Ranger Archive
Thread: Modular Camp V4...
Page 7 of 7
DND_Cas
Thu Jul 22, 2004 6:57 am
#79
Owen-Lars wrote:
Ah that would rock. Imagine people actually shouting for our help in groups
Would the modules have a visual effect? Like would stables be put up in one module area of the camp where a CH puts his Animal Shelter?
That would rock. There would be 4 footprints on a HTFB base kit. The kit would look nice as normal, like it is now. But has 4 square blocks (perhaps the same size as the concrete shelters in the HTFB) dotted around the camp in various areas. All the player would have to do is, walk up to one of the footprint blocks and access the terminal, add their module in and BING it apears as part of the camp)))
Oh man i can picture it now
Every camp would be different visually as well and functionally
Ahhhh.....stop it. Makes you sort of want that now....which isn't going to happen
Owen-Lars
Thu Jul 22, 2004 7:23 am
#80
hehe yeah shame, but doesnt stop us from thinging about it and making a nice design for it.
Does anyone have any objections if i work on a design for modular camps taking into account freds ideas and the visual sides too?
Ive made a few screenshots of where the modules could go etc.
MonsofoLexius
Thu Jul 22, 2004 12:36 pm
#81
No problem Calc, I only asked because I really was looking for direction on your meaning, if I had stepped on other profession'stoes or somethingsimilar I hope you would please let me know so I could edit/appoligize. While I want to rile up rangers a bit to get our minds working on the best ideas we can, I sure don't want to piss of any other profession, that was not my intention.
Calculus_Entropy wrote:
Nevermind. I was wrong to comment on this thread. I was not helpfun and therefore, it was not worth posting. I am sorry.
Phenix1050
Thu Jul 22, 2004 10:22 pm
#82
I like Freds idea, but I'd like to see something "in between". There are times when it's inconveniant or impossible to find a Master proffession on the planet you're on. Try playing some off-peak hours and finding a Master Doc (at least one with the tags up).
Thus the "ideal" situation would be this: a Ranger could grabmodule and place it in the camp rather than the master proffession. However, for example, to make BF healing 100% normal, a Master Dancer or Master Musician would have to drop the stage. They could sell a stage to a Ranger, who could drop it, but then the BF healing would be at a signinficantly reduced rate (50% or less of original). A Ranger doesn't know stages from Adam, so this would decrease his ability to set them up (think of a set of legos...a smart kid can put them together quickly and efficiently to get what they want. A spaz can make a whole lot nothing in the same time). The same would be true of any other module. To get 100% efficiency from any module, a Master proffession must be there. Thus a lone Ranger (sorry, had to do it) couldn't take on a whole base with a rocket-launcher equipped HTFB. The rockets would miss often and do less damage without the assistance of another person.
That way, both solo and group play works with Modular Camping and people who don't want to do extra steps in crafting don't have to.
Calculus_Entropy
Fri Jul 23, 2004 7:16 am
#83
Phenix1050 wrote:
I like Freds idea, but I'd like to see something "in between". There are times when it's inconveniant or impossible to find a Master proffession on the planet you're on. Try playing some off-peak hours and finding a Master Doc (at least one with the tags up).
Thus the "ideal" situation would be this: a Ranger could grabmodule and place it in the camp rather than the master proffession. However, for example, to make BF healing 100% normal, a Master Dancer or Master Musician would have to drop the stage. They could sell a stage to a Ranger, who could drop it, but then the BF healing would be at a signinficantly reduced rate (50% or less of original). A Ranger doesn't know stages from Adam, so this would decrease his ability to set them up (think of a set of legos...a smart kid can put them together quickly and efficiently to get what they want. A spaz can make a whole lot nothing in the same time). The same would be true of any other module. To get 100% efficiency from any module, a Master proffession must be there. Thus a lone Ranger (sorry, had to do it) couldn't take on a whole base with a rocket-launcher equipped HTFB. The rockets would miss often and do less damage without the assistance of another person.
That way, both solo and group play works with Modular Camping and people who don't want to do extra steps in crafting don't have to.
From my viewpoint, I think you don't want to put so many stipulations on camps. If you start having little caveats here and there, the devs are going to see it as too complicated. Either have it so anyone can add the module to the camp, or only the prof who can make the module can add it. Anyhting else is too complicated. These are just my opinions...take them for what they are worth.
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