Ranger Archive
Thread: Camps: A way to make them useful again!
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Owen-Lars
Tue Jul 13, 2004 1:30 pm
#27
Sounds cool. Yeah i like thinking about stuff that wont happen for a while, they are muchmore interesting. The stuff we could have quickly and easily to me are prety obvious so i like letting others develope those and i pop my head in now and then and add.
What i love to do is develope new systems that could be massively influential on ours and others professions. They may never get implemented but atleast they are there for me to have fun with, others to discuss and devs to read and perhaps be inspired from.
This community is great, so easy to ask questions and post ideas
DiLune
Tue Jul 13, 2004 7:34 pm
#28
*Stretch*
Here's a bit of necro...the greatest camp proposal of all time: Ye Olde Modular Camp Proposal. Without further ado (and accolades to all who ever contributed to it not least of whom was Nraas)
The camping system would be broken out into a series of modules that could be used within a camp crafting schematic to produce whatever type of camp is required by the player
- Each module/slot would have a Level associated with it and can only be used within a schematic slot that has a Level greater or equal to that of the module.
- Each module/slot is also assigned a Type of Generic, Creature, or Humanoid.
- Generic slots allow for all types of modules.
- Generic modules fit in any type of slot.
- Humanoid and Creature modules must be assigned to a slot of their respective type.
- Generic slots allow for all types of modules.
The camp schematics
- For simplicity, the schematics will retain the same floorplan as currently defined, minus the crafting stations in the field bases. Visible modules would appear at whatever location within the camp the developers deem appropiate.
- Basic Camp Kit
- Available at Novice Scout
- No optional slots
- Available at Novice Scout
- Multiperson Camp Kit
- Available at Survival II
- One optional Level 1 Generic slot
- Available at Survival II
- Improved Camp Kit
- Available at Survival IV
- One optional Level 1 Generic slot, and One optional Level 2 Generic slot
- Available at Survival IV
- Advanced Camp Kit
- Available at Novice Ranger
- One optional Level 1 Generic slot, and One optional Level 3 Creature slot
- Available at Novice Ranger
- High Quality Camp Kit
- Available at Frontiering II
- One optional Level 2 Generic slot, and One optional Level 3 Creature slot
- Available at Frontiering II
- Field Base Camp Kit
- Available at Frontiering IV
- One optional Level 2 Generic slot, one optional Level 2 Creature slot, and one optional Level 3 Creature slot
- Available at Frontiering IV
- High Tech Field Base Camp Kit
- Available at Master Ranger
- Two optional Level 2 Creature slots, and one optional Level 3 Creature slot, and One optional Level 4 Generic slot
- Available at Master Ranger
- Standard Fortification Kit
- Available at Novice Squad Leader
- One optional Level 1 Generic slot, and One optional Level 3 Humanoid slot
- Available at Novice Squad Leader
- Rear Guard Fortification Kit
- Available at Tactics II
- One optional Level 2 Generic slots, one optional Level 2 Humanoid slot, and One optional Level 3 Humanoid slot
- Available at Tactics II
- Front line Fortification Kit
- Available at Tactics IV
- One optional Level 2 Generic slots, one optional Level 2 Humanoid slot, and One optional Level 3 Humanoid slot
- Available at Tactics IV
- Command Fortification Kit
- Available at Master Squad Leader
- Two optional Level 2 Humanoid slots, One optional Level 3 Humanoid slot, and One optional Level 4 Generic slot
- Available at Master Squad Leader
The camp modules
- As not all modules are created by the Ranger profession, the profession is listed under each module as to where the schematic would be located.
- A qualitive cost is assigned to each module to allow reader to gauge how expensive creating a certain module would be compared to the others.
- Entertainment Stage
- Module Level: 4
- Module Type: Humanoid
- Profession: Musician / Dancer
- Cost: Expensive (12)
- Description: A camp with this module is able to heal Battle Fatique with the aid of a performing Dancer or Musician
- Module Level: 4
- Crafting Station
- Module Level: 2
- Module Type: Generic
- Profession: Artisan
- Cost: Cheap (2)
- Description: Adds a crafting station of a specific type to the camp
- Module Level: 2
- Faction Network
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Cheap (3)
- Description:
- Adds a terminal for faction purchases to the camp, and registers the camp on the Planetary map. The faction that is contacted depends on the camp deployer's faction standing.
- A camp with this module would only be deployable by a Faction member
- Adds a terminal for faction purchases to the camp, and registers the camp on the Planetary map. The faction that is contacted depends on the camp deployer's faction standing.
- Module Level: 2
- Medical Bay
- Module Level: 1
- Module Type: Generic
- Profession: Scout / Medic
- Cost: Cheap (1)
- Description:
- Increases auto wound healing in a camp, augmenting the default healing modifier
- Increases the HAM healing rate for creatures
- The module would increase the default healing modifier in an experimentable range of .05 to .25 (added to the default that would be 0.70 to 0.90)
- Increases auto wound healing in a camp, augmenting the default healing modifier
- Module Level: 1
- Veterinary Bay
- Module Level: 2
- Module Type: Creature
- Profession: Bio Engineer
- Cost: Moderate (4)
- Description:
- Enhanced version of the Medical bay that provides an increased HAM healing rate for creatures
- Adds a bonus to pet stims using in camps
- Enhanced version of the Medical bay that provides an increased HAM healing rate for creatures
- Module Level: 2
- Hospital Bay
- Module Level: 2
- Module Type: Humanoid
- Profession: Doctor
- Cost: Moderate (4)
- Description:
- Enhanced version of the Medical bay that provides an increased wound healing rate for humanoids (Players and troop pets)
- Adds a bonus to doctor enhancements used in camps
- The module would increase the default healing modifier in an experimentable range of .25 to .45 (added to the default that would be 0.90 to 1.10)
- Enhanced version of the Medical bay that provides an increased wound healing rate for humanoids (Players and troop pets)
- Module Level: 2
- Small Creature Defensive Field
- Module Level: 2
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (4)
- Description:
- Suppresses aggressive spawns in the vicinity, and repels existing aggressive creatures.
- It adds a defensive bonus against creature attacks, if a creature does decide to cross the barrier.
- Suppresses aggressive spawns in the vicinity, and repels existing aggressive creatures.
- Module Level: 2
- Large Creature Defensive Field
- Module Level: 3
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (8)
- Description:
- More powerful version of the Small Creature Defensive Field.
- Creatures crossing the field will have an Adhesive Mesh effect applied to them
- More powerful version of the Small Creature Defensive Field.
- Module Level: 3
- Small Humanoid Defensive Barrier
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Suppresses aggressive humanoid spawns in the vicinity, and repels existing aggressive humanoids.
- It also adds a defensive bonus against humanoid attacks on group members, when a humanoid does decide to cross the barrier.
- In PvP, the bonus is applied to those players who are in the group of the camp tender
- Suppresses aggressive humanoid spawns in the vicinity, and repels existing aggressive humanoids.
- Module Level: 2
- Large Humanoid Defensive Barrier
- Module Level: 3
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (8)
- Description: More powerful version of the Small Humanoid Defensive Field
- Module Level: 3
- Small Creature Pheromone Emitter
- Module Level: 3
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (4)
- Description:
- Increases the creature spawn rate within the vicinity of the camp
- Enables the camp to remain up during combat situation
- Module Level: 3
- Large Creature Pheromone Emitter
- Module Level: 4
- Module Type: Creature
- Profession: Bio-Engineer
- Cost: Expensive (10)
- Description:
- Bigger version of the Small Creature Pheromone Emitter
- Used to attract larger game creatures
- Bigger version of the Small Creature Pheromone Emitter
- Module Level: 4
- Small Creature Offensive Hide
- Module Level: 1
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (4)
- Description:
- Provides an offensive bonus against creatures while the player is in the camp
- Enables the camp to remain up during combat situation
- Provides an offensive bonus against creatures while the player is in the camp
- Module Level: 1
- Small Humanoid Offensive Parapet
- Module Level: 1
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Provides an offensive bonus against humanoids while the player is in the camp.
- In PvP, the bonus is applied to those players who are in the group of the camp tender
- Enables the camp to remain up during combat situation
- Provides an offensive bonus against humanoids while the player is in the camp.
- Module Level: 1
- Garage
- Module Level: 2
- Module Type: Humanoid
- Profession: Artisan
- Cost: Expensive (16)
- Description: A facility available to repair vehicles in the field. The repair would cost cash just as in town, and that money would go to the government.
- Module Level: 2
- Evacuation Shuttle Beacon
- Module Level: 4
- Module Type: Humanoid
- Profession: Artisan
- Cost: Expensive (24)
- Description:
- A shuttle port that allows players to transport back to town.
- It would not allow players to travel to the camp however.
- A camp with this module would only be deployable by a Faction member, and usable only by members of that faction.
- The cost of this module should be sufficiently high that deploying such a camp would only be used in the most dire of circumstances.
- As this is an evacuation system, the patrons should not be too picky as to where they go. The shuttle should simply go to the nearest available town.
- A shuttle port that allows players to transport back to town.
- Module Level: 4
- Covert Detector
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Cheap (2)
- Description:
- Works like a regular covert detector
- A camp with this module would only be deployable by a Faction member
- Works like a regular covert detector
- Module Level: 2
- Rallying Point
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Produces an increase in morale among the members of the tenders group who are in the camp
- Increases the maximum value of all nine attributes by a certain amount
- Module Level: 2
- Biogenic Amplifier
- Module Level: 3
- Module Type: Humanoid
- Profession: Bio Engineer
- Cost: Moderate (8)
- Description:
- The tender can add chef and smuggler goods into the device to produce a enhancing effect on every member of the group within the camp.
- The buff would not be as powerful as ingesting the item directly.
- The tender can add chef and smuggler goods into the device to produce a enhancing effect on every member of the group within the camp.
- Module Level: 3
- Camoflauge Netting
- Module Level: 4
- Module Type: Generic
- Profession: Ranger
- Cost: Moderate (8)
- Description: Applies concealment to a members of the tenders group while in the camp
- Module Level: 4
- The following are offensive weapons available to faction members for use in encampments. Such weapons would work in the same manner as the AT-ST, working only in faction warfare.
- The turrets and mines would only engage opponents able to attack the camp tender, and would produce a combat TEF on the tender when engaged
- Small Arms Emplacement
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Provides an active defense system for Aggressives to the camp tender
- Enables the camp to remain up during combat situation
- Provides an active defense system for Aggressives to the camp tender
- Module Level: 2
- Machine Gun Nest
- Module Level: 3
- Module Type: Humanoid
- Profession: Weaponsmith
- Cost: Moderate (8)
- Description: More destructive than the Small Arms Emplacement
- Module Level: 3
- Rocket Launcher Nest
- Module Level: 4
- Module Type: Humanoid
- Profession: Weaponsmith
- Cost: Expensive (16)
- Description: More destructive than the Machine Gun Nest
- Module Level: 4
- Poison / Disease Aerosal System
- Module Level: 3
- Module Type: Humanoid
- Profession: Combat Medic
- Cost: Expensive (12)
- Description:
- The device renders poisons or diseases aerosol
- The tender can add poison or disease packs into the device and affect all agressives to the tender in the region of the camp.
- The effect would not be as powerful as having a Combat Medic perform the action himself.
- The device renders poisons or diseases aerosol
- Module Level: 3
- Mine Field
- Module Level: 3
- Module Type: Humanoid
- Profession: Weaponsmith
- Cost: Moderate (8)
- Description:
- An active defensive barrier with a set number of mines available working like a normal minefield
- Aggressives to the camp tender will be for a surprise if they stray into the camp.
- Enables the camp to remain up during combat situation
- An active defensive barrier with a set number of mines available working like a normal minefield
- Module Level: 3
Nanuu
Tue Jul 13, 2004 9:53 pm
#29
Dev's give this guy a job...he deserves it. lol /clap
DiLune wrote:
*Stretch*
Here's a bit of necro...the greatest camp proposal of all time: Ye Olde Modular Camp Proposal. Without further ado (and accolades to all who ever contributed to it not least of whom was Nraas)
Calculus_Entropy
Tue Jul 13, 2004 10:08 pm
#30
I think DiLune likes the modular camp idea...
. Thanks bud
.
Phenix1050
Wed Jul 14, 2004 3:28 am
#31
umm...check his name...he already got one. He's the marksman corr. lol.
Nanuu wrote:
Dev's give this guy a job...he deserves it. lol /clap
DiLune wrote:
*Stretch*
Here's a bit of necro...the greatest camp proposal of all time: Ye Olde Modular Camp Proposal. Without further ado (and accolades to all who ever contributed to it not least of whom was Nraas)
Nanuu
Wed Jul 14, 2004 9:33 pm
#32
Needs a designer job though. His ideas will never be realized in that depth in this game, but he has a mind for good ideas and design.
Phenix1050 wrote:
umm...check his name...he already got one. He's the marksman corr. lol.
Nanuu wrote:
Dev's give this guy a job...he deserves it. lol /clap
DiLune wrote:
*Stretch*
Here's a bit of necro...the greatest camp proposal of all time: Ye Olde Modular Camp Proposal. Without further ado (and accolades to all who ever contributed to it not least of whom was Nraas)
DiLune
Wed Jul 14, 2004 10:15 pm
#33
Hehe, wasn't my proposal I'm afraid. It was Nraas, DeltaXi65 and the rest of the Rangers that proposed that. I was just one of the ones pushing for it oh so long ago (and I'm starting to push again.)
Nanuu
Thu Oct 28, 2004 2:42 pm
#34
/bump With the CB\GCW balance, this might be something to start thinking about again guys....discuss..
Phenix1050
Thu Oct 28, 2004 4:26 pm
#35
well um....the modular camp proposal is contained within the "Outdoorsman 2.1" proposal as well as the orginal Outdoorsman, both of which can be reached through the "Geniuses at work thread". These ideas have been being kicked around for quite a while now. There's not much more to add, though after the Combat Upgrade, the Rangers in the Sandbox will have had a chance to see the new system and will be able to give suggestions to help shift the future of Ranger. As it stands now though, the same idea keep getting floated (though I say this is a good thing, so many great minds thinking alike can't be all bad). We pretty much just have to wait at this point.
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