Ranger Archive

Thread: The Modular Camp...

Calculus_Entropy
Mon Jan 12, 2004 9:15 am
#40






NRaas wrote:

"You don't need a stage to make a HTFB, but if you want to heal BF, you would. In fact, if you added zero modules, in my opinion, that would be the exact type of camp you have now."


I agree with this...


Ok. I think this is where many of the detractors are getting hung up.


Should the camps have a inherent functionality? At least the minimum healing rate by default for instance?


I would hope so, think probots that can tank with no modules, but can be storage or healing droids (I think, I have never used one...). I pictured the modules adding functionality, not being the only way to have functionality.


Right now, I have it written that the only thing you can do in a camp with no modules is logout safely.


Should the Basic Camp have the same functionality that exists now, with no optional modules at all? And all other modular camps build off that basic setup?


What should be the inherent functionality available in a modularless camp?

Not sure, but something along the lines of what they are now. I may be way off base here.







Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
NRaas
Mon Jan 12, 2004 9:22 am
#41

"Not sure, but something along the lines of what they are now."


Ok, so are you suggesting that the higher level camps have additional inherent functionality?


As scout camps don't have creature suppression for instance, that inherent functionality would have to appear in a higher camp schematic.


That in itself would defeat the purpose of the modular system though, and throw us back to "everything is inherent in the camp" approach that we have now.


What I suggest is we determine what is the absolute minimum required for all camps, and then everything else is considered optional.





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NRaas
Mon Jan 12, 2004 9:33 am
#42

The conversation has been moved to:


The Modular Camp V2...





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