Ranger Archive

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

Fred_Skinner
Sat Aug 02, 2003 12:24 am
#53






Proxus571 wrote:
I would also like to point out that the HTFB is permanent... it stays till you log off




semi-perminant. Perminant would be not consumed and there for your frends to use and YOU when you logout and log back in.



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


Fred_Skinner
Sat Aug 02, 2003 12:30 am
#54








PhiGon wrote:
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:

...good stuff snip...


4. ~ 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.

...more good stuff snip...





And another thing I forgot about my original post. Storage containers that work. But you have to find a place to put the stuf before breaking camp.



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


Fred_Skinner
Sat Aug 02, 2003 12:41 am
#55

I don't know about the NPC merchent idea, not unless you ARE a merchent/artisan and you figure out how to bring him with you. A terminal should provide that function. The turrets were to help clearinside the camp and scare (not kill) outside. They also were for making PC's have to work harder, but targetable by PCs (this is after all an entrenchment). LOS is lost behind the walls, from within and without but not from the tower. You can get ranged from the tower and you can attack at range. MOBS should not be able to get in range, the turrets auto-clear and scare, so you have to get exposed like normal to "hunt". The structure should take damage from attack, however, and can eventually be breached.



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


Zip_Moonblast
Sat Aug 02, 2003 12:54 am
#56

I love the modular camp idea. As far as I know, every profession with crafting schematics includes at least a few high level schematics that allow for optional components for extra features or bonuses. Ranger camp schematics need the same slots for optional components, either to increase the numerical benefits (camp lifespan, healing rate, defense rating, etc.) that the camp already provides, or to add extra features not normally included in the base schematic.
roidoc
Sat Aug 02, 2003 6:23 am
#57

1) How about a camp that will say up when you log off? given by master ranger of course, so XP doesn't need to be worried about.

this way, when on lok or some other heavily aggro planet, we can adventure the entire planet without having to worry about getting back. we can simply make a camp (maybe a mini-fort?) and stay in it while we log off.

and maybe it can stay up for a while, until we disband it. so i could go south on lok to the volcano, build a mini-fort, and go in and out of it as needed depending on my perference.

2) maybe a camp that acts as a cloning station? i spend 90% of my time on other planets, mainly lok, and would love to be able to clone somewhere other than the single city on the entire planet. imagine how useful this would be in large groups as well! make it be that you can clone either with a cities clone station, or generically a camp clone station. that way, if a clone station is built by a ranger and they're current clone status is camp clone station, they clone at that camp.

or maybe they can build a clone station and if other people die they can pay the ranger 1k credits to clone there, or clone at the city. lets face it, rangers don't have any way to make money other than selling hides or doing missions, and we need our hides for building camps and traps.

Kamajii
Ranger trying to make it through frontiering, and new camps would make this MUCH more fun!
Pistoleer
Thames
Sat Aug 02, 2003 6:31 am
#58






Thames wrote:

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


1) High Quality Campsite












hehe this is what happens when goofing with the boards at work and the boss walks in. Anyway...buffs are best left to Chefs and Smugglers. I wouldn't want to take anything away from another profession. So, the Ranger campsite buffs would be modest in comparison. Just to clarify, I will be the first person to say that this is a hair-brained idea


High Quality Campsite


Small action and con, health not affected.


Field Base Kit


Same as HQ Camps with added quickness and agility, action not affected.


High Tech Field Base Kit


Same as FBK with added focus and will power



Duration could be as simple as minute for minute. Spend 30 min in a camp and get 30 min of buff time. Again these would be modest increases and not a real advantage unless complemented by chefs food or smuggler spice. Bah, this is a dumb idea, but I'm going to post it anyway, especially since I already started the thread yesterday. Cheer






Odax Osskip**Far Star**
Master Doctor
Michealton
Sat Aug 02, 2003 11:14 am
#59

I have been a master ranger for the last 2 weeks and i can tell you ...........even though the last camp looks like. They dont protect me from Jack. That laser defense barrier does not keep people out. it just scares the PCs thinking it is a NPC camp and they do not come in. How ever the last ranger camp will stay up while you fight...............so that is one PLUS!!!! I say it should get Laser turrets. And we should be able to go into the big ass house.



Michealton Stormdoor

Bloodfin Master Ranger/Sniper

1 shot 1 kill
Taelo
Sat Aug 02, 2003 1:02 pm
#60

I love the Temp Shuttle Port Idea!, that is a great idea. although I doubt we will ever see that. The Cantina is also a great idea, rangers are supposed to stay away from town, and remain out in the wilderness. how can we do this if we have to go back to town to get the BF down all the time,..lol



Taelo__Force Adept


LastEE
Sat Aug 02, 2003 1:10 pm
#61

My 2cr about what I've seen with camps so far.


Auto-Mask-Scent for all members of the group should definately be there in camp- as well as the ability of the ranger to mask the scent of everyone in the group out in the wild. Mabye masking scent should be soemthing that can be applied like a buff is by a medic or spice. Even created and sold for those witout scout skills at all just like a spice can be bought and used. After-all it's supposed to be a musk that is applied, so I should be able to apply it to anyone, not just myself and the quality of the musk should be based more on the ranger's skill than the character having it applied to... enough totally off-topic.


A camp SHOULD heal BF at a slow rate by itself even without entertainers, and maybe even give better bonuses for entertainers present and performing than in a city giving them an incentive to get out more... After-all, I personally relieve all of my fatigue with camping and boating - being in the city increases my fatigue RL, not decreases it, and events at the pavillion are the most releiving of all.


Quick Side-note: I see we can now pick-up the datapad for the camp, so we can disband from a distance I think. I like this idea and think there is something else to be done with it, but not sure yet.


All camps at every level should have enterable tents that 100% protectanyone in themfrom gaining new agro, but you may have to crawl into the scout tents adn can't stand up. Many of the NPC camps have open tents with tables and chairs or beds and I want their camp not mine.


Most of the large-scale items such as crafting stations, mission terminals, turrets, vendors,etc should be placable items that the ranger can give anyone permission to place or place him/herself as if in a house and can be picked back up. They would have to buy these items from an architect unless they had sufficient other skills. Even tables and chairs may have to becrated furniture separate from the camp creation process. Yes, the ranger tent should be his house for an indefinate amount of time and even be able to be a home for him on planets that aren't going to allow homes but still take up one lot. The campfire should alwaysserve as a food and chemical crafting station though, even for scout camps.


Mission terminals? I'm divided on this one... my mission is to collect the most and best hide, bone, and meat I can to sell. I don't think lady deprovan is really going to be 6km from the nearest town and need the seething bol's cleared from her property.


The highest tents should be reusable but degnerate with uses. Putting up a tent and taking it down is a lot harder on a tent than leaving up for a week, and a "tent repair tool" would be made with hide and bone and metal to repair the tents.


Also, we should be able to place more than one camp. For example, the high-tech field base will be the main base of operations, but then the ranger will then setup the hunting blind 200m away for the hunters about to atack the seething bol.


Landing pad-good idea


camouflage blind - good idea, with auto-mask scent and camo bonuses


Foraging place - good idea, but the auto-foraging should be done by a mouse droid with storage module.




Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
Fred_Skinner
Sat Aug 02, 2003 8:03 pm
#62






TrevetOlivaw wrote:

Some of these are insane.


... snip ...


Things that are entirely BS and better not be implemented.


Cloning Centers - COME ON! You die, you either get revived by a trained doctor or you have to go back to the city. Really now, we are rangers, not instabuilding makers. This in no way falls under a rangers job description. Ridiculous, and overly uber in a warped way.


Turrets - Haha! Yeah right. We are not military design and builders. We are rangers. When we want to kill something, we head out and use our natural talents and abilities to eliminate the creature or enemy (sure, it doesnt actually work this way. But that doesn't mean we should violate what a ranger is) We don't carry the materials necessary to build a laser cannon. Takes all the stuff a Laser Rifle or T21 would take, probably. It just isn't a ranger thing. I like the idea of a ranger building a base and a commando or installation designer placing something inside of it.


BF healing - No, no, no. You can't. Do this, and everyone starts losing dependency on the cities, a dependency that SHOULD exist for everyone except rangers. Now that I've said that, I think rangers should have some skill that allows them to heal BF in the higher end camps. But ONLY RANGERS. They are the wilderness survival experts. Even then, I think an entertainer should be required, or at the least, the BF should go away VERY slowly. For other classes though, I think the higher end camps should buffer them against battle damage. Spend 5 minutes in a high level camp, and you recieve 50% normal BF (a buff that slowly wears off), significantly lengthening your time in the field. Spend 20 minutes in a high level camp, and cut it to20% (again, slowly wearing off). This means that you take a lotless BF as long as you keep bouncing back to a base camp (that makes sense, right?) giving you a longer time in the field. Eventually, you'd end up heading back. But rangers lengthening field timeby a factor of 3 would certainly make such camps worthwhile.


Mission Terminals -Cities do exist,and they exist for a reason besides trainers-that-nobody-uses-if-they-can-help-it. Cloning and BF, and faster health and action wound healing would be big ones. Missions are another. You want to go out in the wild and hunt things,fine, go for it. You want to take a job from someone to go out and hunt,head to a cityand find a job, then head out hunting. You want more jobs? Go to the city and get them. Same thing withBH terms,banks, bazaars and faction terminals. Remember, we aren't just trying to make camps cool. We also want to keep a ranger a ranger and a camp a camp. Not a ranger an architect and a camp a city.


A lot of people seem to view the ranger as some sort of military installation builder, or general designer. But that is not the emphasis of the profession. I would have liked to see a profession whose entire emphasis WAS military design, but it didn't happen, and ranger is certainly NOT the profession to fill the gap.


Let's keep ourselves rangers. Would a ranger really be able to deploy a cloning camp, or a few turrets, or a cantina? Nope.



Oh, I liked the trapped camp, where a creature that comes to close triggers traps and the like. That would be cool, and also something I'd think a ranger could do.


Something I haven't seen mentioned yet is a multi-ranger camp option. If 2 or more rangers get together, I think they should be able to combine camps to make a larger camp with better health increases and creature deterrance. But that's just an idea.



Trevet Fer'lye







c'mon think this through. Star Wars. Uber Tech....



  • Turrets are targetable. So would be the base walls and structure. They can be destroyed like a lair. Stop thinking in terms of EQ rangers. We should have gadgets... WHY NOT? Remember: my original proposal requires and Arcitect to build this. The module thing is cool as well as you would buy the pieces of this seperate (and costumisable). Turrets should SCARE mobs, not kill them. If the turret takes damage THEN it hits them. If you want to hunt them you STILL do it the old fasion way... snipe in the head

  • Cloaning Centers. Again, the Ranger does not build this. An engineer does. It's a "plug-in".

  • BF Healing: YES YES YES. The setting is there, this place is almost a house... I do not see the problem with this. I do not see mass exodus of the cities. They won't happen. Ranger, in our modern sense (look up the dictionary, see that bit about Army Rangers?) are a bit more then Aragorn. Think out of the box. It makes no sense that entertainers can't do this in a nice camp. I don't know about you but I find it hard to get them out of the city. Now, if you mean it heals WITHOUT entertainers, I'll agree there, that affect thier profession in that case.

  • Mission Terminals: cities exist for .... is a rather shallow excuse imho. Heard of sattlite uplink? In SW there are deep space relays as well. I don't see the problem here...

No, he's not a designer... thatis why Engineers make the modules, Arcitects make the main kit. Rangers set it up because they have the training to do this part.


"Let's keep ourselves rangers. Would a ranger really be able to deploy a cloning camp, or a few turrets, or a cantina? Nope." Built by an architect, Engineer, Weapons Designer, oh ya, why not use all tools available to make a field base that could be satifatorally defended. I never said the Ranger should make them. Help design with the aid of the others I can see it.


Please don't make us a EQ ranger with hand calculators. I couldn't play one....





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


TrevetOlivaw
Sun Aug 03, 2003 12:15 am
#63

Some of these are insane.



OK, so first off, what would be nice:


Faction Camps


Semi-permanent camps that I can leave, go hunt for an hour, and come back to


Camps that would cause a no-spawn zone and that would actually repel creatures.



Things that sound nice, but really aren't that great:


Hunting Blinds, Tree Stands, etc. What functionality here? Creatures don't wander around in SWG. They only rarely interract. It just doesn't make sense to have a hunting blind. You'd have to set a new one up for each spawn.


Trenches: Nice idea, and even sort of something a ranger could do. But really, we all shoot through hills. It wouldn't really do anything. Unless you made it uncrossable, in which case there would be OTHER issues that would prevent it from happening. Also, placement would be ugly. As would resources consumed. Would you need a shovel? Or would it just take a long time?



Things that are entirely BS and better not be implemented.


Cloning Centers - COME ON! You die, you either get revived by a trained doctor or you have to go back to the city. Really now, we are rangers, not instabuilding makers. This in no way falls under a rangers job description. Ridiculous, and overly uber in a warped way.


Turrets - Haha! Yeah right. We are not military design and builders. We are rangers. When we want to kill something, we head out and use our natural talents and abilities to eliminate the creature or enemy (sure, it doesnt actually work this way. But that doesn't mean we should violate what a ranger is) We don't carry the materials necessary to build a laser cannon. Takes all the stuff a Laser Rifle or T21 would take, probably. It just isn't a ranger thing. I like the idea of a ranger building a base and a commando or installation designer placing something inside of it.


BF healing - No, no, no. You can't. Do this, and everyone starts losing dependency on the cities, a dependency that SHOULD exist for everyone except rangers. Now that I've said that, I think rangers should have some skill that allows them to heal BF in the higher end camps. But ONLY RANGERS. They are the wilderness survival experts. Even then, I think an entertainer should be required, or at the least, the BF should go away VERY slowly. For other classes though, I think the higher end camps should buffer them against battle damage. Spend 5 minutes in a high level camp, and you recieve 50% normal BF (a buff that slowly wears off), significantly lengthening your time in the field. Spend 20 minutes in a high level camp, and cut it to20% (again, slowly wearing off). This means that you take a lotless BF as long as you keep bouncing back to a base camp (that makes sense, right?) giving you a longer time in the field. Eventually, you'd end up heading back. But rangers lengthening field timeby a factor of 3 would certainly make such camps worthwhile.


Mission Terminals -Cities do exist,and they exist for a reason besides trainers-that-nobody-uses-if-they-can-help-it. Cloning and BF, and faster health and action wound healing would be big ones. Missions are another. You want to go out in the wild and hunt things,fine, go for it. You want to take a job from someone to go out and hunt,head to a cityand find a job, then head out hunting. You want more jobs? Go to the city and get them. Same thing withBH terms,banks, bazaars and faction terminals. Remember, we aren't just trying to make camps cool. We also want to keep a ranger a ranger and a camp a camp. Not a ranger an architect and a camp a city.


A lot of people seem to view the ranger as some sort of military installation builder, or general designer. But that is not the emphasis of the profession. I would have liked to see a profession whose entire emphasis WAS military design, but it didn't happen, and ranger is certainly NOT the profession to fill the gap.


Let's keep ourselves rangers. Would a ranger really be able to deploy a cloning camp, or a few turrets, or a cantina? Nope.



Oh, I liked the trapped camp, where a creature that comes to close triggers traps and the like. That would be cool, and also something I'd think a ranger could do.


Something I haven't seen mentioned yet is a multi-ranger camp option. If 2 or more rangers get together, I think they should be able to combine camps to make a larger camp with better health increases and creature deterrance. But that's just an idea.



Trevet Fer'lye




Poreli Lodax
Master Rifleman/Smuggler
Alliance Ace Pilot
Republic Federation
Lowca
Zip_Moonblast
Sun Aug 03, 2003 12:37 am
#64

Also:


Assuming that ranger camps are given features and lifespans that make leaving them up for longer periods a normal way to play, rangers should get the option of having their field bases appear on a list on the world map, so that other wandering players could locate them and head to them for protection & healing.

JonSee
Sun Aug 03, 2003 12:45 am
#65

Hunting blinds please . They increase the number of shots we take before being noticed .



Jon

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