Ranger Archive

Thread: Campfire chat...

Keiner
Fri Jan 09, 2004 3:46 pm
#40

I must say Phenix1050, I really like your ideas, and think there's some great potential there!


Additional possibilites:


BE's could add a component to heal pets


Tailors could add a form of "skill mod" enhancer type thing that would increase it's repellent effect, or maybe if that's not logical, at least customize the camp's colors and looks... (Tiger print tents! )


Master Artisans could add a component to partially repair vehicles


Droid Engineers could create a rudimentary sentry component that warns you if someone approaches within 250m


Politicians could let you vote someone out of the camp ( j/k )





----------------------------------
CU4 revealed!
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RIP Keiner Macht'fr 8/1/2003 - 4/18/2006
RIP Z'Bree Macht'fr 8/10/2003 - 12/18/2005
RIP Bri'zhee Khan 1/20/2004 - 12/10/2005
RIP Keino Mahhk 11/10/2004 - 12/11/2005

oh yeah, and "alot" is not a word...
Ragnoan
Fri Jan 09, 2004 9:56 pm
#41

As far as a Squad Leader camp goes I'm pretty sure the small number of us don't care if we make the camp ourself. This had been discussed in the SL forum and the basic consensus that I gathered was to have "Fortification Kits" to be applied to a Ranger camp to enhance it for combat situations.



________________________________________

"Adaex Brakken"
X Traitor to the Empire, may he rest in peace X
Klif_Hangar
Fri Jan 09, 2004 9:59 pm
#42

Ok, after a little sleep, a lot of thought, andsome useful feedback and comments from this thread, I've revised my initial ideas. Results below.


Modular Camp System Take 2


Under this proposal, all camps would be derived from modular camp schematics with a few mandatory components and several optional components.


General Properties of Camps



  • All camps will be color-customizable

  • Any one person can only have one camp out at a time.

  • No camp will disband when you walk out of it. There will be a decay attribute to the camp that will cause its condition to decrease at a certain rate. The decay rate can be experimented on so that the camp can stay up as long as 2 hours.

  • All camps will automatically disband when the owner gets a certain distance away (say 1km, maybe less depending on technical issues).

  • Ownership of any camp can be transferred to someone else at any time after it is deployed and before it decays to condition = 0. The new owner's distance from the camp will determine if it will disband due to the above point after the transfer.

  • Of course, the owner of a camp can choose to manually disband it at any time.

  • Anyone can call vehicles/pets/droids from any camp when it is deployed.

Scout Camp and Camp Components



  • Novice Scouts gain a "Basic Modular Camp Kit" (BMCK) schematic and the ability to use any camp kit made using this schematic. The complexity of the BMCK would be 1.

  • Only Scouts and professions deriving from scout can use camps madefrom the BMCK.

  • Any camp made using the BMCK would disband if its owner engaged in combat.

  • Novice Scouts would also gain a "Firepit" schematic and a "Basic Tent/Chair Kit" schematic.

  • The BMCK would have 2 mandatory component slots, one for a "Basic Tent/Chair Kit" and one for a "Camp Lightsource."

  • The BMCK would have 3 optional component slots, where components found in the Scout's Wilderness Survival line could be placed to enhance the BMCK's abilities.

  • As Scouts go up their Wilderness Survival tree, they gain new camp components that can be put into the BMCK schematic.

  • Allcamp component schematics found in the Scout profession would have a complexity of 1.

  • All camp component schematics found in Ranger and Squad Leader would have a complexity of 2.

  • Only camp components with complexity of 1 would work in the BMCK schematic (so Scouts cannot purchase Ranger and Squad Leader camp components and use them in their BMCK).

  • Any Scout can use any camp component made by any other scout, even if they don't have the schematic for that component themselves (so if a Novice Scout wanted to buy a "Lamp" componentfrom a Master Scout, they could use the "lamp"in their camp schematic). This opens up a bit of a market for camp components.

  • Scouts can only use the BMCK (so Scouts cannot purchase whole camps built by Squad Leaders or Rangers and use them).

  • A BMCK by default has no healing abilities. It does not have a passive healing ability and it does not allow a medic to heal wounds inside of it. These abilites can be added to the BMCK by adding camp components found in the Scout Wilderness Survival Tree ("Basic Bed" adds passive healing, "Medical Diagnostic Computer" adds medic wound healing ability). This allows CH's who just want to make a camp to call a pet to do so without having to pay for resources to heal. It also fits with the idea that some camps don't have a healing ability (like the hunting blind).

  • The BMCK can never become a specialty camp like the Ranger or Squad Leader Camps (see below).

  • Camp component schematics found in Scout would include:


    • "Firepit" - gained at Novice Scout, basic small fire that goes in mandatory "Lightsource" slot of BMCK.

    • "Basic Tent/Chair Kit" - gained at Novice Scout, each "Basic Tent/Chair Kit" adds 2 to the number of people that can be affected by the camp at any given time (i.e. if the one mandatory slot of the BMCK is filled with one of these, and one is also put in one of the optional slots of the BMCK schematic, then the camp will be able to hold 4 people at once).

    • "Basic Bed" - gained at Wilderness Survival 1, each "Basic Bed" increases the passive wound and damage healing abilities of the camp. 2 Basic Beds in a camp would make the camp's passive wound and damage healing abilities twice as fast as if 1 Basic Bed were put into the camp schematic.

    • "Medical Diagnostic Computer" - gained at Wilderness Survival 2, if at least one is included in the schematic, the resulting camp will allow Medics to heal wounds in it. Each additional Medical Diagnostic Computer added to the camp willincrease the effectiveness of the Medic's wound healing.

    • "Lamp" - gained at Wilderness Survival 3, can be placed in the "Lightsource" mandatory slot of the BMCK in place of the "Firepit", or can be placed in an optional slot. Basically just a lightsource like that found in the current Scout Wilderness Survival 4 camp, a lamp on a large pole. Each one adds another lamp to the camp.

    • "Advanced Tent/Chair Kit" - gained at Wilderness Survival 4, just like the "Basic Tent/Chair Kit", except a larger tent and 5 chairs are included, and for each of these in a camp, 5 more people can be affected by the camp at a time instead of the 2 for each Basic Kit.

Squad Leader Camp and Camp Components



  • Novice Squad Leaders would gain an "Advanced ModularFortifications Kit" (AMFK) schematic and the ability to use any camp made from this schematic.

  • Only Squad Leaders would be able to use camps made from the AMFK schematic.

  • Novice Squad Leaders would gain a "Sandbag Wall" camp component schematic as well.

  • The AMFK would be composed of2 mandatory component slots ("Sandbag Wall" and "Tent/Chair Kit"), and 6 optional component slots.

  • Squad Leaders gain severalcamp component schematics spread throughout their profession tree.

  • All squad leader camp components would be combat based.

  • All squad leader and ranger camp components would have complexity of 2 (so they cannot be used in a Scout BMCK).

  • Any of the 6 optional slots in the AMFK wouldaccept any component of complexity 2 or 1 (all Ranger, Squad Leader, and Scout-made camp components would work in the AMFK).

  • The AMFK would have the properties of a BMCK by default (no healing abilities without healing components, disbands when owner enters combat, etc).

  • If 4 out of the 6 optional component slots in the AMFK are filled with Squad-Leader made components, then the resulting camp is classified as a "Fortification" and is givenspecial properties.


    • "Fortifications" do not disband when the owner is in combat.

    • "Fortifications" give additional offensive and defensive combat bonuses to all players in them. These bonuses apply against creatures, npc's, and pc's

    • Using this approach, it is possible to have a Fortification that can also allow basic healingfunctions (with 4 squad leader-made components in the optional slots and one or two medical computers/beds in the other optional slots). If the user wants a camp that can heal really well, however,they will have to fill many of the optional component slots in the AMFK with medical computers/beds and the resulting camp will not be a fortification

  • Some of the Squad Leader Camp Component Schematics could include:


    • "E-Web gun emplacements" - require 2 people to operate, this is a heavy machine gun likethe one being set up to fire on the Millenium Falconon Hoth in in The Empire Strikes Back.

    • "Automated Turret" - self-explanatory, fires on any aggressive thing in range or on anything attacking someone in the camp.

    • "Targeting Computer" - each one boosts offensive stats of all those inside the camp.

    • "SandBag Wall" - each one boosts defensive stats of all those inside the camp.

    • "Laser Fence" - causes damage to any opponent that enters the camp.

    • "Evac Shuttlepad" - allows users to take a shuttle out of the camp to the nearest city shuttleport only - possibly gained at Master Squad Leader.

Ranger Camp and Camp Components



  • Novice Rangers gain the "Advanced Modular Camp Kit" (AMCK) schematic along with the ability to use any camp made using this schematic.

  • Only Rangers can use camps made using the AMCK schematic.

  • The AMCK would have 2 mandatory component slots ("Tent/Chair Kit" and "Lightsource" kit).

  • The AMCK would have 6 optional component slots.

  • The AMCK would have a complexity of 2.

  • Rangers gain several Camp Components in their Frontiering tree.

  • All Ranger camp component schematics have complexity of 2, just like squad leader components.

  • The AMCK could take any camp component with complexity of 2 or 1 (so all components made by Squad Leaders, Rangers, and Scouts can be used).

  • Camps made using the AMCK have the same properties as the BMCK by default (no healing abilities without adding beds/medical computers/other Ranger-made medical components, disbands when owner enters combat, etc).

  • If 4 out of the 6 components used in the AMCK schematic are Squad-Leader made components (combat components), then the resulting camp is classified as a "Hunting Blind" and is given special properties.


    • "Hunting Blinds" give all players in the camp a negative to-hit modifier similar to the proposed conceal changes.

    • "Hunting Blinds" do not disband when the owner enters combat.

    • "Hunting Blinds" give offensive and defensive combat bonuses against creatures only.

    • "Hunting Blinds" have an option on the terminal allowing the owner to choose a certain type of creature and will then stimulate spawns of that type of creature in the area (similar to proposed Ranger track system).

  • If 4 out of 6 components used in the AMCK schematic are Medical components (see below for components classified as Medical), the resulting camp is classified as a "MASH" and is given special properties.


    • "MASHes" grant additional bonuses to passive healing and medic healing on top of the medical components' effects.

    • "MASHes" would allow Master Musicians/Master Dancers to heal Battle Fatigue much more slowly than it would be healed in a cantina. (People could get MASHes at Novice Ranger, so the healing speed should be VERY slow to counteractthe number of people given the ability). This speed could be boosted by camp components gained higher up in the Ranger tree.

  • Some of the Ranger camp component schematics could include:


    • "Proximity Sensor" - First one suppresses aggressive creature spawns and repels existing aggro creatures of a certain cl (say, cl 15) in the area. Each additional proximity sensor adds 5 to the cl of creatures suppressed and repelled (so 2 proximity sensors would repel and suppress aggro creatures cl 20 and below).

    • "Holochess table" - lets you play holochess eventually, until the devs get it programmed, just a decoration.

    • "Crafting Stations" - each one of these adds a crafting station of that type to the camp.

    • Components classified as Medical Componentsthat will generate a MASH camp if 4+ are used in the AMCK schematic:


      • "Medical Diagnostic Bed" - combines the affects of the Scout "Basic Bed" and the Scout "Medical Diagnostic Computer" into one component. (adds to the speed of passive wound and damage healing and adds to the speed of medic wound/damage healing).

      • "Portable Bacta Tank" - as seen in the X-Wing series of books, a horizontal tub that can be filled with bacta to heal members. This component acts like the "Medical Diagnostic Bed", but boosts the speed and effectiveness 2 timesas much (so one "Portable Bacta Tank" is equivalent to 2 "Medical Diagnostic Beds") This is advantageous because there are only 6 optional slots in the AMCK schematic, so you can get 2 times as much healing boosts using this.

  • Note: You can have more than one of each type of component in a single camp. For instance, you could put 2 "Portable Bacta Tanks" in 2 of the slots in the AMCK schematic, leaving (6-2 = ) 4 slots left. You could then put 2 "Medical Diagnostic Beds" in 2 more of the optional slots, leaving (4-2 = ) 2 slots open. At this point, 4 out of the 6 optional slots in the schematic would be filled with Medical components, so the resulting camp would be classified as a MASH and given the MASH special properties regardless of what gets put in the last two slots.

Long Term Field Base - Master Ranger


I've reconsidered this idea since my last post. I think I made this sound too big in the last post. What I really want is a small encampment with multiple 'tents' or temporary structures (prefab buildings). I don't want it to be a full town. My inspiration for the idea came from two places: The "Big Game Hunter" encampment in Jurassic Park 2, and the temporary settlement used by Garm Bel Iblis' forces in Timothy Zahn's Dark Force Rising. Basically, a small village that could be packed up and moved completely (buildings and all) at a moment's notice. I think it fits in the "Ultimate Outdoorsman" vision of Ranger because an outdoorsman is not necessarily alone in the wilderness all the time. Sometimes an outdoorsman is paid to take rich merchants and politicians out into the wild to hunt (there's an eu star wars book where luke skywalker goes to hoth and meets such a group there hunting wompas, though I can't remember the name of the book), and an outdoorman often helps establish small settlements in the wild (like the small trading outposts set up by french explorers/outdoorsmen in America). I've made some revisions to fit the vision closer and make the LTFB seem more like a small trading outpost and less like a town.



  • The Long Term Field Base (LTFB) would be a Master Ranger-only schematic.

  • LTFB could stay up as long as 48 hours if the decay rate is experimented to its lowest level.

  • The LTFB's buildings would be very small - only one room, only able to hold 2 or 3 people at a time.

  • All of its components would be prefab buildings except for the mandatory component (see next bullet point).

  • One mandatory component slot ("Enclosure" - a fence type structure to protect the LTFB from the wild).

  • 5 optional component slots, which must be prefab buildings.

  • Prefab buildings could be built by other professions, possibly architect.

  • Some Prefab building types:


    • Emergency medical ward - allows healing only slightly worse thana city medical center.

    • Lounge - actslike a city cantina, only holds about 10 people, slightly slower healing/buff/bf healing compared to a city cantina.

    • Tracking Station - has a satellite dish on it, can be used by owner to stimulate spawns of one creature typeat a time in the area.

    • Prefab evacuation shuttlepad - allows travel out of the LTFB to nearest city shuttleport only.

  • LTFB would not be able to be registered on a planetary map (the mapsare crowded enough already with player cities, and the LTFB would disappear in 2 days anyway).

  • LTFB would not have Mission Terminals, Garages, or StarPorts. This is partly because I don't want them to infringe upon the Player Cities and partly because of economic concerns the devs may have about giving us mission terminals outside cities.

Howthe Detailed Camp Components Fit in the Ultimate Outdoorsman Vision of Ranger


Finally, I think all of the camp types listed in the Ranger part of this document fit into the Ultimate Outdoorsman Vision. How the Hunting Blind fits is obvious I hope. The MASH type camp is just a natural extension of the fact that outdoorsman who choose to explore the frontier soon realize that they need to be able to heal in the wild away from civilization. They would thus be sure to equip themselves with medical equipment before heading off into the wild. If they then decide to join a faction and fight a pvp/npc battle, the lessons learned in the wilderness can easily translate into helping to heal others with the proper equipment.


I've already stated why I think the LTFB fits into the Ultimate Outdoorsman vision - big game hunters, outdoorsman not always being outdoors alone, the ability to establish beachhead trading posts and outposts in the wilderness, etc.


Sorry this is so long, I hope you all find it useful somehow. Thanks for reading.






Dyne Cloudskimmer
Antarian Ranger, Ahazi
CapnKill
Sat Jan 10, 2004 1:23 am
#43

I'd like a small camp for the solo ranger to heal BF. When I go out on my own I don't want to drag an entertainer with me just to heal my BF, and I don't think an entertainer will really go with a solo ranger just for that.


Let the BIG camp heal BF with the help of an entertainer..for the group adventures. That's when I can see an entertainer taging along.


If we just have a small camp for one or two people MAX then it wouldn't really nerf the entertainer profesion at all.



Calculus_Entropy
Sat Jan 10, 2004 1:48 am
#44

Is BF that big of a problem that we need to be able to heal it in the wilderness? I only my own history, but at most I heal it twice a month. If you die without having saved a clone then I can see the issue, but then you are in town anyway, sooooo.... The everyday wear and tear of being a hunter has not caused me any major BF problems, so I guessI can not see a reason to take an ability away from 2 elite professions. Remember how some of us felt about Combat Medics getting TN.




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Phenix1050
Sat Jan 10, 2004 5:43 am
#45

Just looking over the proposal, (not mine, Klif_Hangars) I would say that the basic idea is good but some things I don't think would work. While I agree that ALL camps should be modular, I don't think that scout camps should have "modules" at all. I think that at the scout level (especially novice scout) you're basically a boy scout. Your camps should reflect the simplicity of your knowledge and should be fairly cut and dry. I think all camps should heal wounds at least at a slow rate, because you when camping you are in effect, resting yourself. Now the type of camp would affect the heal rate, of course, as well as any modifiers. However, coming from your design, I would propose this:



  • A basic camp kit that required 3 items to make it: the structural componant, the lighting componant and the camp layout componant. The structural would behide and bone, the lighting would bewood or metal and chemical and the layout would be metal or wood. All would be able to be experimented upon, in two catogories: comfort (wound healing), durability (max time it could stay up) and quality. The lighting componant could also provide a safty experimentation, which would add a VERY small passive maskscent (the lighting makes them wary to approach

  • Now, as for squad leaders having their own camps, I am in complete agreement with this. however, they must be made in such a way that they could NEVER provide passive healing modifiers. The idea here is that the SL camps would be more along the lines of battle defenses and fortifications. I doubt the people in the trenches in WWI were able to get very well rested in places like this. Their camps would be experimentable in durability, protection (passive defence modifier) and effectiveness (passive attack modifier)

  • Rangers should be the ultimate campers, in my mind. They should have the most slots available to them, more even than the Squad leaders could, since we have BASES while they have FORTIFICATIONS. It's semantically different and I think that a base could be a one-stop shop for healing after a battle, whereas a fortification could only serve a single purpose: a place to fight from. In my mind having a place to RECOVER from fighting is much more difficult than making a place to fight from. Have a shovel? dig a hole. There, you have a place to fight from.

  • You propose only 3 basic types of camps which would then have to have a certain amount of particular modules to become another type of camp. By including a camp layout componant, you would be able to keep the system as much like it is as possible, which would make coding easier (and therefore much more likely to be implemented). The camp layouts would be the same as they are now, only squad leaders would have new layouts like bunkers and fortifications and Rangers would have hunting blinds and (what I really like from your proposal), the long-term field base which if you go according to MY view of it, would have8 slots, but it would requirea stays-up-in-battle module, which would take up two slots.

  • What I like about my proposal is that it includes several different proffessions. In fact, almost every single elite proffession could, in theory add to the quality of a Rangers camp. however, the Ranger should have the ability to make enough modules so that he or she can still solo. The latent wound healing (comfort) should be something we can make better with a module, as should the ability to repel aggros and hide from NPC's (a camoflage module-very high resource cost) could be applied to the camp. While you don't argue against this, I think it should be a foremost part of the proposal. Every proffession should be able to help Rangers out, and be helped in return.

  • I think it's possible that Bounty Hunters could have their own type of camp too. Purely speaking for fairness, they do have to become master scouts rather than just doing two lines like the SL's. in theory they should have a camp kit to match their dedication. Perhaps something along the lines of a medium size camp (low healing power) but that would also provide an aiming system to increase the likelyhood of their droids finding a target (while on the same planet as their target) and would also increase their to-hit modifier. Just a suggestion, obviously needs some fine tuning.

So thats it. I think eventually, we're gonna nail down a solid proposal for modular camps and the devs aren't going to be able to ignore such a well-thought-out and amazingly intelligent idea. (okay, they could, but I have faith in NRass and the intelligence of the devs).


Also I'd like to apologize to Proxus571, who apparently came up with the modular camp idea. I did not read your post, but I assume fromt what Klif says that YOU came up with modular camping. I, independant of you, thought of this idea as well, and I accidentally assumed credit for an idea that had already been put on the market. Sorry for stealing your thunder. Which is an odd expression because people hate bad weather. Me, I like it when people steal my thunder. Good, YOU take the bad weather, I'll keep the sunshine. Stealing peoples thunder sounds like a valuable community service. In fact, people should pay others to steal their thunder. Though I suppose it wouldn't be stealing then, would it. No, it'd be selling and collecting thunder. Where was I? oh yeah. stealing ideas. sorry proxus.


till next time everyone: peace, love and Rangering




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.
Machs
Sat Jan 10, 2004 6:35 am
#46

The idea for camps not disbanding during combat should be fairly easy to implement. Now, once you leave the camp, it stays deployed for a short period of time. Just increase the timer. As for someone plopping down more than one camp at a time, why can't it use the same sort of code used for droids/pets/vehicles? Heck, you could even change the camp to be a datapad item if you want. Instead of "use" to deploy the camp, you use "call." To keep it so you have to use resouces, use the same sort of code used for making a vendor. Once you "store" it, the vendor has to be regenerated... do the same thing with a camp.


Why is this so important? Right now, there is very little need for the higher end camps. You either get: 1)lower level person needs camp exp, so they pitch the smaller version. This is especially true of the folks grinding for a FS slot. 2) nobody sits in the camp long enough to justify using the crafting stations, so why bother with the extra materials, 3) people use the camp to call their pets or vehicle, so they throw a "basic" up and disband it after a sec.


Also, the Master Ranger camp should really be a field of operations for your groups. When doing a large hunt, it's not uncommon for people to get killed in the fight. Right now, when the corpse is dragged out of the fray, there's nowhere to go, unless the ranger decides he doesn't want to fight. With a camp that stays up semi-permanent, the healers and entertainers can have a spot to revive fallen folks, without tying up the ranger. While there, they can take advantage of the crafting stations to resupply med packs, etc.


Also, on large group hunts, people often have to leave for RL purposes. Having a spot stay up would be a nice way for people to egress without having to call a halt to the whole operation.


Another way to help us get the chance to use the camps is to have them provide exp to the other campers in the group. As it is now, you pitch a tent in a large group, and you hit your exp cap in less than five minutes. The rest of the time, the camp is providing nobody any exp unless you decide to redeploy every five minutes, which sort of disrupts dancers and such. So, keep the exp cap (at the appropriate level)where it is for folks needing the exp, but let them do it in anybody's camp. Then, instead of always having to default to the "rookie" scouts and their need for exp, I'll get the chance to put up the camp I've worked so hard for without ripping off anybody else's exp. Let's face it - once I've gotten the top camp, I don't need any more camp exp.


[Heck, if you wanted to, you could make the top level ranger camp a "camp site" that others could use to pitch the lower level camps. We put up the electric fense and crafting stations (and any other modular items that have been mentioned) and the lower level folks put up their sleeping quarters. It would stand to reason that a group of rangers would pool resources to make even better living quarters, wouldn't it?]

Machs
Sat Jan 10, 2004 7:03 am
#47

Other ideas regarding camps...


Folks have talked about "hunting blinds" and such. I guess this would be ok if there is a reason for such a camp. I just see this becomming prey to the same issue that plagues tracking.. random spawns. If I pitch a blind, I've just nailed my foot to the floor. Unless there's something that creates creatures, what would be the point? I can see where "normal" camps wouldn't WANT to attract creatures, but unless they do something for the hunting blind, it'll be another neat schematic that sits in the data pad next to the fireworks schematic.. with about as much usefulness.


How to solve the problem: mission terminals have been mentioned. I think that this would be fine, but they'd have to remove the "reward" feature from them. I think one of the reasons the devs have terminals that operate as they currently do is to slow the rate that new money enters the economy, by inserting a time factor. Ifwe were to put such a terminal in the field, I'd be defeating this design consideration. So.. eliminate the payout. As noted in the first paragraph, the problem with "deep wilderness" hunting is that there's no way to get anything to spawn, at least one that's any better than zipping around on speeders till something pops. So, give Master Ranger camps a mission term that spawns creatures, but doesn't give the payout. If folks are just tooling around for spawns, they aren't getting payouts anyways, so let us do that from within the camp. If the camp was semi-permanent, then you'd have a nice little base of ops for the group. Additionally, the devs could use the terminal to control the types of spawns, just as they do now. So there wouldn't be the possibility of such a camp continuously spawning Kimo's or some such.


Or, if that is too exotic for the devs, try this: a camp droid. Pitch the camp(or hunting blind) and have it create a special "lure" droid. Instead of it going out and telling you where a mob is, the droid runs a circuit that causes mobs to spawn, just as if you had a troop of PC's tromping around the area. You deploy your droid.. get a message from it that it's run its course, and then use your tracking to see where stuff "popped." If the camp is more like a base of operations, then you can repeatedly return to camp for more mobs. If the dev's are concerned about needing a game mechanic to consume resources, make the droid vending machine a mini-factory. Something that you have to deposit materials into in order to get the nextlure droid. Heck, you could even tie this to the DE profession, where they would have the ability to make droid that would spawn more creatures or spawn higher level ones. Something like this would enableus to 1) get people a good distance away from cities reduce lag, 2) give Master Ranges something worth climbing to the Master level to begin with, 3) dovetail perfectly with the semi-perm camp idea, and 4) give our tracking ability something to track.


Mach N'ihx - Master Ranger on Kettemoor

TottCophii
Sat Jan 10, 2004 7:45 am
#48

The hunting cabin idea is awesome. Should be a top priority.


Oh, NRaas, can you make it a point to up the quantity of Fish meat you get from filleting a fish? Really sucks as it is now.




Cora, Nicodemas, Pebou
"I'm a poster who plays, so the devs ignore me"
SWG and the NGE is like a circus, it's fun to watch (play the forums) but not something you'd want to be in.-


Wenweti
Sat Jan 10, 2004 9:02 am
#49

My thoughts on camps:


1. No mission terminals - it's silly and abusive.


2. Combat in camps - if a creature is involved in combat, you can't store it for X seconds after it stops being in combat. Obviously the system tracks combatand who / what is involved in it, so instead of "killing" the camp if the building ranger gets into combat, it stops healing bonuses for that same X seconds measurement until the atmosphere is again "soothing"? Camp's not gone - just on hold for a bit until things calm down.


3. Modular camps are good - and I like the idea of a cooperative aspect - i.e. if you have a commando you get turrets or guns or a protective perimeter or something. Maybe if you have doctor you get EXTRA healing bonuses. If you have a CH you get anti-creature perimeters. I don't know - I just like both the modular thing and the cooperative thing. *shrug*


4. I am willing to concede the "need a camp to call creatures / need a camp to call vehicles" point (players don 't want to have to have camps to call them) - but would like to see the field bases contain vehicle repair terminals, and I would like to see pets receive the accellerated healing benefits given to PCs.


5. I want to be able to experiment on ease of use so that a lower level ranger can use my uber camps (makes them more sellable - gives me another source of income). I would also like to be able to experiment on color. I know I know - girlie and silly, but hey...


6. Oh - and if it was not obvious above, I would certainly like for BF to be healed in camps.


~Wen, aka Kyndel Stokes, Master Ranger

CapnKill
Sat Jan 10, 2004 9:09 am
#50

Why are mission terminals in camps silly and abusive?


We have crafting stations.. so if that's not silly then terminals shouldn't be. Abusive? We would have an edge when it comes to geting hunting missions... but.. we are rangers, so we should have an edge. I don't see the problem.

NRaas
Sat Jan 10, 2004 11:26 am
#51

"Is BF that big of a problem that we need to be able to heal it in the wilderness? I only my own history, but at most I heal it twice a month."


Aye, I usually carry around +500 BF on average without much concern.


"Remember how some of us felt about Combat Medics getting TN."


Good comparison.





Ranger Threads
State of the Profession
The Outdoorsman
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NRaas
Sat Jan 10, 2004 11:47 am
#52

"I just can't see the vision and the Frontiering line (as is) coexisting."


Aye, Rancorrider4 does bring up some good points.


The best I can come up with is the following:



  • Our campsimpact creatures (via suppression and/or combat bonuses related to creature combat)

  • Their campsimpact humanoids

With this philosophy, our current camps do seem to fit within the designs of our vision.


Of course with that, everything else would have to end up in another profession...


The modular system however allows us to utilize the components specific to other professions, to bring those elements back into our perview.


"The appearance of the field base and HTFB do not gel with the outdoorsman"


Perhaps it does if we considerthe high tech society that is portrayed within Star Wars. Why would that technology not trickle down and affect even the lowly outdoorsman?


I mean, consider the technologies used by hunters in our day and age? Plastic tents, GPS tracking, zippo lighters, night vision goggles, precision rifle scopes. All these items would look space aged to the medivial hunter.


I recall from a previous post someone bringing up the "field base" from Jurassic Park 2 (the one the bad guys set up). I think that is a cool example of what a high tech camp, though it probably had some optional components from other professions as well.





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