Ranger Archive
Thread: Combat Camps
guys, maybe the scout buffs should be a percentage.
I don't know, it just seems that if a person has a trapping level of 10, a +25 bonus would allow them to get XP waaay to quickly, especially if you add in dweezel. That would mean a person with just novice scout could probaly consistantly land a CL50 creature. I'm guessing you'd get several thousand XP per hit (as long as you weren't in a group) meaning 1 trap would get you your first trapping box. it'd take all of an hour to level up through scout trapping like that. not even that, probably.
so instead, why not make it so that the scout bonuses are percentage based. That way, it's equally benefitial all the way up.
That could work phen but then again, if you can kill a level 50, shouldnt you be able to trap it or atleast have a good chance at killing it.
Even if you can trap something way higher than your level (kind of impossible as a noob at present) you still need to kill it which is the hard part.I dont think that a +25 will be all that powerfull to leveling up but the only issues i could see is with novice rangers or mid level trappers barely ever missiing because they have so higher trapping mod.
But again its only on trap stick rate which i dont have a massive issue with. I would rather our trapping line be desired for the traps we get certed for rather than the mods it gives us, know what i mean?
Owen-Lars wrote:
That could work phen but then again, if you can kill a level 50, shouldnt you be able to trap it or atleast have a good chance at killing it.
Even if you can trap something way higher than your level (kind of impossible as a noob at present) you still need to kill it which is the hard part.I dont think that a +25 will be all that powerfull to leveling up but the only issues i could see is with novice rangers or mid level trappers barely ever missiing because they have so higher trapping mod.
But again its only on trap stick rate which i dont have a massive issue with. I would rather our trapping line be desired for the traps we get certed for rather than the mods it gives us, know what i mean?
I agree, but consider this, Owen. 3 man group. 2 combatants, both level40 single scout, newb. They go up against CL 50 critter. Scout traps, combants kill, scout gets 5000XP. If the person has the P-dart, it's over. Root the creature, kill it using newbie weapons, get TONS of trapping XP. Yes, that should be fixed too...but right now, a straight modifier seems a bit out of whack, as it helps newer players more than vets. A percentage helps everyone equally and doesn't imbalance the progression.
But thecamo bonus, the trapping bonus, the harvesting bonus-- all of those should be percentage based, I think. The camp should be a helper, not just a leg up for newer players. A Master Ranger hiding in one of these camps should get a bigger bonus than a new scout hiding, as the Ranger still has more intimate knowledge of how to do these things. The new scout might be better hidden, but they're still vulnerable since they don't know that much about the woods.
As Phenix mentioned, %'s may be the better choice for some of these? %'s are easier to balance as they are accounted for in the balancing the devs have already done and you don't really need to consider what one's skills are when looking at what value to assign (I am not sure if I made sense here).
Owen-Lars wrote:
50% Auto Wound Healing
Camoflague +50 (While in camp?)
Yes the idea is that the camp is the ranger retreat, essentially making it so we can afk in camp or 'hide' in camp and not much will attack us. The idea of the camo bonuse is that even on a planet such as Dath or another planet with level 70-90s we can stay hidden quiet capably. Its just an alternative to having agro repelling.
I figured that was your intention, and it is a good one.
Hunters Instinct Buff
- Camoflague +10 (+25)
- Trapping +10 (+25)
- Melee Defense +10 (+25)
If stacked with the Entrenchment Camp though that means you have +75 melee defense which is kind of higher than i first though especially considering that we would have innate defenses too. I was trying to put the melee defense part small enough just to make a difference overall but the main bonuses to melee coming from the hunting blind through creature damage mitigation. I still think that +10 -15 isnt bad but that +25 is a little high considering you can stack a survival buff with a fortification.
So, these are too low by themselves, IMO, but too high if stacked with the Entrenchement (which I agree and hadn't considered). Welcome to the world of balancing
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- Creature Harvesting +10 (+25)
Im ok with this but it is one big ass bouns. Not considering you can concievably get that bonus from CA's and AA's now (if they weren't broken).
- Damage vs Creatures +10 (Is this % based..i.e. 10%?)
Yeah 10% increase. The hunting blind also gives 10% increase for a total of 20% increased damage and it also gives 10% damage reduction which is prety powerfull. Best to stick with these figures as a max number.
I agree andI was just clarifying (I am also getting you prepared for the grilling the devs should, but probably never wil give you).
Love it. ![]()
What would be nice too is any Master Ranger that is Hunting/Fighting within range (bypassing any gameline-of sight restrictions) of one of these camps gets a bonus to their ownkill/defense numbers that is much higher than the team or other players within range (since they are a aster Ranger). This would lend to a greater desire to strive for MasterRanger.
Question about resources that may be made available to players that come by the camp: Our in-camp Repair and Manufacturing Centers should be more effective so when a player comes to repair a weapon they don't get a "Your weapon (or armor) max condition has been reduced" message 90% of the time.
Perhaps a bonus to the camp could be made for repairs if a WS or AS is within a certain range of the camp. Just a thought.
Awesome, man. I can see now what you've been up to for so long
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However, you might need the approval of other groups to make sure that this would not step on their toes, unless we have become tired of having them nerfed to the point that we should not consider them.
BioEngine wrote:
Awesome, man. I can see now what you've been up to for so long
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However, you might need the approval of other groups to make sure that this would not step on their toes, unless we have become tired of having them nerfed to the point that we should not consider them.
Bingo. I used to respect this argument, but my own toes are killing me. Oh, And I think these are great ideas. Definitely think percentage rather than a straight up modifier bonus is the way to go.
al-djinn'i
Master Ranger
Ok, seeing as I feel that it is annoying when someone doesn't tell me what they like about my revamp ideas, other than they like them, I'll tell you what I like about 'em.
I would thoroughly enjoy adding more temporary structures to our skill tree(s) that actually have a function in combat. Eye candy is where it's at! Plus, giving group members a advantageous point for an increase in strategic fighting would be useful in some situations. However, we need to consider what situations these structures would be used for. Quest-related battles? Base takeovers? PvP? Elite Creature Killing?
If you need for me to come up with some concept art for these structures, I can do so with a little more description. I think that if we make this as easy as possible for the Devs we will have a better chance at having them implemented. I just hope they don't steal these ideas as well
Owen-Lars wrote:
Hey guys, i would like to run a few ideas past you just to see what you think about them. They are nothing new, just another way of telling the story to give the devs options.
We all know of the modular approach and how cool it would be, this doesnt mean i like this idea better, just that its another alternative:
How do you feel about making camps combat buff modules?
Camps from the begining have always been heading down a slippery slope because they slow adventuring down and provide survival type functionswhen in this game theyarnt needed much. This has been the main problem for camps and why they have been nerfed into oblivion although if they would of been changed rather than nerfed we wouldnt have this problem. As i see it, we need to move away from the out of combat recouperation view of camps and into the combat arena. Camps need to do things for us and those in our group whilst in combat and provide functions attractive to group situations.
For those that have played WoW you will most likely of heard of totems and how they work? Essentially they are player or shaman placed items in the game world that provide combat buffs/debuffs/restrictions. Although i dont want our camps to turn into wood poles i would like to see a tendancy for our camps(or a couple of them)to move towards more combat effects and a situation where we place an Entrenched Fortification Camp to give us defensivebenefits to the party, or an Assault Platform Camp to give usoffensive benefits.
There would be various camps split into 2 types; Fortifications and Survival Camps. Here is a basic run down of the type of camps you would see in each type:
Fortifications:
Fortifications specialise in combat bonuses and benefits that will effect how you fight. The camps themselves are reletively small and are designed to act as an indicator of the current combat camp rather than a defensive/offensive structure. There are a number of key points to consider with these camps:
- Only 1 fortification effect can be applied at once, if two clash, no effect is given
- Any players in the rangers group in range of the fortification (128m radius) will gain the benefits.
- Are you certain that this radius does not need to be decreased? If the players are firing from within the structure, because it gives them a bonus to defense while within it's boundaries, then they have a maximum firing range of 65 meters. Melee fighters would need the increased range more, but I do not think that this radius should be almost double of the longest base range of ranged weapons. Perhaps 80-100 meters would be more accurate?
- Fortifications can be placed much more easily, up to 40m from a lair.
- Good to hear. This needed to change a long time ago, but that also means they will not be able to repel aggressive creatures. I know our camps don't anyways, but they say they do all the same.
- These fortifications are destructable by attacking the energy source in the center of the camp (protected) and has around 40-50k hitpoints.
- Does the energy source have a hate indicator for enemy creatures, or would that only be NPC's or in PvP if it would be applicable in that respect?
- The fortifications stay up in combat and last for around an hour.
- Does this mean that if combat lasts about an hour, that the fortification would remain for that amount of time before automatically disbanding unless you can end combat before that hour of time?
- A ranger can only have one fortifications up at a time.
- Fortifications (like existing camps) cannot be placed during combat so you must prepare for your battle and also makes taking out the camp a goal for the opposition.
Fortification Options:
Assault Platform: The Assault Platform acts as an offensive launchpad giving bonuses to those group members inside its radius.
- General Melee Accuracy +25
- General Melee Speed +20
- General Ranged Accuracy +25
- General Ranged Speed +20
Entrenched Bunker: The Entrenched Bunkers acts as a defensive possition giving those in group and in range defensive benefits.
- Melee Defense +50
- Ranged Defense +50
- The Ranged Defense of a trench should be higher than the melee defense, because it is meant to allow you protection while preventing the enemy from getting within melee distance. I don't want to cry nerf on them, though, so perhaps there is another alternative?
- Also, I have seen many times that I wanted to fight a very difficult creature, but the terrain was not appropriate for fighting them with line of sight interference and so on. Would this trench be able to accomodate 8 players, more, or less?
Hunting Blind: The Hunting Blind is designed to aid in hunting and gives hunting bonuses to those that are in range.
- Trapping +40%
- Creature Harvesting +15%
- Creature to-hit +10
- Defense vs Creatures +10 (10% damage reduction)
- Damage vs Creatures +10 (10% increase)
- The offensive increase versus creatures should be a little higher, though. This hunting blind should allow the players to prevent the creature from acknowledging their presence, which would prevent it from moving quickly in an agitated manner.
The art of these new camps:
Like i was saying, these fortifications, rather than having a massive footprint, are prety small using existing art assets to indicate what type of camp they are. I was thinking we may aswel use htfb deed (not the camp but the deed) art and possibly the architect wall modules to make something that looks like a fortification? Ill have a play around with some art assets tonight and see if i can get some screenies.
Survival Camps:
Survival camps are essentially camps that provide out of combat functions and benefits. These camps use the High Tech Camp, Field Base and High Tech Field Base art assetsand the same placement rules as we currently have. They have a few key points:
- Only one survival buff can be present at any one time, same buffs can be extended/reapplied
- Cannot be placed in combat.
- Survival camps (excluding the rally point)DO NOT stay up in combatand disband after 30 mins unless otherwise stated.
- Camp functions are only useable by the ranger's group (excluding the rally point)
Survival Camp Options:
Recouperation Facility: The Recouperation Facility is the most basic of ranger camps and is designed as a quick place and recover camp between fights limiting the downtime. This camp does not stay up in combat.
- Max Auto Wound Healing
- If players were wounded greatly and often during combat, then this would be acceptible by the Doctors. However, most wounds occur as a result from death, and therefore it should not be instant healing but instead a rate close to that of meditation in the Teras Kasi Artist skills. Perhaps 50% of that rate.
- Health Regen +200
- Action Regen +200
- Mind Regen +200
Hunters Retreat: The Hunters Retreat is designed for an out of combat place to regen, refresh and prepare for the day's hunt. It provides basic recouperation bonuses, large concealment benefits and also gives users a Hunters Instinct buff. This camp doesnot stay up in combat.
- 50% Auto Wound Healing
- Camoflague +50
- Hunters Instinct Buff
- Camoflague +10%
- Trapping +10%
- Melee Defense +10
- Creature Harvesting +10%
- Damage vs Creatures +10 (10% damage increase)
Hunters Instinct Buff: This buff is designed specifically for PvCreature combat to increase the effectiveness of those wanting to go out and hunt and gives the ranger a desirable function in groups. To get the buff, the player has to access the camp terminal and select "Camp" from the radial, the player will then have to wait aprox 2 mins for the buff to take hold (similar to how we get inspiration buffs only longer) and the buff lasts 1 hour. The creature harvesting and damage vs creature bonuses enable the players with this buff to fight much more competantly against creatures and when coupled with the hunting blind gives a total 20% damage increase against creatures, a very desirable increase.Only people in the rangers group can get this buff.
Rally Point: This massive structure is obtained at Master Ranger and is designed as a rally point for troops and groups to prepare, re-supply and launch from. It can be registered on the planetary map if factionally alligned and players can go 'overt' using the camps terminal. This camp does stay up in combat up until disbanded or reaches its 1hr duration.
- 50% Auto Wound Healing
- Faction Terminal (same costs as recruiter, can go pvp flagged, reb/imp depending on ranger allignment like we have now in the HTFB)
- Entertainers can buff/heal just like a cantina
- Can be registered on planetary map using camp terminal
- Prepared Buff
- General Melee Speed +5
- General Melee Accuracy +10
- General Ranged Speed +5
- General Ranged Accuracy +10
- Melee Defense +5
- Ranged Defense +5
Prepared Buff: This buff is designed to enhance the combat capabilities of those troops who spend time and effort to prepare, rest and plan their attacks. To get the buff, the player has to access the camp terminal and select "Camp" from the radial, the player will then have to wait aprox 2 mins for the buff to take hold (similar to how we get inspiration buffs only longer) and the buff lasts 1 hour.The mods are specifically designed for PvNPC or PvP combat and should not be more attractive for creature combat than the Hunters Instinctbuff
Extraction Beacon: The extraction beacon is a hunting device used to extract a group from the wilderness after a long day's hunting by calling in a shuttle to that location. This camp cannot be placed in combat so it is not an escape tool, simply a survival extraction device. Once the camp has been layed there will be a 1 minute countdown before a shuttle will apear. Once the shuttle arives players have 1 more minute to use the terminal before the camp is disbanded. Players who choose to travel can travel to the planetarystarport/outpost of their choosing for 1,000 credits.
- Allows travel to planetary starports/outposts from camp location
- Only 1 way travel
- Costs 1,000 credits
- 1 minute before shuttle lands, 1 minute after that until camp disbands and window is missed.
Camp Art:
Apart from the Extraction Beacon we can use existing camp art assets as the new camps with possibly a slight modification to the camp terminal interface and Rally Point faction terminal. Here are what each camp would look like:
- Recouperation Facility = High Tech Camp art
- Hunters Retreat = Field Base art
- Rally Point = High Tech Field Base art
- Extraction Point = Random POI camp artwith shuttle
The Ranger Tree:
Here is how the Ranger Tree would look like in regards to frontiering and the new camps:
- Recouperation Facility: Novice Ranger
- Entrenched Bunker: Frontiering 1
- Hunting Blind: Frontiering 2
- Hunters Retreat: Frontiering3
- Assault Platform: Frontiering 4
- Rally Point: Master Ranger
- ExtractionBeacon: Master Ranger
Final Comments:
The bonuses of the camps are very attractive and give a lot of mix and matching potential between the various camps. The mixture of out of combat survival units and in combat fortifications really does a lot to enhance not only camp functionality but also what a ranger does in swg as a whole. The downside to camps is ofcourse they cannot be used in towns and have certain limitation where they can be placed in the wild, this i hope, in conjunction with the skill point investment will ofset the benefits of these camps to the point of balance.
That is it basically. I hope that the designcame across on the page with the main purpose to give rangers out of combat functionality and also a very group friendly in combat benefit through the use of camps. Please feel free to let me know what you think about it. Oh and dont think i still dont like modular camping
Message Edited by Owen-Lars on 06-24-2005 08:57 PM
Message Edited by BioEngine on 06-24-2005 03:20 PM
On the subject of artwork, the two trandoshan camp buildings might fit in nicely here. There's the large two storied one with the 'cage' affair in the bottom, and the longhouse one that's basically just a low wall with a tented roof? Not sure which would be most suited to which camp type, but just reminding us that there's more artwork than 'just' tents...
I'll try and dig out screenies and then write in coherent sentences later
oh, /thumbsUp
Owen-Lars wrote:A proposal
I like all that, Owen. Two minor adjustments for survival camps, imho:
(1) I don't think survival camps should disband in combat. As long as they are restricted to being built when no member of the group is in combat, I don't think they could be exploited. However, if any group member recieving aggro disbands the camp, they they're going to be really annoying to use. In fact they should repell creatures instead.
(2) I think it'd be a nice tip of the hat to our creature handler friends if the survival camp skill buffs included +5/+10 creature taming too.
Message Edited by DaveG on 06-25-2005 01:26 AM
The idea of making an artificial level increase for reasons of agro generation is a phenominal way of using the tools we already have at our disposal but "tuned" for a particular profession and purpose instead of asking for whole new huge chunks of code.
Off-topic of combat but on-topic of more usefulness of camps to everyone else:
One other idea that I've been kicking around recently is a use for the crafting stations we already have. This isn't directly ranger related but would be a small boost to us and a huge gain to everyone else *dons selflessness halo*. Also some of these ideas aren't exactly in-line with what's on TC now, but maybe in future upgrades such as non-loot ways for Smugglers to get high-end components.
Add TONS of uses for weapon/droid/general stations (might have to give us an armor one too).
General Ideas, suitable for profuse flaming:
Smugglers: Level 3 and 4 Slicing MUST be done at a WDG station. Level 1 and 2 get improved quality when using a station. Give the quality of the station some bonus, and maybe even give master Smug/Master WS bonuses over just a Master Smug and same with armorsmith and smuggler... a slicer with a Deathwatch trigger should be about the same as a MWS/MSmug doing a level 3 slice...
DE/Arch: Quality of Crafting station matters. Camp crafting station quality between even to halfway between the public and max private station.
DE: Droids with WDG stations should stack with public WDG stations in terms of quality so that a Droid stacked with a station is almost on-par with a perfect private station.
DE: If a DE wants to reconfigure his crafting droid (maybe remove the crafting module to put in a combat module) he'll need a station for it. Anyone can swap clusters but only DEs and smugglers can change non-clusters and DEs only for armor panels and shield generators (yea, we don't have those yet).
One thing that was tossed about with some devs (and they knew of the idea and gave the impression they'd like to if they're given time) in the informal sessions after fanfest... is the idea of Droid Modules being changable, vehicles with changeable components... and my own thought was replacable parts for weapons. The idea was to take existing starship code and apply it to vehicles, droids, and weapons.
Repairs and maybe some upgrades would work like buffs/stims/wound heals/droid repair/and ship repair kits...
Make the ability to remove and repair the engine and repulsorlift of your speeder at a crafting station. Specialized tools (engine repair kit) would have more potency per charge than a "generic vehicle repair kit"
Make vehicle, droid, weapon etc repair kits work anywhere anytime enough to get the vehicle moving again, etc (have to reapply every 200m till you get to a station to conserve charges) then put a multiplier on the crafting stations so that with a droid and station together you can get one large heal (like I said just like doc heals with wound packs but add a stacking capability).
*don flame suit* Even powerups should be applied via the interface. When the combantants want to repair their weapons and apply some new powerups they'll be grateful when we pull up a HTFB with crafting station. Better yet give the extra station a + to charges or something as useful to make it better than having a droid alone but not "required"
Here's the additional catch that our smuggler friends will either love or douse me in napalm for good: either has to be done via a tool at an appropriate staion, or make it a level system... ie: to apply that Deathwatch item you will have to have a +45 personal station with a +15 droid and done in a research center or having FS luck and crafting and a +25 skilltape, but the Master Artisan powerup is low enough a +0 tool (made by some nood with) with a +15 (camp) station and no droid is plenty.
Smugglers are also asking for RE way of getting slicing components instead of just loot... make the station's cumulative rating add to chance of finding that elusive hair trigger or whatever... loot a cdef and give the smuggler 2 minutes to RE it at the station.
It's been a while since I visited the camp revival thread, sorry if this has alrady been discussed to death.