Ranger Archive

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

Kierstad
Sun Aug 03, 2003 7:11 pm
#66

I like Ricbr's idea.


Wonder how difficult it would be for the dev team and art team to make it so that a ranger can find a spot, setup their ranger "grove" and have it match the local fauna/scenery, have it blend in.


At higher levels, halfway through the tree make it so that you have the ability to have it show up on the planetary map if you want to make it public.


At master level, make it so that you can place perhaps more than one and make them permanent like a house.



Just a few thoughts.





Ricbr wrote:

i want a permanent camp. 1 camp that I can place in a spot and it will stay there..all the time..when i log out, when i go hunting, fight an npc. Make it count as 1 lot. Let me be able to replace it like a house (when you redeed).


I want a camp for my home. I dont want the 1000's of credits for maintenance each day I want to put some Hide and Bone into the camp to maintain its status.


So in a nutshell...I want a very nice Ranger camp for a house.










Agrippa, Wookie, Corellia - Sunrunner
Bit Twiddler, Human, Tattooine - Naritus
Pegai Runningfly, Human, Tattooine - Unknown



It takes 10 types of people to understand binary...
Those who do, and those who don't.

Kierstad
Sun Aug 03, 2003 7:14 pm
#67

Another good idea, and one that makes sense. Basically like roving gypsies who setup wayfares for people to recuperate, purchase necessities, etc. Perhaps allow for placement of temporary vendors in camps that were suggested earlier i.e. Ranger Homes/Lodges/Groves. Perhaps call them Wayfares or Hunting Lodges.




Pyradius wrote:
I would like to see camps gain the ability to heal battle fatigue, but not on their own. It would merely allow Entertainers to use their skills to heal BF in the field, nothing more. Seriously, let's think about tribal cultures that do not live in cities. They're hunters/gatherers/whatever. It's not like they had to stop inside a city for entertainment. They most likely had festivals, and entertaining activities in a centralized location of their villages, encampments, etc.








Agrippa, Wookie, Corellia - Sunrunner
Bit Twiddler, Human, Tattooine - Naritus
Pegai Runningfly, Human, Tattooine - Unknown



It takes 10 types of people to understand binary...
Those who do, and those who don't.

Thunderfoot
Mon Aug 04, 2003 6:01 pm
#68

I think a master ranger should be able to place a camp that will last a a few RL days, with our with out the ranger present with or with out the ranger in combat.


the ranger should be able to set an admitance fee if he/she wants to.


the camp should have the crafting station and a cloning lab.





Proud Member of Black Nova Freelance Association
www.BNFA.orgMake offers to my "advertised items" vendor north east of Mos Entha Starport at 3076, 4858
Yonv
Tue Aug 05, 2003 9:27 am
#69

Since we are Rangers, I do not understand then why we can not set traps and booby traps around our sites. Be able to set up bunkers or aditch system around camp. We are suppose to the expert in the wilds, and our camps do not look like a ranger installation.
Quevalin
Tue Aug 05, 2003 9:50 am
#70

The battle fatigue issue is biggest for me. A ranger should be able to be completely self-sufficient in the field. I am a Ranger, but also have medic/entertainer abilities so I can take care of any damage issues in the field. Battle fatigue is the only hitch. I HAVE to go into town at some point to heal that stuff and it's an obstacle to really checking out the distant reaches of the planet. The ranger camps should permit BF healing by entertainers. Period.



Along that same line, I would like to see the most advanced camps have portable cloning tanks for you, andyou alone. When the camp is disbanded, some kind of device is left behind from which you are cloned when you die. Never mind the insurance.

XionLion
Tue Aug 05, 2003 11:06 am
#71

As I posted nearly a decade ago....


Give us....


SANDBAGS


or


HUNTING BLINDS


or


A BUNKER


or


A FOXHOLE



All of these are simply to give combat bonuses for X amount of people that are in the structure.... If you leave the structure, you lose the bonus... also you should incur a negative melee defense while in the structure as you are a sitting duck to someone with a sword.


THINK TRENCHES ON HOTH PEOPLE.....


Who do you think built that battle line? It was the Rangers...


- Zarn

Silo
Tue Aug 05, 2003 1:51 pm
#72

call me crazy, but here goes...

New camps:

Forward observing camp:
no fire, no torches, no lights at night, just personal lighting(Ctrl-L). Give it a radar terminal similar to the other terminals in game. The radar would have a range greater than a personal radar. Maybe 2 tents similar to HQ Camp. Give the radar a structural integrity. When the radar gets destroyed, the camp goes with it. Set a watch perimeter that sets off a silent alarm when the perimeter is breached. (Involve trapping somehow?) Camp owner gets a system message, maybe? Make sure that other crafters provide materials needed to make parts of the camp.

Advantage: GCW mainly for detecting troop movements.

Medical camp:
A full blown field medical pavilion. Excellent healing rate, bonuses to healing skills for healers and a medical crafting station. Many beds. Similar to HTFB camp, but with skill bonuses. Looks similar to the inside of a medical center. May require a medic to craft some ingredients of the camp.

Advantage: Everyone will recognize the familiar medical pavilion and head there for their field medical needs.

Motor Pool campwhen vehicles are added to game)
Basically a large tent with a terminal for analyzing and repairing vehicles. Can only accomodate 1 vehicle at a time to keep the campy feel. If vehicles use fuel, add a fuel depot to the camp. (those transparent cannisters with red goo in them?) Give bonuses to vehicle repair skills.

Advantage: Maybe a refueling depot, maybe a remote place to repair vehicles that can't make it back to town. Who knows at this point?

Artillary camp:
consists of an anti-vehicle turret with a shield generator. The turret has a high armor rating due to the shield generator. Personnel in the camp get a high ranged defense bonus due to the shield generator. Give it a structural integrity and have it poof when integrity = 0.

Advantage: How do you stop an AT-AT without heavy artillary or a lightsaber?

Obedaia Jetletter
Ranger et al.
Wanderhome
Srokaf
Wed Aug 06, 2003 12:03 am
#73

Perhaps beacons could be added to camp. They could notify everyone inside the searchable radius that a rnager camp has been setup and where it is. Also, the beacon could be used in an emergency to call a shuttle.


Or, perhaps rangers could have prospect camps that enrich the resource supply under them. This way, artisans are sure to seek out skilled rangers. This could also increase foraged items, medical or normal.


In my opinon, blinds would be a bad idea because their only use would be to camp lairs. I could see people deploying these outside every lair to increase their combat skills. That takes camps from defense oriented to offense oriented.




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End of message.
BeornTurok
Mon Aug 11, 2003 5:27 pm
#74

i always wanted my camps to be able to heal battle fatigue or atleast allow for entertainers to heal my BF while in them. also one that wasnt abandoned when it failed to repel a mob like it claims it would do. perhaps it could have NPC guards that would defend you while you rested.
Thames
Mon Aug 11, 2003 8:43 pm
#75

I have another suggestion regarding HTFB - customization.



1) Banners: I'd like the banners to be customizable. Contract a tailor to sew up some nifty tapestry, like Gurrcats and Khadu sitting around a table playing poker.


2) Campfire: All the campfires have the same cheesy graphic. This should upgrade with the Base line of camps. Funny to pop a HTFB and see the same ol' sillyfire. Might be me, but it's a pet peeve. Gimme a bonfire with a killer roaring sound byte!


3) Chessboard needs to be functional. How rad would that be? Two players who sit in the seat can click on the chessboard, bring up the radial, and choose "Play".


4) Would be nice to be able to lay on the cots in the medical area.


5)I want to go inside one of the tents. I don't know what I'd do once inside, unless they were bunkers or blinds.


6) Flavor Additives: wind chimes, camping stove, fishing gear, usable containers, out house with turddisentegrating lasers, you know?


7) Gametable: This is different than the chessboard. Players can sit around the table and play games outside SWG. Not as lame as Gems from EQ. (or whatever that tetris rip off was). I'm talking video poker, sabbachi, craps, black jack. Hell, I can brew beer, why not open an outpost for entertainment. A bit of this kind of R&R could even heal BF. Um, nevermind, I don't want to feel the wrath of the Entertainer Community..pfft..pfft. /claw /claw /bite


8) Mission Terminals: This is a stretch, but how about faction based mission terminals...(crickets from the audience) Well, maybe..



Feed back is feed back. This is my story and I'm sticking to it. Cheers




Odax Osskip**Far Star**
Master Doctor
C-Bone_RE
Tue Aug 12, 2003 6:25 am
#76

I like all these ideas here. One thing is everyone has very different ideas and it would be insane to have all of this in one camp. My solution is to not just have each camp level give a better camp but a DIFFERENT camp. Novice Ranger should come with the basic quality camp as it is. It has a little of everything. However, once you go up the tree different types of camps should become availible: Fortified, Ambush, Medical, Solo, and Industrial.


Ambush camps would be the front line and give everyone in camp added camo, sneak, and conceal. Also maybe make it harder for PC's to target players in them. For example they can't target them unless they get within 50m as opposed to like 150m.


Defensive camps would imvolve some of the various defensive ideas in this thread: walls, trenches, barbed wire, ranged combat defense buffs, and some minor healing buffs for medics to heal damage.


Medical Camps would be designed to be a few meters behind the defensive camp. These would have a Chem crafting station and give good wound healing bonuses. They would provide entertaining bonuses as well.


Industrial camps would be non-combat camps. They would give benefits to sampling time and increases rare events. They could also provide some of the other artisan related bonuses described by others here.




C-Bone: Smuggler/Doc
B-Slap: Tank
Cephalo
Tue Aug 12, 2003 7:01 am
#77

I want a permanent camp. Let it take lots and maybe even some rent, but can be built anywhere. I would like to store things in a small 'hidden cache'. It shouldn't take too much real estate or be elaborate in the least. I would like to call pets from it. I would also like to turn off the fire, so I can enjoy the soundsof nature without it's deafening roar. A beacon would be cool, but it might be abused. I'm not sure I want to be reminded that there are 50 ranger camps in the area, with blinking lights all over the horizon.


I don't think vendors are a good idea, who in there right mind would go out in the wilderness to go shopping, except another ranger? Native canadian trappershad to haul their furs to the outposts, so should we.

Agramor
Tue Aug 12, 2003 7:56 am
#78

I want a permanent high-level base I can use as I'd use a house. Yes, I could just pull up my house and move it. Not the point- I want a built-in furniture, crafting station, mission station, cloning station, whatever other modules you think could be included permanent camp. I'm willing to pay maintenance for this benefit. I'm willing to allow some interdependance for modules.



I want a military application camp. Make it so that it disbands, just like our present camps. Make it so that it blends well with the environment: i.e. camo colored, no lights. Make it so it's low profile so that I can hide it in the bushes. Make it so that all the blue dots dissapear from radar if they're inside the camp. This way, an enemy would have to physically spot the camp to know it's there. It's not stealth, I know the other professions would scream if they heard that- it can be spotted, not just high-tech spotted. As a balance, you may want to allow Master Bounty Hunters some ability to detect them. Cammouflage needs to be implemented on a planetary level, not global- the camp color needs to match flora/fauna colors, a green-blue camp is fine on Corellia but stick out like a sore thumb in Tattoine. As an idea, make the camp cammouflage color/pattern depend on using local hides. Corellia hide=Corellia cammouflage, etc.



Nord Attoine, Radiant




LehZMoon
"Slowly, silently, now the Moon walks the night in Her silver Shoon."

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