Ranger Archive

Thread: Modular Camp V3...

NRaas
Wed Jan 14, 2004 8:00 pm
#79

"Well, you can probably guess where I stand on this idea, seeing as how I suggested the "one module from the other profession only" idea"


It should be noted that I never have an original idea. I am the Siemens of software development:



  • "I don't make the idea. I make the idea work better."

My users love that about me at work.





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Eklectrick
Wed Jan 14, 2004 8:04 pm
#80

Ok, but does this still mean that you have the Entertainer Stage a SL fort mod only? I still don't get what an entertainer would be doing healing BF in a combat centric fortification, while they can't do a thing in our more rest and relaxation centric camps but heal our mind. shouldn't it be the other way around?





Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
Eklectrick
Wed Jan 14, 2004 8:05 pm
#81






NRaas wrote:

My users love that about me at work.






You mean this isn't your full time job?





Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
NRaas
Wed Jan 14, 2004 8:08 pm
#82

"but does this still mean that you have the Entertainer Stage a SL fort mod only?"


The High Tech Field Base has a Level 4 Generic slot that a Ranger could place the Stage into.





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NRaas
Wed Jan 14, 2004 8:10 pm
#83

"You mean this isn't your full time job?"


Since I got back, it has felt like that.


Gladly this is the busy season for my users, and they don't like major changes during the busy season.


My busy season starts in May. Hopefully we'll have this hammered out by then.





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Klif_Hangar
Wed Jan 14, 2004 8:13 pm
#84






NRaas wrote:

I am the Siemens of software development:



  • "I don't make the idea. I make the idea work better."



LOL

On a side note,I just read my last post, and realized it could be misinterpreted as making me seem like I was complaining and/or attempting to steal all the glory. That was not my intent; I was merely making a very sad and pathetic attempt at humor. I'll go practice my jokes in private now until I do better...







Dyne Cloudskimmer
Antarian Ranger, Ahazi
Machs
Wed Jan 14, 2004 8:53 pm
#85


"Yet a complete seperation of the system would limit the appeal."


Lol, that's the bottom line! For some folks (a vocal minority perhaps?) that's exactly why it doesn't appeal.


Perhaps this is a situations like when two people are looking at the same painting.. one thinks "great art!" and the other thinks "finger painting."


I appreciate your patience and work on this stuff, NRaas. Keep up the good work. If you were here, I'd buy you a beer.

NRaas
Wed Jan 14, 2004 9:49 pm
#86

"one thinks "great art!" and the other thinks "finger painting.""


If it doesn't look like an actual object, it's a finger painting.


"If you were here, I'd buy you a beer."


If I imbibed, I would take you up on that.





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Machs
Thu Jan 15, 2004 1:22 am
#87






NRaas wrote:

So... We develop a system for modular camps, and then provide our brethren the Squad Leader only the Scout camps?


I hardly think they will consider that fair, requiringa Rangerin the group to deploy a fortification,when we apparently have no business in the fortification business to begin with.






That's all they have access to now. If they were meant to have advanced camps, why can't they use them already? The reason is that advanced camps are the ranger's domain. Squad Leaders also share our scout terrain negotiation, is it fair that they don't get camo kits? Are they going to benefit from that line if we get the changes in the proposal you're building? It's pretty clear that the answer is "no." No more so than the CH line would benefit from any advanced skills related to their scout lines. So I don't see any unfairness in NOT including them in advanced camps any more than they aren't included in other lines they share with us as a result of our common scout roots.


However, if there was some other compelling reason to extend mods to camps for SL's, then it should ONLY include those modules that deal with combat mods (gun emplacements). By the same token, rangers would be prevented from using any of their modules. But I don't think even that is required for the sake of being "fair."

GoldMemberBria
Sun Jan 18, 2004 3:07 pm
#88

For those that missed it:


http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=2024


Camps are no longer going to be required for calling pets and vehicles. I certainly am glad about this change, but it does mean that to me I'll be using about 75% less camps now, and camps have just lost almost 100% of their usefulness. So we'll be using camps now for healing wounds I guess? And that's about it. No wounds or no med skills = no use for camps. I still have no idea why they thought having an entire branch of ranger dedicated to camps and foraging was a good idea. Has anyone ever heard of a 0-4-0-0 ranger? Didn't think so.




Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


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