Ranger Archive

Thread: Combat Camps

messiah38128
Fri Jun 24, 2005 11:36 pm
#27

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





IGN-Mase,scadea
Owen-Lars
Sat Jun 25, 2005 12:50 am
#28


Phen Wrote:


"I agree, but consider this, Owen. 3 man group. 2 combatants, both level40 single scout, newb. They go up against CL 50 critter. Scout traps, combants kill, scout gets 5000XP"







Just in case i get this wrong, you are assuming that the scout is level 40 too right? because if he wasnt he would certainly not get 5k xp but rather a 3 man group worth of their level xp (so for a level 1 around 100xp).


I just dont see how this is any different from any other type of xp out there. I can be a level 40 and go against a level 50 and pop one heal and get 5000xp, this is no different from trapping. IMO traps should be treated exactly like weapons in that if a weapon can hit it, you should be able to trap. One of the main problems with trapping as we currently have it is that trapping mod determins whether you can trap or not, although i dont like the idea of a novice scout trapping as well as me i think in order to allow people to level properly we need to either come up with a completely new trap leveling system or change the way trapping mod works. We could just turn the trapping mod into a trapping accuracy mod. If the mod was an accuracy mod then the more we level, the more accurate we get but a lvl 80 novice scout would still be able to trap things his/her level.


I know where you are coming from and yeah if it became an accuracymod then fair game, lets make it percentage but if we are going to be using the existing system then a straight mod wouldnt really be an issue, infact it would probly allow newbs to level up scout which is all good.


All in all,percentages would work, not because it would allow noobs to level up, just because it rewards you for your investment.



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Sat Jun 25, 2005 2:53 am
#29

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.





THORTAC BALCOR
The Lost Ranger
RANGER
WornTraveler
Sat Jun 25, 2005 4:21 am
#30

I.... like it.


Saw a turret out on Tatooine, near th egraveyard. I targeted it- it was named "Krayt Pwner". Got me thinking about this sort of stuff- I would like a camp where you can retreat to, for rangers to hide in combat. Think Vietnam mantraps except, instead of a ranger waiting for a guy to step in it, he jumps in it once he has a Krayt on his tail (freakin pop tarts fail on me the second I really need em!). Or, if the ranger thinks he still has a chance, a place he can retreat to that will even the odds a bit. Overall, I am reallyequally impressed by the fact that we have a corospondant who works plans like this out more than and by the plan itself. Yay for Rangers.


And a sad story- my BH friend asked me if he should respec to ranger, and sadly, I had to tell him "wait for the revamp". Don't want to have to say "wait for the next revamp" after our first, so keep the ideas coming!



Gledako Fo'Kray- Retired Master Ranger
Encoded until further notice!
Proud Captain of the YT1300 Vasarian Escape- Confirmed Stats from Last Battle- at least 3 kills, 5 disables, 2 spacebombs to the rear shielding and 4 snubs to take us down. Go crew!
Current one-on-one win-loss ratio for the Escape and her Crew- 11:1

Gledako -- Mercenary Dog of Spice --
Owen-Lars
Mon Jun 27, 2005 5:29 am
#31

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?





THORTAC BALCOR
The Lost Ranger
RANGER
Phenix1050
Mon Jun 27, 2005 5:44 am
#32

i was thinking about it, and rather than remove BF from the game entirely, it would be nice if there was sort of general fatigue, which everybody suffered from doing things. Crafting, scouting, whatever. There should be a gate to mindlessly grinding for hour upon hour. A general fatigue like in WoW would be great, what the problem is that many people don't like being "forced" to go into towns. Okay, says I. So make it so that fatigue slowly starts to reduce your XP gain. Then, let there be a /rest command. This will VERY slowly recover your fatigue. Listening to an entertainer will recover you fastest. camps would have an area modifier to /rest and if you /rest in it, you get the buff. (sorry, I just don't like the idea of their being a terminal you have to interact with to get the buff). that, to me, would be the best.



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.
Owen-Lars
Mon Jun 27, 2005 7:19 am
#33

There is no general fatigue in wow either. (only in the ocean which you die from)


I really wish BF was staying too but cant see it happening.


The reason for requiring selecting camped from the terminal is to first ensure people who dont want that specific buff (there are two camped buffs) do not get it, people cant get two camped buffs at the same time and it will allow the devs to use the same system as they used for people getting inspiration buffs making it more desirable for implementation.


Yes it would be better if we could just sit in camp, type /rest of whatever then have a pop up box asking to accept or decline the buff but its a lot more work which i have my doubts the devs would be interested in. Its all good making things perfect but we need to make the devs want to implement these and think they can do it reletively easily, not think oh that sounds cool but damn that would be extremely hard to implement. If we try as much as possible to use existing or similar systems already in game it gives us a much much much greater chance of seeing great changes heading our way.



THORTAC BALCOR
The Lost Ranger
RANGER
Noghrilover
Mon Jun 27, 2005 8:07 am
#34

I love these ideas. The bonuses seem fair and reasonable. Is this a substitution to modular camping or is it an add-on, or is this just a new idea altogether? I really like these and I would love to see other professions being able to place their things in as well (modular).



~Scnigey Wesley~
Master Bounty Hunter/Master Ranger
Chilastra
SWG:JTL Alpha Tester

Owen-Lars
Mon Jun 27, 2005 8:15 am
#35

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.





THORTAC BALCOR
The Lost Ranger
RANGER
Noghrilover
Mon Jun 27, 2005 8:33 am
#36






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.


It is a good solution to the park ranger/army ranger debate. It has a little of both in it.


It probably will be easier to implement than the modular camping.


The best part is, that I can see the Devs putting something like this in. It is very feasible. There is no reason not to implement something like this in the game. It is perfectly 'dev minded', as you said.



~Scnigey Wesley~
Master Bounty Hunter/Master Ranger
Chilastra
SWG:JTL Alpha Tester

BioEngine
Mon Jun 27, 2005 11:06 am
#37

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?





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Stamina
Owen-Lars
Mon Jun 27, 2005 11:09 am
#38

Not yet. Sorting that out this week. There will be a thread in the next few days asking for links to proposals and guides so i can update the guides and idea archive



THORTAC BALCOR
The Lost Ranger
RANGER
Kelko
Mon Jun 27, 2005 1:20 pm
#39

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.





SWG+PUB 19+CU+NGE = Crap
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