Ranger Archive
Thread: Combat Camps
I think all of your ideas are great, but I'm a fan of mini-games so I'd like to see the camp function as one. Not as just some place for players to stand but, have them play a mini-game that would determine how well their buffs will be (up to the defined percentage). Something similar to the smuggling slicing concept would be nice. So, instead of wounds healing by themselves they can go to the camp datapad and start playing the healwound mini-game where they may have to "wrap leg" or "control bleeding" with a chance to do more harm than good. Make it hard enough such that rarely is someone perfect at the game. That sounds like my idea of fun and it really would feel like you're doing the action prescribed.
Scadea, Valcyn
The thing we really need to think about is trying to keep our ideas tied around the current system, using current systems and can be applied to the current dev way of thinking. Im sure we can all come up with massive camp overhauls and designs that would truely make camps an amazing game system, but we have to step back and ask ourselves if the devs are honestly going to design a totally new system just for us.
The way this design is set out uses existing dev thinking in buff application, camp art, uses current and widespread buffable mods and fits into the role of survival/support that from recent comments, it seems the devs have pegged for us. I just think that if we shoot for ideas that work around and within the game without asking for new systems that arnt used anywhere else we will have a much greater chance of catching a dev's eye.
Im not saying we should stop making our proposals or indeed any of those proposals dont have a chance at getting implemented, its just the devs seem to like using existing systems in other ways rather than implementing new ones.
Traps are a hard one as ground traps would requirea new system (possibly use minefield code?) buti think they are required to really make traps stand out.
I definatly think that defensive capabilities of camps should come from defensive mods and mitigation rather than coming from protection from turrets etc. That is essentially an offensive ability and i was trying to limit the offensive abilities todamage bonuses and stat buffs.
What would you guys say if SLs could evac a squadwhilst in combat to the nearest startport, say once ever hour? Would this clash with our out of combat extraction camp? Or wouldyou be happy forSLs to gain an emergency combat extraction ability?
Well the ideas are not unique, its just the way in which they are set up collectivelly are unique i believe (please please correct me if im wrong).
I wont take credit for these being my ideas, its just my opinionof putting the ideas together as a camping system.
This system would be in place of modular camping, like an alternative solution. I would say this would be much easier to implement than modular camping as many of the systems included are already in game and the bonuses/functions are very 'dev minded' in what they do.
Owen-Lars wrote:
Well the ideas are not unique, its just the way in which they are set up collectivelly are unique i believe (please please correct me if im wrong).
I wont take credit for these being my ideas, its just my opinionof putting the ideas together as a camping system.
This system would be in place of modular camping, like an alternative solution. I would say this would be much easier to implement than modular camping as many of the systems included are already in game and the bonuses/functions are very 'dev minded' in what they do.
This is true. I like the ideas because they focus on creatures and NPCs alike.
Um, Owen, I'd hate for these ideas to be pushed back by all of the "I WANT TO DO TRAPPING FASTERZORZ!!!1!!11eleventy" posts.
Have you updated the stickied posts containing links to the more important threads?
Owen,
I know you presented this concept a while back (was is early last year?) and even then I thought it was a tremendous idea. I think this is such a good idea in many ways and even plays into SWG and combat in a more inteactive way. It promotes grouping and more diversity in grouping during combat. It allows everyone to play a role in deploying a good camp.I know it would also make Rangers more useful for something other than farming resources. I don't hink I have ever had to use a camp for anyone else but myself while hunting or in a group. This would make one of our main functions actually worth something and worthwhile. I hope the Devs take serious consideration into this.