Ranger Archive

Thread: Campfire chat...

Keiner
Fri Jan 09, 2004 9:56 am
#27

There's some interesting ideas here, I guess I'll throw mine into the mix....


I have the feeling the devs won't like the idea of letting camps stay up during combat... maybe the concept doesn't quite make logical sense, but neither does the fact that I seem to be able to run around with a speeder bike and 8 giant creatures in my backpack


But what if we had the ability (maybe only as Master) togive someone else responsibility for it while we left? Like a sort of transfer command. Only we have the skills to construct it, but from that point we could share "control" of it with, for example, a doctor or musician, who would then stay there safely while the rest of the group could go off hunting, Then as long as that person is there it will still stay up. Maybe to limit it slightly you could require that person to have at least some scouting experience. (Like at Survival III you get ability "Receive Ranger Camp" or something)


I don't know, maybe it's a little weird, but I just thought I'd mention it....





----------------------------------
CU4 revealed!
----------------------------------
RIP Keiner Macht'fr 8/1/2003 - 4/18/2006
RIP Z'Bree Macht'fr 8/10/2003 - 12/18/2005
RIP Bri'zhee Khan 1/20/2004 - 12/10/2005
RIP Keino Mahhk 11/10/2004 - 12/11/2005

oh yeah, and "alot" is not a word...
NRaas
Fri Jan 09, 2004 9:57 am
#28

"My thoughts on camps"


Good show Klif_Hangar that is some sweet reading.


"No camp will EVER disband simply because no one is in it."


These is a design restriction within the system that must be considered here.



  • If a player wanders off and leaves the camp running, what is to stop him from making another camp? And another camp... and another... and another...

So you say... Why not have the player only able to make on camp at a time?



  • Once there are noplayers in the area, the system no longer updates structure in the region.

  • So there will be no notification message that the old camp is gone, and a new camp can be placed

I presume the decay timer could be associated with the player rather than the camp, such that when the timer decays you receive the ability to create a new camp.



  • But really, why wouldn't a player simply disband the original camp in the first place, and remove the issue?

  • Wait for it... That is what happens now. Once the player leaves the camp, it is conveniently removed.

"the majority of the optional slots"


I like that idea, very cool approach. The question is, how many components and modifier ideas do we actually have here?


By the approach described, we would need at least 4 medical components. What would each of these components do? What would the stealth and combat related components entail?


"prefab buildings"


Ah, manufactured housing, a seemarket potential in theArchitect profession for temporary housing such as these. They would sell them to us for use ina Master levelcamp crafting schematic.


----


I must ask however... Does this all fit within the vision we are setting out for ourselves?


Does the Outdoorsman philosophy contain all this functionality? Some of it sounds massive and city like, which doesn't really follow a wilderness expert path.


Someone else noted... Do MASH camps really fit into the philosophy at all?





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
NRaas
Fri Jan 09, 2004 10:17 am
#29

"They only need a radius of 64 meters around the camp that would be a no spawn zone and a perma' mask scent affect on it."


Agreed.


"We absolutely need a camp that does not disband when we are in it."


The proposed hunting blind serves the purpose does it not?


Actually I like the idea from another post of the blind actually enhancing the spawn rate in the vicinity (the opposite of the MASH camp), providing its occupants with ample choices.


"Right now, entertainers have no reason to leave the cantina. I could see peoplehiringEntertainers to come along and chill in the camps."


Exactly, the BF healing would be a benefit to both professions.


"cause our cars do not 'disband' when we leave the planet."


And the developers seem bound bent to fix that issue (I think they are supposed to vanish once you travel).





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
NRaas
Fri Jan 09, 2004 10:19 am
#30

"Just a quick question about the hunting blind. what exactly would it be?"


No idea, but I'm sure the Art department has some bizarre idea in mind.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
NRaas
Fri Jan 09, 2004 10:22 am
#31

"Modular camps. Every single one from scout to Ranger to SL would be based on different components."


I am hip to that. The camp is defined by the components used.


Higher skill levels would provide schematics with more optional component slots, or different styles of component slots.


Some would probably have to be mutually exclusive to provide some form of balance though.


Hmmm...





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Gelotri
Fri Jan 09, 2004 10:31 am
#32






siraim wrote:

With the random spawn system in place, I don't see how the hunting blind could work.. would we somehow build a lure into the blind that would give a chance to spawn that creature in the area of the blind?

I want camps fixed as much as anyone.. but if I had to trade mission terminals in the camps for track.. I'd do it in a heartbeat.

-just my two cents.

--
Wilsyn - 4344 Ranger - Bloodfin




I dont know if it was mentioned but, If the lures would use planet specific organics (Meat for carnivore......Flora for Herbivores) then we may have a better chance of buy off. The idea would be to sit in the blind and overwatch the lure. When the trap is sprun we kill the beastie. Just wanted clarification I guess.



Gelotri - Shadowfire - Elder CL90 Jedi
EX Master Pikeman - EX Master Ranger - EX Master Tera Kasai - EX Master Marksman - EX Master Bounty Hunter - EX Master Creature Handler - EX Master Swords

***That which Does not kill us, only affects our HAx***
Takei_Urawaza
Fri Jan 09, 2004 10:31 am
#33

http://www.luckyshuntingblinds.com/


first thing that came up in my search for hunting blind pictures that had decent pictures.


hunting blinds.. to me they suggest bonuses to hit creatures, bonuses to hide from creatures and flimsey as paper walls.


looks like they're a "take cover" special manuver for rangers really..




Takei Urawaza,

"Healthy people don't invent crutches."
NRaas
Fri Jan 09, 2004 10:39 am
#34

"An outdoorsman is home in the outdoor, isnt he?"


We may be at home, but that does not mean we are relaxed. The constant stress of having to watch out for dangerous creatures around every bend, etc. etc.


Even in camp, most native cultures blow off steam with ritual dances and songs. In SWG, songs and dances are the perview of the Entertainer profession.


Nothing stopping a Ranger from picking up a little entertainment skill on the side, if they can afford the points.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
NRaas
Fri Jan 09, 2004 10:40 am
#35

"The devs have already slated rangers for a hunting blind haven't they?"


Aye, that is why I have included it in the vision.


"Not only does the hunting blind stay up in combat but it actually attracts mobs and dynamic spawns in the vicinity of the camp."


My thoughts exactly.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
NRaas
Fri Jan 09, 2004 10:43 am
#36

"But what if we had the ability (maybe only as Master) togive someone else responsibility for it while we left?"


Oh, cool idea. Then those that don't want to fight can stay and mind the camp, while the Ranger goes gallavanting off with the pack.


Most excellent suggestion.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Phenix1050
Fri Jan 09, 2004 2:14 pm
#37

Okay, so I figured since my last post got some NRass love, I'd outline my modular camp proposal in a little more detail.


I think modular camping should begin at Novice Scout. Basic camps would be formed by combining two simple combonents- the weather protection componant (the hide) and the structural componant. novice scouts could only craft the basic camp cover and structure and would gain access to new camps just like they do now. The trade off for the increased crafting time (since you have to make several componants and combine them would be increased XP for crafting them.


There would be no available camp upgrades until one reached the advanced camp. This would have 1 extra slot. Now this slot could be occupied by several things. In fact, if the developers implemented this correctly, there could be a craftable item for almost every single elite proffession. This would allow for several different items to be put in the camps. Doctors and Combat Medics could craft medicine crafting module, weaponsmits and armorsmiths could make a weapon crafting module, dancers and musicianscould make stages (allowing the camps to heal BF), SL could make an item allowing camps to stay up in combat (although these could only be applied to certain camps, they would take up two modules, so could only be used in HTFB or Hunting Blind schematics), Bounty Hunters could make base defenses, Rangers could make an item that would make the camps repel (or attract) aggro's, et cetera, et cetera.


AS you moved up the Ranger line you would gain access to camps with more and more module spots. The Field Base would have two slots (though it could not use the attachment that allows it to stay up in combat), the Hunting Blind would have three (two would HAVE to be used by the combat module) and the HTFB would have four. This would allow the HTFB to be an all in one BASE, much like it's name would imply it would. That's the basic rundown of my ideas. Please feel free to provide friendly suggestions.




PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Rancorrider4
Fri Jan 09, 2004 3:22 pm
#38

Forums ate my last post and it was really good , so bear with me as I try to recapture it an hour later. <I was at work too>


I have thought about this for a while and as much as I hate to admit it, I cannot rationalize the existing camp structures in either the devs' or N'Raas' vision of us. I have said many times that one of the best parts of being a Ranger is our unique camping ability, and I think it should have been improved long ago. However as they are currently, they don't fit with the "Ultimate Outdoorsman", even in the M.A.S.H. unit sense that has been discussed


Make no mistake, I do not want to see the Frontiering line changed at all, barring improvements being made to it. Addition not subtraction. The problem lies within the developers vision. I don't think they intended to make this a total overhaul of the profession. I believe that they, with our assistance need to understand that maybe some rethinking of their vision is order. Please understand I am not trying to rock the boat, I just can't see the vision and the Frontiering line (as is) coexisting. It just won't make sense


Aside from the dev's radically altering their stance on us, which given my sincere lack of faith in them, is highly unlikely, here is my proposal (no complaining without suggestions on how to fix):


The appearance of the field base and HTFB do not gel with the outdoorsman or creature hunter vision. I want to state for the record, and emphatically, that I don't want anything to happen to these items. However in the event that they do, I see the field base replaced by the hunting blind, and the High Tech Field Base replaced with the Hunting Cabin. These could even give bonuses to the proposed "Ranger-Only weapon". My only negative about the cabin is the fact that I cannot see it functioning as much more than a house currently does. I'm open to suggestions on this part. The high quality camp that you get at Novice Ranger would remain intact. I would also like to see the hunting blind provide bonuses to camoflage, and or mask scent.


Again I personally would like to see the parties involved broaden even more the new vision of the Ranger and incorporate the existing camps, but these are my thoughts until that changes. Any opinions?


Respectfully,




nppmaHamus

o Galactic Geographic Explorero

Master Mountain Climber


Squidwalker
Fri Jan 09, 2004 3:34 pm
#39

Even though you said this should be for any SL camps, I still think it should belong to us.


That top level camp of yours, should stay up if the Ranger enters combat, or leaves it. Either have a timer after a ranger leaves it that the camp is still active. A long one, say 30min. If the ranger returns, and leaves again, the timer starts over. It is currently called a "Field Base" thus it should act like a base. Yes the camp, someday repel creatures and we should not have to fight. But it will not repel NPC. I have been attacked by NPC several times while in camp trying to heal. Even just with autofire, the camp disbands, and we have to make another one for us to rest and heal in.




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Page 3 of 5