Ranger Archive
Thread: Quick and EASY Camp Solutions
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Flynn_Nomad
Sat Jul 24, 2004 6:00 am
#1
My head spins when I try to wrap it around somethingthat is toocomplex.
I thinkthe DEV's have the same reaction if and when something ispresented to them.
This is the reason I think the outdoorsman never got full attention.
I still believe asking for things in the small chunk method is the best way to approach the busy DEV team.
Try and ask for things that are already programmed in the system. It's early, I'm tired, but here's a few real quick fixes based on what I think a camp should do and the purpose I think they should serve, and maybe you incorporate it intothe modular thing.
1. Camps should NOT poof EVER, period. Unless taken down by the owner or the set time expires.
2. Ranger camps should heal at a rate of, HTFB 110, FB 100 and 90.
3. HTFB and FB can be used to heal BF by an entertainer. (Buffing in an HTFB only?)
4. When in a camp you get the defensive bonus of not being able to be aggroed by creatures, HTFB defends from NPC's.
5. Applying camo in a Camp gives a bonus to that application.
6. Healing in a camp provides various medical bonuses including less of a mind drain and application speed.
7. Sitting in a camp reduces DOT duration (some foods already do this, why not a camp=no exploit)
8. When crafting in a HTFB or FB and using the provided stations, you get a chance of either an increased experimentation success or a bonus to the assembly roll.
9. Camps reduce spice downtime.
10. sitting in a camp aids food digestion.
All of these routines or variables or whatever a programmer calls them, are already in the game.
They would just need to be assigned to the camp.
For example Dustcrepe(food) reduces DOT duration. I'm no programmer, but heres my example.
IF Player USES X=dustcrepe, THEN DOT duration is lessened.
Current camp says...
IF PlayerENTERS camp, then HEALRATE = .65
How hard could it be to combine the 2 and go...
IF Player ENTERS Camp, THEN DOT duration is lessened.
My point is, these things don't involve the art department.
They don't require any new routines to be written.
They don't require as much work as modular camps.
They MAY just get added if it's not too much work.
EbeLightcloud
Sat Jul 24, 2004 7:07 am
#2
Flynn,
I could'nt agree with more, I think this would be perfect to be applied through a mini-publish. I think the first priorities to our profession should be to make what we have now, work as intended. Most of what you say is what I've always invisioned our camps to be. The modular camp system is a great Idea, but should come about in a Ranger revamp. I would be extreamly happy, just to have what I currently am intitled too, Work!! as there supposed too.
Camps, Traps. Would be an awsome start.
Ebe
Owen-Lars
Sat Jul 24, 2004 1:22 pm
#3
Would be cool in the short term 
But i want my modular camps wha wha wha 
I realy think something like camping,that could potentially be such a vital system regarding group work, realy deserves something like the modular camp ideas.
Im fine with changes like yours in the short term, they sounds great, but surviving in the wilderness with camp should be a very attractive, beneficial and usefull thing aswel as being something extremely well designed in interesting.
Lets hope both can be implemented in time
Flynn_Nomad
Sun Jul 25, 2004 11:43 am
#4
Owen-Lars wrote:
Would be cool in the short term
But i want my modular camps wha wha wha
I realy think something like camping,that could potentially be such a vital system regarding group work, realy deserves something like the modular camp ideas.
Im fine with changes like yours in the short term, they sounds great, but surviving in the wilderness with camp should be a very attractive, beneficial and usefull thing aswel as being something extremely well designed in interesting.
Lets hope both can be implemented in time
Yeha, I agree because I think that's all a lot of professions are gonna gt for now, short term fixes.
I mean, I really don't know STILL if that laser fence on the HTFB works or not.
MonsofoLexius
Sun Jul 25, 2004 4:32 pm
#5
I can't agree more and many (most? lol) of my posts show that. I think the modular camps and modular traps stuff would be some of the most complicated crafting systems in the game and I dont think the non (or semi) crafting profession of Ranger is an appropriate place for that level of complexity in crafting.
Flynn_Nomad wrote:
My head spins when I try to wrap it around somethingthat is toocomplex.
I thinkthe DEV's have the same reaction if and when something ispresented to them.
This is the reason I think the outdoorsman never got full attention.
Flynn_Nomad
Mon Jul 26, 2004 5:02 pm
#6
MonsofoLexius wrote:
I can't agree more and many (most? lol) of my posts show that. I think the modular camps and modular traps stuff would be some of the most complicated crafting systems in the game and I dont think the non (or semi) crafting profession of Ranger is an appropriate place for that level of complexity in crafting.
Flynn_Nomad wrote:
My head spins when I try to wrap it around somethingthat is toocomplex.
I thinkthe DEV's have the same reaction if and when something is presented to them.
This is the reason I think the outdoorsman never got full attention.
I miss the days of the hotfix.
They have added and removed more complicated things seemingly overnight in the past. (remember the flora component in camo kits?)
So why can't they tweak camps?
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