Ranger Archive

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

Mineras
Thu Jul 31, 2003 10:46 am
#1

Our 3 camps currently provide healing and a small measure of safety, as well as remote crafting stations.


But what if you could build camps that served a different purpose? What would you have those camps do? I'll give an example:



Last Ditch Camp, or Fortified Camp - a camp that gives everyone within the camp radius a defensive bonus, and did not disband when the Ranger was engaged in combat. Maybe like a low wall or something, that established a visible defense perimeter.





Mineras Silvertree
Ranger Correspondent
Omega, Eclipse
PopeTom
Thu Jul 31, 2003 10:51 am
#2

I've seen this a couple of times and included it in a post I made myself about the ranger class.



Blinds: Sort of a camo shelter that doesn't disband due to combat but will be destroied if the user enter melee. Basicly it would add more time to an animal spotting you, like being prone and/or MSed seem to do.



-PopeTom

NerfBurger
Thu Jul 31, 2003 10:51 am
#3

Hunting Hides/Blinds please!!!!




QMPFLURRY ANTARIAN RANGERSPMQ
DEKAS OLO [FAR]
MASTER
RANGER - RETIRED
MASTER PISTOLEER - MASTER BOUNTY HUNTER - SQUAD LEADER

Ozo
Thu Jul 31, 2003 10:53 am
#4

I have always thought a camp that will not disband when I go into combat would be nice.


The way my group does things is medics, entertainers, fighters, and me go to some huge mob area (tuscan fort). The medics and entertainers stay in camp and heal the dead. I either have to stay in camp to keep it there or hope one of the medics/entertainers has some scout skill to build a camp and keep it going. Once I am able to get the higher camps in Ranger it would expescially great to be able to have the crafting stations and for the camp to not disband when I go into combat. I am not a medic entertainer. I am a ranger/carbineer. Sitting in camp while my friends get slaughtered makes me useless.


If we could have a camp that wont disband when I go into combat that would make me very happy!!




Ozo, Ranger, Creature Handler, Pistoleer - Tatooine, Gorath
Ozka, Doctor, Politician, Musician - Proud Mayor of Sarlacc Falls - Tatooine, Gorath
gustavef
Thu Jul 31, 2003 11:08 am
#5

Okay, currently we are portable Med Centers. So along that line how about the option of being a Portable Cantiana. Or even a one use Shuttle landing pad so that we can evac our group with out travling far (even if it takes everyone to the closest shuttle/starport)


Hunting camps would be nice. Something that adds to the camo, defense, and/or offense of the group while hunting creatures.


For PvP battlefields, some type of "trench" or other placeable defensive object would be nice. Maybe a watch/sniper tower?


-gustavef

Flick34
Thu Jul 31, 2003 11:22 am
#6

once (if) player gambling is implemented give us sabac tables LOL I want to make a camp then advertise it as a roving gambling casino. Thats just a weird idea i had floating around in my head.


I like the blind or some defensive perimeter look for the camps, something defensible. Comandos (in beta anyway) made laser towers, etc. Let rangers make a defensible camp and comandoes place turrents in it.




Flick, Rebel Staff Sgt
Rodian Ranger/Medic/Pistoleer
Kauri, Black Sun Syndicate
Zzik
Thu Jul 31, 2003 11:26 am
#7

Defensive Blinds - to prevent a mob from spotting you for a couple more shots. The higher the level the great the level of concealment. Could give a defensive bonus.


Armor Fortifications - Act the same as wearing armor but are immovable and you have to fire from behind them. Would absorb a percentage of damage and could vary in power by blocking higher percentages or more damage types. Perhaps a downside would need to be added to prevent this from being overpowered. Another pipe dream that could be added is a turret that one player could enter that was a high powered ranged weapon that was immovable.


Safe areas - Like our camps are supposed to be. An area where a group can safely rest/heal and craft without aggro. Would have to be balanced so you couldn't attack from inside them. Would be really handy for advanced planets with no houses. Needs to heal BF with a dancer present. Maybe have slots that other professions can add items. For instance a merchant could put up a portable bank or bazaar terminal. BH could put in BH mission terminal.


Trapped camps - Make camps that you can attack out of with traps that automatically deploy when enemy get in range. For instance you set up a camp and fire at a large mob but when it gets to 100m it sets off a snare trap which slows it down. Could be combined with the trapping skill. For instance you place a 'trip wire' trap outside of a regular camp that snares or damages mobs. You wouldn't throw it the mob would have to go within a certain radius of it.


Resource clearings - Have an ability to prepare an area for better organic resource gathering. For instance you find a spot to harvest fruit that is at 50% concentration. By 'preparing' the area you could harvest as if it was a greater percentage. Could increase our coorperation with artisans and open up the possibility of a market where we could prepare areas in sell waypoints to them to artisans.






Zzik Zzok
Master Ranger/Pistoleer
Lowca Server
Flynn_Nomad
Thu Jul 31, 2003 11:28 am
#8

I would like a High Quality SINGLE person camp, as a lot of us are loners.


Smaller, less resources, less inv space, basically the novice scout camp size but different graphics, a more advanced look to it and protection against aggros and a heal modifier of about .85, no crafting stations needed.


The setback?..No crafting stations, same small radius as the basic camp so a large group wouldnt fit in it. (or big pets)




--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
DLaverty
Thu Jul 31, 2003 11:31 am
#9

Yeah I really like that idea about the combat, it is very annoying that the tents disbands the way it does.


One Ranger had an idea not long ago. That Master Rangers could get a new type of camp that is a temporary housing unit. The idea is we Rangers don't always like civilization and that we could have some sort of semi-permanent "house-camp" that we could lay for a maximum of a week or something. We could drop items (a reasonable limit of course) and the "house-camp" would then be a temporary structure (that would take a lot) that would be our home for 2-7 days. We'd have to pack up and re-dploy or take off somewhere. That would add value to the prfession because there would be a decent place for people to meet/log out in very remote areas of all planets.




Torok Nacck'rov
Rebel scum must die, long live the Empire!
Flynn_Nomad
Thu Jul 31, 2003 11:32 am
#10

I see a lot of people put the "does not disband while fighting" request in.


I just say that's obvious.


We should not be able to fight while IN the camp, so we can't heal while fighting. no wait...


That wouldnt work.


When engaged in combat the healing of the camp SIMPLY STOPS.


The camp doesn't disband.


When you are no longer engaged in combat the healing resumes.




--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
Skeena
Thu Jul 31, 2003 11:43 am
#11

If camps worked as they were supposed to they would be just fine. IMO, we don't need a lot of fancy bells and whistles to make camps viable. Simply put, camps should be:



  1. A safe haven in the wilderness (repel creatures)

  2. A place to recuperate (heal wounds and BF)

  3. A remote site for field crafting (crafting stations)

  4. A rally point for teams (high level camps stay put)

All the other ideas are interesting but, to be honest, we don't really need hunting blinds and roving casinos. In short, I don't think that we should be focusing a lot of our energy on improving camps as there are many other aspects of the profession that require the attention (I.e. traps, makescent, conceal, forage, run speed and crowd control.




______________________________________
Skeena Dellamora - MBH / MCarb - Chilastra
Skeena Oorbik - MBH / MCommando - Bria
Skeena Risloc - TKM / MDoctor - Radiant

Raverbane
Thu Jul 31, 2003 11:45 am
#12

The battle fatigue issue is a big stickler of mine. All of the camps are supposed to act as cantinas for entertainers. Once that gets fixed, perhaps one or two of the high level camps that could cure battle fatigue without the presense of an entertainer. Not to try and make entertainers obsolete. But, often in high level hunting groups, entertainers dont like to go to those really dangerous areas. And folks with lots of combat skills, in the high levels, dont have the skill points to saddle into novice entertainer.


Another is a semi-permanent base camp. Sorta like a Hunting Lodge. Maybe something resevered for Master Rangers. Have it be a permanent fixture, like a house. Someplace you could store your hunting gear. Have it take up lot spaces, like a house. When they fix storage droids keeping gear, when they are put in the data pad. Perhaps base camps/hunting lodges could do a similar function.


montyplease
Thu Jul 31, 2003 11:57 am
#13

Definitely /agree with the BF healing in advanced camps. Would like mission terminals too. Make Rangers the only class that doesnt need to go back to town. The only true solo'ing profession.
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