Ranger Archive
Thread: Modular Camp Draft
Oh forgot to say this...
I DO like Your suggestions for the most part, I hope many get implemented!!
i like your idea for camps with modules, on the SL forum we have been talking about a temporary sturctor similar to camps that i named, 'fortifications' these would be things like bunkers or trenches or barrior walls that do NOT provide any healing bonuses or and do not do anything that camps do. Fortifications would ONLY provide meele/ranged defence bonus to members of a SLs group and posible bonuses to SL abilities. here is out currect thread of discution:
http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=5405&view=by_date_ascending&page=1
we also discused develpoing these so that not only can SLs use these as stand alone combat defences but that we should be able to combine our Fortificaiotns with higher level Ranger camps to create fortified comand staions that can do the job of both a camp and a fortificaiton.
these types of stuctures would be extreamly useful in large scale PvP combate and would not only be a great improve ment to the SL profession but would allow SLs and Rangers that ability to work closly together
your modular camps would a great additions to your profession as would fortifications be a great additons to SLs. so if i may i would like to encourage the Ranger Comunity to help us Push Fortificaitons as a new addition to SLs and we will do our best to support your push for moduler camps
And if by some strange act, the Devs would think that giving us Modular Camps would make us too powerful... then they could simply implement the following:
These special Modulated Camps would take up temporary lots from alloted building space. For example, the more technical thata campis, the more space it should take up. How about for each module implemented, it would take up 1 or 2 lots. As each player is allotted 10 lots... this could definitely work. Besides, in my mind Rangers are supposed to be at home in the wilderness - wandering the range without much of a care for civilization.
Once your camp has disbanded, your lots would revert to being empty. By implementing this, you give the Rangers a choice (again, only if implementingthe Modular Campideaproves be too unbalancing); either they can reap the benefits of a permanent structure at the cost of fortifying their camps with special modules, or they can truly learn to exist in the wild with their temporary homes.
Tevoo Rerio (Deranged Ranger)
I really like this idea, but I think we should put some kind of module in for every class in the game that can craft something (i.e. artisan, entertainer, musician, medic, scout, ranger, bioengineer, droid engineer, weaponsmith, armorsmith, architect, doctor, combat medic, chef, tailor, & smuggler). I know it's a long list of modules and we'll probablyonly be able to insert two or three into our final product (but wouldn't it be the most awesome thing to have that many modules in a single camp, aaah rangers dream come true), but let's keep things going. Can we actually come up with something for each of these classes to contribute to us? I'll have a go at it, feel free to compliment or complain about them, add any ideas you want.
Armorsmith: defensive layer- +melee & + ranged defense while in camp.
Architect:folding barricades (activated at camp control panel)- raise a low barricade around entire camp so melee classes/critters can't enter (does not limit line of sight?).
Artisan: architect/DE/weaponsmith/chef/smuggler base component (power expansion port? Power up-link port?)- only made by master artisans
Droid Engineer: droid maintainance module: droid repair & power station.
Weaponsmith: heads up display module- +ranged attack bonus.
Entertainer: Stage module- +entertainer/musician/dancer healing bonus.
Musician: surround sound system- increase range on entertainer abilities.
Ranger: radar module- increased radar range.
Scout: emergency beacon module- emergency shuttle command (activated at camp control panel).
Medic: base medical module for Doctor & Combat Medic (bio-medical database?)- made by master medics
Doctor: medical nanite module- +first aid, +diagnosis, some kind of minor unlimited stims, maybe stim-a(makes medical personel more effective instead of replacing them by increasing the healing rate)
Combat Medic: hazmat module- +resistance to poison/disease, -poison/disease durration for all within camp.
BioEngineer: (considered medical requires medical base component) kennel- heals stored pets rapidly while player is in camp.
Tailor: cloth adhesive- required for armorsmith module
Smuggler: secret compartment- temporary bank-like safety deposit.
Chef: Galley (alternatively canteen)- minor buff to all stats while in camp.
Anyone have any alternate/other ideas?
drezbizkit wrote:
I will add one thing to the idea of Modular Camps.
Basically, I'm all for it, but now camps are coming close to becoming temporary buidlings (and rightfully so). One feature that I believe is important is to be able to control who has access to your "Camp"
I doubt this would fly but I'll throw it out there anyway...
Instead of a "ban" list, allow the camp owner to /warn and attack people at will within the boundaries of the camp, in much the same way that militia can in player cities.
Evacuation Module ( once the Faction Shuttle Beacons have been developed fully, a module for evacuating the occupants of the camp to the nearest shuttle port)
Must...get