Ranger Archive

Thread: New way to look at CAMPS/BASES

C-Bone_RE
Tue Aug 12, 2003 7:45 am
#1

I replied to the "What would you have a camp do..." thread and while I wrote that I came up with an idea that I think deserves a seperate thread because I felt it would corrupt that one. In that thread I replied that maybe there should be different types of camps rather than just bigger and better everytime you go up tree. Now as I revise my thoughts I've come up with this:


Camps should be the base in crafting much like a droid or any other advanced crafted item. In other words there should be componets that are useable in making camps. For those of you who have never crafted as an artisan let me explain. When you fill up the select resources screens with resources you can add componets as well to certain objects. For example, droids can have the option to have a medical module.


So why is this better? We can make custom camps. What if I want need a structure crafting station or maybe a strong a deflector sheild. As the you go up the camp tree the better camps would allow more componets to be used in the camp. The motivation for Sony is that this will not only help rangers but everyone will enjoy camps more and Rangers will depend on certain crafters. Also Sony already has the most of the componets in mind in the game that are made by the crafting proffessions. I will go through a list of the already componets and how they can be used for camps. However first I must say a few things about the camps themselves.


As you go up the frontiering tree each camp would:


have a wider radius like they already do


have more hit points - since camps may get to be very strong sony may consider to make them attackable


have more uses - since some camps will involve several componets and end-cost maybe even over 1000 resources, at one time use is absurd


have more componets allowed in crafting



Now to the list of componets already in existance:


Armor Module (Droid Eng) - this would add armorvale to everyone in camp, and increase its effectiveness based on the Mod's level


Crafting Stations Modules (Droid Eng) - this is self explanatory. Some ranger have no use for the crafting stations in the current highest level camp, and others need the other two stations. This allows the ranger to design what he and his group needs.


Medical Module (Droid Eng) - self explanatory again. The more of these you use in making a camp the better it heals and the better medics can heal.


Item Storage Module (Droid Eng) - for camps with many uses medics and doctors could maintain the camp with a supply of packs and rez kits. Also people could put in powerups and such for anyone to take out and use as needed. Food and spices are another. Each time the camp is packed up it would keep all items in the storage module for the next time.


Data Module (Droid Eng) - haven't thought of anything for this one yet...please suggest


Defector Shields (Armorsmith) - I am not a Armorsmith so I have little knowledge of how these work. But using these in a camp would be really cool lucrative for Smiths. They would give same type of protection as they doo when worn. However, their effectiveness will have to be balanced as armor Mods will too.


Layers (Armorsmith) - I not sure if these make sence but I listed anyway.



That's all I can think of but there may be more in the other proffessions like Bio-Eng that would apply. I don't want to ask for anything not already in existance because I think even this would make a dream come true for all Rangers.


Here's a couple examples of camps that you could then make:


Front assault camp for PvP would max out the armor and shield slots and then add some medic mods, and maybe one storage for powerups and other things listed above.


Field Hospital would have a Chem Crafting Mod, many Medical Mods, and probally a shield for protection if enough slots are open.


Solo Ranger camp would have whatever the ranger was interested in. If he crafts he/she could have that crafting station. If you use it for protection and healing, use the appropaite mods.



There are so many possibilities with this system. I hope you enjoyed reading this as I enjoyed writing it. This has so much potential and really does not require much from Sony. I would happy if the art didn't change until later. It would be too hard to right away have each module represented with proper artwork. Instead they could just list it when you examine camp so players know what the camp has. The system for crafting them is already there, and you don't need experimentation which makes it easier. The only entirely new aspect is calls for is being able to use a camp more than once.


Good day to everyone and I can't wait to see the tailing disccussion. I apologize for any grammer and spelling errors in the long read.




C-Bone: Smuggler/Doc
B-Slap: Tank
C-Bone_RE
Tue Aug 12, 2003 9:07 am
#2

That was too long-winded. Here's just the jist of it.


Camp/Base crafting will have componets availible from other crafters like Armorsmiths, DE's, and BE's that inprove the camps and make them custimized.




C-Bone: Smuggler/Doc
B-Slap: Tank
JackAttackMac
Tue Aug 12, 2003 10:26 am
#3

Having camps that can be picked up and replaced would be the best. Monetary cost to do so would be OK.
Ki_Gu_Lon
Tue Aug 12, 2003 11:14 am
#4

Some of these things would be nice to have in a permenent, redeedable camp that maybe Master Rangers could craft. I know I would rather live in a nice, highend base camp that I could pick up and move quicklythan in my Small House.


I dont really know if I would spend the creds on some of those items for a single use camp, but they are nice ideas that promote interdependency none-the-less.




"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
OldOzymandius
Tue Aug 12, 2003 8:50 pm
#5

Interesting idea, but I'd first hope there is another way to skin that cat.


Someone else, perhaps in the correspondents thread, had some good ideas on what else camps could do. I think they should do those things by default at higher levels of ranger skill, without necessarily requiring experimentation.


I really dont want to have to hunt down other crafters or go to the bazarre to find more components to build camps than I have to. I also am not really driven to experimenting with my camps, I just want them to be cool from the get go upon construction, doesnt seem to be asking too much considering making camps is one of the major things rangers do. Being reliant on other crafters to make parts for my camp would be aliability and a detractor, not a fun game feature for rangers in my view.




OZYMANDIUS
Speranza
Tue Aug 12, 2003 8:58 pm
#6

I love your idea. I just think that maybe its a little to reliant on other classes. We are Rangers we should not have to go into town or see people we live off the land. Maybe some reliance on a basic artisan or so but not a droid generator for most common things.



SWG Rodian
UO Paladin RET
EQ Rogue RET
jcow79
Fri Aug 15, 2003 3:01 am
#7

Yes, although your ideas are interesting, well thought out and are overall good ideas, i think it kind of distracts what our class is about. We-are-not-crafters. Something along these lines would almost seem to warrant a "crafting xp" branch on our skill tree and i'll be damned if I want to grind out crafting xp. I think the best idea for our camps is as a community decide what we want the camps to do as a whole and implement them into a final product. If you want to experiment, go be a droid engineer or weaponsmith.





'Josh on Ahazi server
-Obsidian Order-
-7410 -959 Obsidian Pointe on Dantooine
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