Ranger Archive
Thread: Modular Camp V3...
Here's an idea that just might be impossible to implement with the current system. But it would be really cool.
On top of the defensive & offensive bonuses, and the automated defenses, and the factional terminals, why not give the SL camp inhabitants a HAM bonus? Maybe 50 to each secondary stat, so that their specials cost just a bit less, and they regen just a bit faster?
"why not give the SL camp inhabitants a HAM bonus?"
What do we call the module? The Biogenic Amplifier?
"how about a module that lets accepts drugs from players, and then spreads the drug effect (and the following downer effect) across the group?"
Guess you couldn't call it an "Air Purifier" after that? ![]()
Wow.... quite a lot of work went into that. Just have a couple of notes to raise your attention to.
Veterinary Bay
- Module Level: 2
- Module Type: Creature
- Profession: Bio Engineer
- Description: Enhanced version of the Medical bay that provides an increased wound healing rate for creatures, and adds a bonus to pet stims using in camps
--- I am a master creature handler as well as master ranger. An "increased wound healing rate for creatures" is not a big deal. Feeding a pet one bofa treat fixes ALL health and action wounds. Mind wounds are just a matter of doing a few tricks. An increase to damage healing rate would be much more in demand. The bonus to pet stims is a nice idea.
My .02 credits on the other stuff... I agree with the person further up who did not like the idea of essentially losing our High Tech Field base. The crafting stations in my camp are a big deal to me, and I would be upset to see them not only taken away from me but given to another class. ![]()
Also while the lazy side of me thought the "camp shuttle" was cool, I really don't think it fits in the game and the potential for abuse is huge.
Anyway, thanks for doing so much work NRass.
Cressida (Flurry server)
"An "increased wound healing rate for creatures" is not a big deal."
Any suggestion as to how to make the module useful?
"The crafting stations in my camp are a big deal to me"
I find it odd we can make them at all actually. If any joe woodsman can produce a crafting station using the crafting tool, then why does it take Artisan skill to make the private ones? ![]()
There was talk of making wounds not fully heal and requireing ether more food or higher creature skill or a med skill. There was also talk of having to use trick2 to get a full mind heal. Was this abandonded?
Shaylin wrote:
...snip...
--- I am a master creature handler as well as master ranger. An "increased wound healing rate for creatures" is not a big deal. Feeding a pet one bofa treat fixes ALL health and action wounds. Mind wounds are just a matter of doing a few tricks. An increase to damage healing rate would be much more in demand. The bonus to pet stims is a nice idea.
...snip...
NRass, Yeah an increase in healing rate of pet damage would be more valuable than pet wounds, I think.
Fred, Yeah, I heard that talk too... thought it was going to be in the December publish.... TH touted that tricks would not heal as much as easily, and that trick2 was going to be "much cooler than trick1"... Well, trick 2 isn't any cooler that I have seen.
And sure if your pet got mind disease or something like that you might be sitting around awhile to get it fixed.... BUT, in normal hunting you only need to trick your pet one or two times and toss him a treat after a battle and he is fixed up. I have never been in a situation where I was looking for someone to heal my pets wounds.
I am not sure they would make a change big enough to warrent having to use meds to heal pet wounds, unless they do something like the pet stims, where you don't have to have medic skill to use them. Even with that though, I still think a damage heal rate mod would be much more useful than a wound one.
Cressida
"Yeah an increase in healing rate of pet damage would be more valuable than pet wounds, I think."
Cool. ![]()
NRaas wrote:
"The squad leader is about leadership and morale, so maybe just call it something like a Rallying Point."
Perhaps the Rallying Point module should be the lower level version of the Biogenic module, something the SLcan make on their own. But if they want the bigger juice, they need the help of a Bio-Engineer.
Or a smuggler to add some sort of pain-killing, rage-inducing spice-dust?
I swear you'll bring a tear to my eye one of these days. The posts keep getting better.
Such well thought out needs..
"Or a smuggler to add some sort of pain-killing, rage-inducing spice-dust?"
How about a Combat Medic poison gas release module?
The ideas are endless. ![]()