Ranger Archive

Thread: Modular Camp V4...

NRaas
Wed Jan 14, 2004 9:57 pm
#1

The last edition of this thread:


Modular Camp V3...


The biggest change being the Type of each slot defined in the advanced camps.


And now the latest version:


----


Camps have following inherent functionality:



  • The ability to logout safely
  • The ability to call vehicles, pets, and droids
  • A default healing modifier of 0.10

Experimentation lines on a camp schematic:



  • Quantity: The number of times a camp can be reployed before it is used up
  • Duration: The length of time a camp will remain deployed while still tended without automatically disbanding. At maximum experimentation around 2.5 hours


  • As well it should be possible to select a color during crafting for the tents to add a feeling of flair and uniqueness

To provide the camp tender a degree of freedom for the camp owner



  • The range from the camp a player can go before a disband occurs should be extended to 500m, or whatever range is technically possible in the game system

    • A message should be displayed if the player goes beyond that range, allowing the player to move within range of the camp before it disbands

  • A command called /changeTender can be used to assign someone else to be the tender of the camp. From then on, it is that individual that must remain within 500m of the camp to ensure that it remains active.

    • The new tender must be of the same faction alignment as the camp owner
    • The new tender is able to disband the camp
    • If a gun or mine field is activated, the tender will receive a TEF and be attackable
    • If the tender dies, the camp disbands
    • The original deployer of the camp:

      • is still the owner and receives the experience when the camp disbands (as long as he is in range of the camp when the disband occurs)
      • is not able to create another camp until the current camp is disbanded
      • is still able to disband the camp himself if he so chooses

The camping system would be broken out into a series of modules that could be used within a camp crafting schematic to produce whatever type of camp is required by the player



  • Each module/slot would have a Level associated with it and can only be used within a schematic slot that has a Level greater or equal to that of the module.
  • Each module/slot is also assigned a Type of Generic, Creature, or Humanoid.

    • Generic slots allow for all types of modules.
    • Generic modules fit in any type of slot.
    • Humanoid and Creature modules must be assigned to a slot of their respective type.

The camp schematics



  • For simplicity, the schematics will retain the same floorplan as currently defined, minus the crafting stations in the field bases. Visible modules would appear at whatever location within the camp the developers deem appropiate.


  • Basic Camp Kit

    • Available at Novice Scout
    • No optional slots


  • Multiperson Camp Kit

    • Available at Survival II
    • One optional Level 1 Generic slot


  • Improved Camp Kit

    • Available at Survival IV
    • One optional Level 1 Generic slot, and One optional Level 2 Generic slot


  • Advanced Camp Kit

    • Available at Novice Ranger
    • One optional Level 1 Generic slot, and One optional Level 3 Creature slot


  • High Quality Camp Kit

    • Available at Frontiering II
    • One optional Level 2 Generic slot, and One optional Level 3 Creature slot


  • Field Base Camp Kit

    • Available at Frontiering IV
    • One optional Level 2 Generic slot, one optional Level 2 Creature slot, and one optional Level 3 Creature slot


  • High Tech Field Base Camp Kit

    • Available at Master Ranger
    • Two optional Level 2 Creature slots, and one optional Level 3 Creature slot, and One optional Level 4 Generic slot


  • Standard Fortification Kit

    • Available at Novice Squad Leader
    • One optional Level 1 Generic slot, and One optional Level 3 Humanoid slot


  • Rear Guard Fortification Kit

    • Available at Tactics II
    • One optional Level 2 Generic slots, one optional Level 2 Humanoid slot, and One optional Level 3 Humanoid slot


  • Front line Fortification Kit

    • Available at Tactics IV
    • One optional Level 2 Generic slots, one optional Level 2 Humanoid slot, and One optional Level 3 Humanoid slot


  • Command Fortification Kit

    • Available at Master Squad Leader
    • Two optional Level 2 Humanoid slots, One optional Level 3 Humanoid slot, and One optional Level 4 Generic slot

The camp modules



  • As not all modules are created by the Ranger profession, the profession is listed under each module as to where the schematic would be located.
  • A qualitive cost is assigned to each module to allow reader to gauge how expensive creating a certain module would be compared to the others.


  • Entertainment Stage

    • Module Level: 4
    • Module Type: Humanoid
    • Profession: Musician / Dancer
    • Cost: Expensive (12)
    • Description: A camp with this module is able to heal Battle Fatique with the aid of a performing Dancer or Musician


  • Crafting Station

    • Module Level: 2
    • Module Type: Generic
    • Profession: Artisan
    • Cost: Cheap (2)
    • Description: Adds a crafting station of a specific type to the camp


  • Faction Network

    • Module Level: 2
    • Module Type: Humanoid
    • Profession: Squad Leader
    • Cost: Cheap (3)
    • Description: Adds a terminal for faction purchases to the camp, and registers the camp on the Planetary map. The faction that is contacted depends on the camp deployer's faction standing.


  • Medical Bay

    • Module Level: 1
    • Module Type: Generic
    • Profession: Scout / Medic
    • Cost: Cheap (1)
    • Description:

      • Increases auto wound healing in a camp, augmenting the default 0.10 healing modifier
      • Increases the HAM healing rate for creatures


  • Veterinary Bay

    • Module Level: 2
    • Module Type: Creature
    • Profession: Bio Engineer
    • Cost: Moderate (4)
    • Description:

      • Enhanced version of the Medical bay that provides an increased HAM healing rate for creatures
      • Adds a bonus to pet stims using in camps


  • Hospital Bay

    • Module Level: 2
    • Module Type: Humanoid
    • Profession: Doctor
    • Cost: Moderate (4)
    • Description:

      • Enhanced version of the Medical bay that provides an increased wound healing rate for humanoids (Players and troop pets)
      • Adds a bonus to doctor enhancements used in camps


  • Small Creature Defensive Field

    • Module Level: 2
    • Module Type: Creature
    • Profession: Ranger
    • Cost: Moderate (4)
    • Description:

      • Suppresses aggressive spawns in the vicinity, and repels existing aggressive creatures.
      • It adds a defensive bonus against creature attacks, if a creature does decide to cross the barrier.


  • Large Creature Defensive Field

    • Module Level: 3
    • Module Type: Creature
    • Profession: Ranger
    • Cost: Moderate (8)
    • Description:

      • More powerful version of the Small Creature Defensive Field.
      • Creatures crossing the field will have an Adhesive Mesh effect applied to them


  • Small Humanoid Defensive Barrier

    • Module Level: 2
    • Module Type: Humanoid
    • Profession: Squad Leader
    • Cost: Moderate (4)
    • Description:

      • Suppresses aggressive humanoid spawns in the vicinity, and repels existing aggressive humanoids.
      • It also adds a defensive bonus against humanoid attacks on group members, when a humanoid does decide to cross the barrier.
      • In PvP, the bonus is applied to those players who are in the group of the camp tender


  • Large Humanoid Defensive Barrier

    • Module Level: 3
    • Module Type: Humanoid
    • Profession: Squad Leader
    • Cost: Moderate (8)
    • Description: More powerful version of the Small Humanoid Defensive Field


  • Small Creature Pheromone Emitter

    • Module Level: 3
    • Module Type: Creature
    • Profession: Ranger
    • Cost: Moderate (4)
    • Description:
    • Increases the creature spawn rate within the vicinity of the camp
    • Enables the camp to remain up during combat situation


  • Large Creature Pheromone Emitter

    • Module Level: 4
    • Module Type: Creature
    • Profession: Bio-Engineer
    • Cost: Expensive (10)
    • Description:

      • Bigger version of the Small Creature Pheromone Emitter
      • Used to attract larger game creatures


  • Small Creature Offensive Hide

    • Module Level: 1
    • Module Type: Creature
    • Profession: Ranger
    • Cost: Moderate (4)
    • Description:

      • Provides an offensive bonus against creatures while the player is in the camp
      • Enables the camp to remain up during combat situation


  • Small Humanoid Offensive Parapet

    • Module Level: 1
    • Module Type: Humanoid
    • Profession: Squad Leader
    • Cost: Moderate (4)
    • Description:

      • Provides an offensive bonus against humanoids while the player is in the camp.
      • In PvP, the bonus is applied to those players who are in the group of the camp tender
      • Enables the camp to remain up during combat situation


  • Garage

    • Module Level: 2
    • Module Type: Humanoid
    • Profession: Artisan
    • Cost: Expensive (16)
    • Description: A facility available to repair vehicles in the field. The repair would cost cash just as in town, and that money would go to the government.


  • Evacuation Shuttle

    • Module Level: 4
    • Module Type: Humanoid
    • Profession: Artisan
    • Cost: Expensive (24)
    • Description: A shuttle port that allows players to transport back to town. It would not allow players to travel to the camp however.


  • Covert Detector

    • Module Level: 2
    • Module Type: Humanoid
    • Profession: Squad Leader
    • Cost: Cheap (2)
    • Description: Works like a regular covert detector


  • Rallying Point

    • Module Level: 2
    • Module Type: Humanoid
    • Profession: Squad Leader
    • Cost: Moderate (4)
    • Description:
    • Produces an increase in morale among the members of the tenders group who are in the camp
    • Increases the maximum value of all nine attributes by a certain amount



    • Biogenic Amplifier

      • Module Level: 3
      • Module Type: Humanoid
      • Profession: Bio Engineer
      • Cost: Moderate (8)
      • Description:

        • The tender can add chef and smuggler goods into the device to produce a enhancing effect on every member of the group within the camp.
        • The buff would not be as powerful as ingesting the item directly.


    • Camoflauge Netting

      • Module Level: 4
      • Module Type: Generic
      • Profession: Ranger
      • Cost: Moderate (8)
      • Description: Applies concealment to a members of the tenders group while in the camp


    • The following are offensive weapons available to faction members for use in encampments. Such weapons would work in the same manner as the AT-ST, working only in faction warfare.
    • The turrets and mines would only engage opponents able to attack the camp tender, and would produce a combat TEF on the tender when engaged


    • Small Arms Emplacement

      • Module Level: 2
      • Module Type: Humanoid
      • Profession: Squad Leader
      • Cost: Moderate (4)
      • Description:

        • Provides an active defense system for Aggressives to the camp tender
        • Enables the camp to remain up during combat situation


    • Machine Gun Nest

      • Module Level: 3
      • Module Type: Humanoid
      • Profession: Weaponsmith
      • Cost: Moderate (8)
      • Description: More destructive than the Small Arms Emplacement


    • Rocket Launcher Nest

      • Module Level: 4
      • Module Type: Humanoid
      • Profession: Weaponsmith
      • Cost: Expensive (16)
      • Description: More destructive than the Machine Gun Nest


    • Poison / Disease Aerosal System

      • Module Level: 3
      • Module Type: Humanoid
      • Profession: Combat Medic
      • Cost: Expensive (12)
      • Description:

        • The device renders poisons or diseases aerosol
        • The tender can add poison or disease packs into the device and affect all agressives to the tender in the region of the camp.
        • The effect would not be as powerful as having a Combat Medic perform the action himself.


    • Mine Field

      • Module Level: 3
      • Module Type: Humanoid
      • Profession: Weaponsmith
      • Cost: Moderate (8)
      • Description:

        • An active defensive barrier with a set number of mines available working like a normal minefield
        • Aggressives to the camp tender will be for a surprise if they stray into the camp.
        • Enables the camp to remain up during combat situation




    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    Moneo-Al-Sabid-Teg-Waffa
    Thu Jan 15, 2004 12:44 am
    #2

    how does one add modules to ones camp?



    Stilgar Wormrider
    Oasis Galactic Museum -7211 3963 Naboo
    Moneo-Al-Sabid-Teg-Waffa
    Thu Jan 15, 2004 12:48 am
    #3

    nvm........ doh




    Stilgar Wormrider
    Oasis Galactic Museum -7211 3963 Naboo
    irott
    Thu Jan 15, 2004 2:36 am
    #4

    All in all I think its a good idea.

    Im glad there are other professions out there trying to include different classes into thier ideas.

    The distinction between the different types of camps for Ranger and SL are great. The humanoid and creature modules make a lot of sense.


    Something that we have been tossing around over in the SL board, is a drop zone. We were talking about putting up a camp and having players be shuttled there. There are a lot of problems with that such as making it strictly faction based so its not just used as a quick way to get around. Even if everyone has to be declared how would anyone now if they were not just getting someplace quick also.


    Again, this proposal is a great idea!




    [irott and the full effect]
    Master Squad Leader


    "We're all in it together" - Archibald 'Harry' Tuttle

    Phenix1050
    Thu Jan 15, 2004 3:05 am
    #5

    NRass, I was almost ecstatic when reading the post when I saw the new "cost" line associated with the modules. At least I think it's new...I don't remember seeing it last time... I was so happy because I thought my way of leveling the modules had gotten accepted lol.


    Oh well, listen, I know we're trying to get this proposal out, and honestly I'll be happy no matter how it goes out simply because ill know it's going out. Really, it's all that matters. I'd be happy with it now matter how it turns out. If we get modular camping, I'd be so crazy-happy I'd probably suffer a mild-heart attack while I'm downloading the patch (I play on TC, I'd get it first). Keep in mind, I'm only 20 so a heart attack would be kinda...bad.


    I still think that the most important issue in the modular camping is the customization of said camps. I'd like to see the ability for Rangers to fully customize their camps, choosing any compilation of modules that they need to.


    I.E. Rather than the HTFB having


  • Two optional Level 2 Creature slots, and one optional Level 3 Creature slot, and One optional Level 4 Generic slot

  • i would say give them 11 total slots (2xLevel 2, 1xLevel 3, 1x Level 4= 4+3+4=11) or twelve total slots and simplify it. That allows for complete customization of the camp and gives us increased versatility. However, just as in NRass's vision, Rangers couldn't use Humanoid modules and SL couldn't use Creature modules and Scouts could only use generic.


    Till next time, Peace, Love and Finising this Proposal.




    PHE'NIX ANTARUS
    BOTHAN ELDER RANGER
    BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
    BURNING H*TPANTS SINCE 2003


    This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
    betjrobards
    Thu Jan 15, 2004 3:26 am
    #6

    NRaas you are a genious. I would love to be able to do something to my camps other than just "craft" them.


    I really like the register on planetary map idea. Great for the less populated planets.




    Let the wookiee win.
    Phenix1050
    Thu Jan 15, 2004 3:33 am
    #7

    One other thing I just noticed: BF modules are humanoid: in theory this means one of two things:



    • only SL fortifications can heal BF, which make NO sense

    • that any modules can be put in a generic slot. Now in my humble opinion, that's kinda silly. If we can use humanoid slots, and SL forts can use creature modules, there's almost NO distinction between the two. This also makes no sense. We should be seperate but equal. The important word there is seperate. Why have two types of camps if they use esentially the same modules?

    instead, I'd think that Ranger camps only can use Generic and creature modules, while forts can use only Humanoid and Generic modules. Under this proposal, BF stages would be creature-centric. Actually, I think there should be 5 types of modules: Generic, Creature, Humanoid, Passive Healing, and Passive Enhancemet. That way Ranger camps could get Generic, Creature, and Passive Healing. Forts would get Generic, Humanoid, and Passive Enhancement. Scout camps would get generic only. I'm going to organize my thoughts the wa NRass did, so hopefully it will become more clear when I do that-- just a question to NRass-- since my ideas tend to be long-winded and might not help to clarify the modular camp idea, should I create a seperate post for my ideas??




    PHE'NIX ANTARUS
    BOTHAN ELDER RANGER
    BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
    BURNING H*TPANTS SINCE 2003


    This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
    Gondo
    Thu Jan 15, 2004 3:52 am
    #8

    Its a great idea, but my biggest fear are these things poping up all over the place in the heat of a battle.

    I suggest maybe adding a 'Time to deploy' as these camps aren't just a simple tent they should take time to deploy.

    This way fortifications would ideally have to be built in advance of a battle, or built to defend a particular spot.

    With instant deployment I fear these could get silly.

    /my 2 cents



    -------------
    Rains Akkadian - Master Squad Leader / Master Carbineer - Chimaera
    Rains Akkadian - Master Squad Leader / Carbineer - Eclipse
    Official Carbineer Motto "I bet I can kill me before you can kill me"
    Sirgleno
    Thu Jan 15, 2004 7:23 am
    #9

    Obviously much thought went into this proposal, I most definately applaud our great Nraas, and others im sure, for all the hard work. But what about traps? I imagine it would be considerably easier to go for the devs to implement a modular trap process, not to mention much cooler for us non PvPers. I realize that the devs told us months ago that a trap rework was in progress, but would it really be that much of a stretch for us to push for modular traps with all kinds of crazy crafted components that do all kinds of things to our target? I do like the camp ideas, but is there anyone out there who would much rather have modular traps than modular camps? I do want to see a camping revamp, although these features seem a tad overkill for what I see as an unexciting line of the Ranger profession, and not even with all these (or any) do I see myself enjoying camps.
    Yes this is the last time I will rant about how I would rather see modular traps in the modular camp threads.



    *****************************************************
    Castaspella PerfectAntarian
    Read about the Antarian Rangers...
    NRaas
    Thu Jan 15, 2004 8:35 am
    #10

    "i would say give them 11 total slots (2xLevel 2, 1xLevel 3, 1x Level 4= 4+3+4=11) or twelve total slots and simplify it."


    Yes, the approach would be simpler on paper, but it would benortoriously difficult to balance.


    With this approach, the SL Top Fort would be able to have4 Rocket Launcher encampments, where the original proposal allowed for only 1.


    Right now, a player must choose between only one of the top level modules, making balancing the power of each module significantly easier.





    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    NRaas
    Thu Jan 15, 2004 8:46 am
    #11

    "that any modules can be put in a generic slot. Now in my humble opinion, that's kinda silly. If we can use humanoid slots, and SL forts can use creature modules, there's almost NO distinction between the two. This also makes no sense. We should be seperate but equal. The important word there is seperate. Why have two types of camps if they use esentially the same modules?"


    Yes, any type of module can be used in a Generic slot.


    Consider however that there is only ONE generic slot in the advanced camps for either the SL or Ranger camps.


    This way, both sides can benefit from a single module from the other side.


    But either side would be able to add more of their own modules to their camps.


    Namely a SL Fortification would be able to significantly more Humanoid modules than any Ranger camp could ever have. And vice versa for Creature modules in the Ranger camps.


    For Example:


    The Command Fortification could contain:



    • a Rocket Launcher, Mine Field, Garage, and a Hospital Bay where no Ranger camp could ever have all those modules in the same camp.

    While the High Tech Field Base could contain:



    • a Large Creature Pheromone Emitter , Medical Bay, Large Creature Defensive Field, and aSmallCreature Offensive Hidethat no SL fort would ever match.





    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    NRaas
    Thu Jan 15, 2004 8:48 am
    #12

    "I suggest maybe adding a 'Time to deploy' as these camps aren't just a simple tent they should take time to deploy."


    Good call.





    Ranger Threads
    State of the Profession
    The Outdoorsman
    (please refresh once you arrive to receive the latest version)
    Numen
    Thu Jan 15, 2004 9:21 am
    #13

    How about just a timer for the camp instead of autodisbanding? The ranger who put it up can still disband at any time. The one exception would be if noone is in the server area(the same idea that houses don't actually exist unless there is someone in the area.


    I just don't like the fact that if the ranger or SL dies and has to come back from cloning the group can't use the camp. It is already setup, a dead person isn't going to take it down.


    The ranger can still only deploy one and destoy it whenever they want.




    Amandil Morier - Tempest - Master Chef
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