGER ANYWAY.
- Fix sitting in chairs so that people can actually sit IN them and not 5 feet away in thin air.
- Let the beds be items you can sit on just like med centers.
- Fix the aggro-repel feature of camps
- Make the HTFB laser fence actually work (ie it fries low level critters trying to come inside the perimeter... think gubber zapper)
- Fix the You can't deploy due to creature lair when there is no visible lair.
If you fix all that stuff... then maybe you could start to talk about modular camping..
But I"m telling you.. who wants to sit in a camp? You want your camp to be a mobile base of operations... something you can leave up and come back to... its not for roasting marshmallows in the middle of a galactic war.
- Zarn
I don't think a band of overt Imperials or Rebels would want their HTFB kit showing up on the planetary map ![]()
-Z
Just like a vendor... you have to turn it on or off...
I would just like to have that same functionality.
- Zarn
Leana_Txorana wrote:Anyone with Novice Scout and Novice Entertainer can now heal BF anywhere.
I am also against Clone centers but apparently the Master Doctors can Revive people so they are kinda already out there.
I don't think anyone has suggested that and it is certianly not the way it is now. People are suggesting that in higher Ranger (Not Scout Camps) that entertainers be able to heal BF.
Maybe combine the fact it is a higher camp with a requirement that the ehaler actually be a dancer or a musician and not just a Novice entertainer.
Hmmm, not sure. I think if camps...
A: Repelled creatures as they should
B: Were reusable
C: Gave entertainers the ability to heal BF
D: Did not evaporate when the owner went into combat or left for two minutes
Then everything I'd like for a camp would be perfect. The modularity seems like it'd be kind of a pain to put together.
Personally,I wouldn't care if the look of camps never passed the basic camp design, but the effect of camps increased as you went along. The small camp design looks almost like the one I use when I backpack, which adds to realism, and ashikers know you get better at hygiene, camp security (this is a real issue that must be understood, especially in bear country) and the general comfort of a camp (making your camp comfortable is an art that must be learned to be appreciated.)
-- YP
"The modularity seems like it'd be kind of a pain to put together."
- There would be default values for all the items you described, so you could create a regular non-modular camp and get some benefit.
- The modules would simply enhance those values if you added them to the camp schematic.
- The idea adds some robustness to our crafting system, which is quite mundane compared to other professions. ![]()
Well, I really wouldn't care if the camps came with a nullentropy crate of Twi'Lek go-go dancers and a Rancor attack pet as long as it warded off aggressive creatures. After that I'd like it to:
Not didn't disappear when I get attacked or leave to forage or hunt for more than two minutes.
Heal BF.
Have a denyservice function so the TEF'd Imps whose base we're attacking can't make weapons and disease packs with MY crafting stations.
-- YP
I gotta say I really like this idea......fits in with my "more complicated the more fun it is" thought process, and I like the idea of being able to customize camps. I see opposition to this from people who don't like the parts of the Ranger profession that involve crafting already though.
But I REALLY like this idea. ![]()
"The Modular Camps should be limited to how many modules that can hold, 3-6 would be my best guess."
lol, Im a ranger & think that 6 is a bit too many option you could increase up to, But welcome atleast 2-3.
"Droid Module ( Droid Recharge and Repair bays )"
Only problem I see with this is, How's the power being supplied to this recharger? (not that this shouldnt be looked at with the current crafting machines they have)... Would we need to craft a seperate power-up thats a Generator? or would this be an item that another class would have to build? (Droid Engineers)
"Enhanced Healing Module( 110% hospital value + BF)"
Now I seen others in this thread discouraged about the BF part, Why not include a module that plays Music but at a slower heal rate?, I had the idea of the increasd Health rate before they announced this whole ordeal but didnt make a post because I seen they were in talks of pushing the PvsP outside cities & figured this would have been an automatic incrtease.
"Enhanced Security Module( Increased Critter Defense + aggro NPC Defense)"
This isnt a half bad idea (that is if they fix the current state it has with security).
"Crafting Module( Private Crafting Stations, Certain High end medical components require a Private not Public Station)"
I can ONLY hope that the quality rate increases as it gets use & that it carries over to the next tent crafted, Otherwise this is totally useless since tents CURRENTLY cannot be experimented with their quality (thats assuming that the crafting machine would be effected by the Experimentation!).
"Eyecandy Module ( Extra chairs, beds, plants, decorations granting the camp a +5 BF Heal modifier)"
Only if this isn't a stackable module along with any other BF or Health module, Would the modules be crafted by an Architect? if so just another good reason since it would induce player interaction, Otherwise I do like this one
"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)"
I don't think this is a good idea UNLESS its a Faction ONLY, OVERT ONLY Module, If Your Faction Standing expires during the wait, The shuttle doesn't show!, This would also be purchasable only via a Recruiter.
"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. )"
"I'm TOTTALLY against this, You cant hold Your own weight, Get back in the house!!, I'm also a supported of bringing back Corpses!"
However, I see nothing wrong with this being available (again) to Faction ONLY, OVERT ONLY players, But only at a given distance (maybe 2k outside towns) and ending once the owners faction standings reverts to Covert!!
This & the prior commentwould be GREAT additions to what changes are being discussed for the players that are FACTION ONLY Players!!
"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)"
Bah, Lets just play, This thing would cost rangers a Fortune!