Ranger Archive

Thread: If you could build a camp that did something other than heal, what would it be/do?

Fred_Skinner
Fri Aug 01, 2003 9:06 am
#40






DukeHondo wrote:

"How about a Master Camp where you can pick the optional components (i.e. what kind of crafting station do you want, if any? Do you want a mission terminal, a bank, or a cloning station? Do you want turrets? Do you want tracking computers, or radar enhancers? etc...)."...


............ dude, you're a ranger.. Not a **edit**ing military installation commander. No way in hell should camps get radar enhancers, turrets, or cloning centers.. Rangers ROUGH it..they don't have all the things of life.. that's like taking a TV camping..





Yes way. Army Rangers make a field base just like this. With landing strip.Don't give me that crap about us not being Army Ramgers. This is Star Wars. Star Wars Rangers should have gadgits. Roughing it is were you start your training, not finish with it. Now attacking such a base and defenting it, that would be your Commando. But finding a location and setting it up, that be us. However, I feel an Architect should be the crafter, not us.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Proxus571
Fri Aug 01, 2003 9:21 am
#41

Well said! A master ranger should have abilities to work wonders with camps. Although some of the "wishes" are a bit... extravogent... I think there are a few that would make a rather nice master ranger camp.


First things first.. Field bases... MUST be able to heal BF. Now that that is out of the way here is my list


1: Better protection vs NPC's not just Critters. Yeah sure aggro critters won't come into my camp but Mercs still do nothing like being slain by a Merc on Lok because he waltzed into your camp while you were regenerating.


2: The Shuttle EVAC. idea is excellent. The devs are already working on Faction shuttle beacons to evac a player to the nearest faction HQ. So why not add camp evacuation abilities. Where everyone in the camp gets evacuated to the nearest shuttleport.


3: Combat enhancements: Yes this may sound stupid but Turrets, Radar Enhancers, or Defensive walls would be excellent. Hell the High Tech Base has a radar dish on the main tent so how is this not within our grasp? Also dont take the turret thing the wrong way, i dont wanna see Faction turrets that blast people to bits with 2 mind hits, but somthing that is small and provides nice protection while in the general vicinity of the camp would be nice.


4: Field Cloneing stations(master ranger only) This really should be at the top of the list but its a heavy upgrade so ill leave it at the bottom of my list. Cloneing stations in the field would be one of our best abilities as rangers. Just make it so you HAVE to bind to it in order to use it, that way you dont have people spawning in your base all the time. perhaps make the bind cost 1500 instead of 1000 so that its ballanced because of its usefullness.


That is my list.




Proxus' (TCON) - Master Bounty Hunter
Proxus (ISOC) - Jedi Elder
Jaden - (ISOC) - Second and Oldest Active Master Commando On Wanderhome

PhiGon
Fri Aug 01, 2003 9:27 am
#42

Most of the ideas I had thought of have already been said and I really like this discussion. One other I had thought about was:

Like Merchants, a Ranger could employ a NPC character to hold the base camp down. Why? What purpose?

1. The NPC could be a limited type of Merchant. Gives the ability for Rangers to drop off and sell hides/bones while in the field. People walking by the static field base could buy hides and bones from the NPC ranger stationed there.

2. The NPC could act as a patrol for the camp. Might be pretty useless in reality against agro's, but it could provide a "means of belief" for a Ranger camp that is safe from agros.

3. The NPC could provide missions for Rangers. Act as a mission terminal (which was stated earlier). Place a base in the middle of nowhere and you don't have to keep going back and forth to an outpost or town to get missions, defeating the purpose of the Ranger (IMHO). Maybe it doesn't work for everyone, just Rangers...

4. The NPC (going back to merchant idea) could store foraged items so you could have a place to drop off items instead of storing items in your inventory. Kind of like one of those Georgia Peach stands you see down small out-of-the-way roads.

5. An NPC could be an initial contact for visitors coming while you are away. Like advanced merchants, the NPC could welcome you to the camp, invite you in, or give any message you give it. This may help people feel comfortable about entering your camp while you aren't there.

6. The NPC (as a merchant-type) could sell camp items such as traps, different types of camps (from single to adv) based on what you make and place in it.



This is a different concept that is really infringing on the artisan/merchant class, but I thought having an NPC in the camp might have sparked other conversations...

Otoch Nahma
Forever Camping.



Otoch Nahma
Warrior of the 101st MonCal Brigade

Xaan
Fri Aug 01, 2003 9:56 am
#43

I want to see that changes that make Rangers more group friendly. We are not all loners. Some of us are guides for our group members.


A 1 time shuttle call (think Evac in EQ) would be great!


The camp itself should act as a general crafting station, providing some small advantage when crafting traps or other camps (experimentation)


Mission Terminals (perhaps with a limited number of missions it can provide) would also increase demand for Rangers in groups.


Not "poofing" in combat would be great also.


I like the NPC "groundskeeper" idea. Make the camp a friendly place to be.







- Capt Jack, (ex) Master Ranger - Tarquinas
LNS0388
Fri Aug 01, 2003 10:01 am
#44

I think that in addition to my trench idea running between the rear-battlefield camps and the forward firebases, we need modular camps that we can design at construction. Don't need a crafter station, but got droids to recharge? Add on the recharge module. Hostile area? Put some automatic gun emplacements in a perimeter slot and give them parameters on what to fire on through the camp management terminal. And of course, I think all the field bases should have a map terminal that you can use to see general creature disposition, spawn speeds, strength, and approximate location. A module you could add for a mission terminal or bazaar terminal would be cool too.



I also like the idea of a trapper's camp that automatically traps and harvests animals like a harvester. And if modular camps are added, a camp that's little more then a even section of ground for a shuttle to pick people up would be good, and you could add turrets with specific fire parameters to keep the LZ clear so a VIP could get out (A critically injured groupmember, or a overt faction member under fire.)



Good ideas so far.




Zeburo Kince, Scout / Rifle Marksman, Kauri server.
Goal: Ranger / Rifleman.
Main Desired Improvements: More diverse camp functions, fortifications, temporary housing camps. Persistant Traps, Tracking.
Corann
Fri Aug 01, 2003 10:15 am
#45

I want a permanent field base. No more auto-disband after a certain amount of time. If you log out in a field base , it should be there when you log back in. Maybe it should require maintenance fees like a house, but instead of credits it should require small amounts of the materials you made it from for repairs. Along those lines, if it's permanent, you should be able to store materials and equipment there. Basically, make a super high level field base into a house for master rangers.


No auto-disband if engaged in combat. See permanent bases above.


Battle Fatigue should heal in all field bases.


Everyone inside the field base should be maskscent and camouflaged from creature MOBs in the surrounding area. Once you step outside the perimeter though, you're back to normal. You should not be able to attack from inside the protection of the base. The protection provided for rest and healing needs to balance with the dangerous MOBs outside.


Increase the healing rate to be equal with hospitals in the top tier field base. Out in the wilds of Endor or Lok, everyone would appreciate having a ranger that could provide that service and make it a secure setting.


High Tech Field Bases should have a mission terminal for generating destroy (not delivery) missions in the wild. We are rangers and shouldn't need to go to the city for everything.


-Korann, Ranger, Naboo, Starsider

Proxus571
Fri Aug 01, 2003 11:27 am
#46

I would also like to point out that the HTFB is permanent... it stays till you log off



Proxus' (TCON) - Master Bounty Hunter
Proxus (ISOC) - Jedi Elder
Jaden - (ISOC) - Second and Oldest Active Master Commando On Wanderhome

JediJazz
Fri Aug 01, 2003 12:28 pm
#47

I'd really like to see Entertainers granted the ability to heal battle fatigue in Ranger camps.


I'd really, really like to see semi-permanent camps, and from what I've read, so would EVERYONE ELSE. It's a popular idea because it's a good one! I also think it would be VERY cool if the Master Ranger semi-permanent camps had indoors and outdoors areas to them (I like a roof over my head, even if it's something I just crafted).


A lot of people have said crafting stations aren't that useful, others have said they are. I've never really done any crafting but I've spoken to enough crafters to know that a great deal of items out there (like repair tools) have optional components. How about a Master Camp where you can pick the optional components (i.e. what kind of crafting station do you want, if any? Do you want a mission terminal, a bank, or a cloning station? Do you want turrets? Do you want tracking computers, or radar enhancers? etc...).


I feel the "role" of a Ranger in SWG should play something like a guide for groups, hence a semi-permanent camp that can be set up as a mobile field base for the group is something that fits quite nicely into the profession.


Jazzman MacIver


Bloodfin

DukeHondo
Fri Aug 01, 2003 12:41 pm
#48

"How about a Master Camp where you can pick the optional components (i.e. what kind of crafting station do you want, if any? Do you want a mission terminal, a bank, or a cloning station? Do you want turrets? Do you want tracking computers, or radar enhancers? etc...)."...


............ dude, you're a ranger.. Not a **edit**ing military installation commander. No way in hell should camps get radar enhancers, turrets, or cloning centers.. Rangers ROUGH it..they don't have all the things of life.. that's like taking a TV camping..




Hondo (Radiant)
Yoda - Lineage 2 (Kain)
Robinhood/Hondo - Lineage 1 (Dep/LoA)
Hondo - Guild Wars
Hondo - World War 2 On-Line
gudis2
Fri Aug 01, 2003 1:45 pm
#49

It would be nice to have a crafting station that corresponds to what I craft -- traps!


(I am not sure experimenting does anything for traps but would be nice to do that in my camp)

Pyradius
Fri Aug 01, 2003 2:32 pm
#50

I like the idea of modules or "sockets" for our high tech field base, and wouldn't necessarily mind seeing us gain some abilities here. I wouldn't mind seeing some interdependence either though. Like Armorsmiths being able to add defense modules, weaponsmiths being able to add turrets, or perhaps architects could fit somewhere along these lines. Don't get me wrong, I like being able to solo, but would love to see more grouping incentives added into the professions.



Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
SolarWraith
Fri Aug 01, 2003 3:21 pm
#51

I would like to see our camps heal combat fatigue....I dont know if it is a bug or not but for some reason the entertainer cannot heal your battle fatigue while in camp, but when you first makea camp it tells you that you can be healed by medics and entertainers. I dont know maybe I am reading it wrong.



"Be mindful of the living force young padawan"
Thames
Fri Aug 01, 2003 3:34 pm
#52

Buffs. These apply only to Ranger camps. Scout camps are not included.


1) High Quality Campsite







Odax Osskip**Far Star**
Master Doctor
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