Ranger Archive
Thread: Just To Clear Things Up: HTFB
Page 7 of 7
Landorien
Tue Dec 21, 2004 8:54 am
#79
I disagree.. evacuation should be a squad leader skill, as it is their job to see the group get home safely, or relatively so.
Rangers should be all about surviving there and now, essentially "getting to the place it would have been nice as a last resortwith a squadleader to call in a shuttle for evac."
Further I don't think a scare factor should be what a ranger camp uses to repel, in that a lot of the skills a ranger has is to blend in, not alienate the environment.
However, if that is the only option I guess sampling ranger special resources from the baddest creature of the planet, like rancorspleens essence, would be a nice way to "scare" away creatures, and leave the laser fence there too keep out the force of nature if they ever implement climate dangers..
oh one more thing.. Since we have a way of detecting PCs, why haven't we got a way to make sure they don't detect us, at least when using our superduper camping skills? yeahyeah.. woe the fury of packet sniffers 
Just doesn't seem like the right way to approach the possibility.. more than likely we would be able to detect said sniffers if certain people consistently saw through it and could hence be dragged into the streets and beaten, or banned.
Owen-Lars
Tue Dec 21, 2004 9:18 am
#80
Evacuation shuttle is a weird thing.I think that SL's should have a 'skill' called /callforevac where the group (dead or alive) are transported to a safe location (such as an outpost). This shouldnt require the SL to place a camp, nor should it require the SL to be peaced to use. But i also think that rangers should get a transport function to their camps. Perhaps not in the evacuation sense but that a system where you can call fortransport from a HTFB and be transported the the nearest outpost/city.
Perhaps along the lines of the ranger placing a camp and then using the camp terminal (or perhaps medical terminal to issue a medevac) to call in a ship. Obviously in this set up the sl would be pure combat evac orientated, the ranger would simply be able to tag a ride back home and have to be out of combat. In a combat sense the SL would only have the skill, in a support sense both the SL and the Ranger would have it. But both for different different situations.
Chekula
Sun Dec 26, 2004 12:20 pm
#81
Owen-Lars wrote:
Evacuation shuttle is a weird thing.I think that SL's should have a 'skill' called /callforevac where the group (dead or alive) are transported to a safe location (such as an outpost). This shouldnt require the SL to place a camp, nor should it require the SL to be peaced to use. But i also think that rangers should get a transport function to their camps. Perhaps not in the evacuation sense but that a system where you can call fortransport from a HTFB and be transported the the nearest outpost/city.
Perhaps along the lines of the ranger placing a camp and then using the camp terminal (or perhaps medical terminal to issue a medevac) to call in a ship. Obviously in this set up the sl would be pure combat evac orientated, the ranger would simply be able to tag a ride back home and have to be out of combat. In a combat sense the SL would only have the skill, in a support sense both the SL and the Ranger would have it. But both for different different situations.
What about working it the other way... once a HTFP is planted anyone grouped with the camp creator can shuttle or travel (jtl) to that location. Not sure how hard or possible this would be, so I just wanted to throw it out there. As a ranger I am always ahead of my group scouting locations and setting base camp, gettingmy group to my location in this manner would be a huge factor in staging hunts or battles. Would fit right into the 'combat support' aspect of the profession?
Chekula
Spinnthrift
Sun Dec 26, 2004 6:25 pm
#82
My thoughts on camps:
Change the focus of camps. Houses can be used far easier and more effectively than camps can in the wild (apart from Dath/Yavin/Endor).
This makes camps obsolete.
Therefore - the question is raised... what the hell do we do with camps?
That got me to thinking, the camp is really like a mobile base. So we should give it a structure damage amount for a start.
Now if the base can be killable - it needs to serve a purpose or a few.
This is where the idea can be branched out. Initially I would propose a small raise in melee defense/ranged defense with each camp improving the benefits in an area. Say lvl 1 would be +10 melee/+10 ranged def in a 50m radius from the camp to those grouped with the ranger. Lvl 2 could be +10 md/+10 rd and +10 intimidation def, level 3 would be improved melee/ranged, with bonuses to poison and disease resist each time with an increasing radius effect to say 250m tops (half a rangers tracking distance).
Somewhat like the militia bonus - but rangers would have purpose instantly. In PvP and GCW rangers would be wanted for their enhanced effect on a team, much like a squad leader but static. PvE too - it'd be somewhat akin to the morale boost of a party *knowing* they have a good CM in the team.
Make it so that people inside the camp are unable to attack anything outside the camp, but people outside can't attack until the defensive structure is weakened - and tweak the AI to attack the camp when trying to aggro someone inside.
Allow the camp as a mobile base to declare at - the ability then for teams to dump suprise attacks would be vastly heightened.
My two pennies written late at night and when tired... if I remember I'll neaten it up in the morning.
Phenix1050
Sun Dec 26, 2004 7:06 pm
#83
Well well well, it seem modular camping may come back after all
Listen-- N'Rass and I and a few others pounded this issue out almost a year ago. Modules.
Make it so that a camp needs a module to stay in combat. And it needs a module to repel aggros'. However, those two things require the same module slot.
So basically-- the repeling of aggro's only applies to group members. When they cross the barrier of a camp with the repel module, both the player and the attacker automatically "peace". Thus, if they wish to use your camp, they have to stop fighting. if they fire when in the camp, then the camp disbands.
OR
You have a combat module in your camp. The person firing crosses into your camp and nothinghappens. But everyone, including the Ranger, can fight the creature too.
Heck, you could make the blue fence thingy an art image only applied tocampswith a repel module.
So, once again-- modular camping for teh win.
Owen-Lars
Sun Dec 26, 2004 7:08 pm
#84
Yeah, the devs liked the modular camp ideas.
Oh and TH liked the Recon Unit proposal, hopefully it will rub off on the devs 
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