Ranger Archive

Thread: The Modular Camp V2...

NRaas
Mon Jan 12, 2004 10:58 pm
#27

The next edition of this thread:


Modular Camp V3...





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NRaas
Tue Jan 13, 2004 1:05 am
#28

"As long as there is a way to boost the wound healing rate with optional components"


Yes, there would be a way.





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NRaas
Tue Jan 13, 2004 1:37 am
#29

"You see what I'm saying there?"


I see where you are going here. That is a thought.


Though I suspect the detractors to the plan would see that as an even more annoying feature, requiring to carry around all the components as seperate pieces, rather than one crate of specialty camps.


Hmmm...





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Calculus_Entropy
Tue Jan 13, 2004 1:41 am
#30






Fred_Skinner wrote:

Ya know, I just had an idea...


For these modular camps, why not have it such that you build the camp first. Then after that, anyone can drop in the module.



I like this. I was just thinking "what if a turret is put into a schematic and then someone made a fctory run?" That would make many uber camps. This is eliminated if the commando, doc (maybe a medic gets a weaker module), etc. is there to place the modules. Plus Idon't likethe idea of turrets



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
NRaas
Tue Jan 13, 2004 1:49 am
#31

"what if a turret is put into a schematic and then someone made a fctory run?"


Aye it would...


Though we haven't defined any costs associated with these modules though, or how difficult they are to destroy. Making them sufficiently expensive would reduce the number of camps with turrets there would be.


Remember, these camps are temporary, and would eventually disband no matter what you did.


They could provide a temporary bonus during a conflict, but given a high enough cost per turret component, they would be sufficiently rare.





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Calculus_Entropy
Tue Jan 13, 2004 1:53 am
#32

I am not sold on the idea of turrets yet, but I am getting closer. I just remember the days of people hunting with AT-ST's. One way to get around it, would to be to have any creature that gets turret-killed not be harvestable (and no XP for the kill, even if you assist). That could work for me(not sure how it could be implemented, tho).



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
NRaas
Tue Jan 13, 2004 1:57 am
#33

"One way to get around it, would to be to have any creature that gets turret-killed not be harvestable"


And another way would be to limit Turrets toFaction combat, as AT-STs were in the end. That would definitely reduce the fear of turrets being abused in creature combat.


Hmmm...





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GoldMemberBria
Sun Jan 18, 2004 3:05 pm
#34

For those that missed it:


http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=2024


Camps are no longer going to be required for calling pets and vehicles. I certainly am glad about this change, but it does mean that to me I'll be using about 75% less camps now, and camps have just lost almost 100% of their usefulness. So we'll be using camps now for healing wounds I guess? And that's about it. No wounds or no med skills = no use for camps. I still have no idea why they thought having an entire branch of ranger dedicated to camps and foraging was a good idea. Has anyone ever heard of a 0-4-0-0 ranger? Didn't think so.




Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


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