Ranger Archive
Thread: Camps are they worth any thing? How about some coffee inspired ideas for High Tech Field Bases.
But when you boil it down, its no better then a shelter half that a novice scout can drop.
Can you heal battle fatigue? Nope.
yes a medic or a doc can heal wounds! but standing in a field with a droid with medical 110 is better. In fact with a good droid you don’t need a camp at all.
not that thats a bad thing.
About all camps are good for are pulling speeders out fast and loging out.
weeee loging out safe!
When if there is an update for ranger, after combat, after smuggler, after squad leader ...
I would like to see the following ability’s for rangers and there “camps”
At some level of frontering camps should not “disappear”, they should be "bases
Operations" for a party to venture out and adventure / hunt / raid from. I think they should remain placed until the ranger pulls the camp or logs out.
To keep jerks from filling the planet with camps, make a placed camp an object in your data pad, maybe even take up 1 lot, keeping the limit the number of camps placed to 1 is a must.
I would Also like to see high tech field base should be customizable to have one feature. This would be an object that’s crafted by another profession. That would be an optional item used when the camp is crafted.
Some custom types could be; - I bet there is a lot more ideas -
Mission Terminal – crafted architect.
Repair vehicle – crafted by master artisan.
Rest and heal animals – crafter by creature handler.
Let entertainers heal BF – crafter by master entertainer.
Faction mission terminal - crafted by smuggler of the right faction and rank- and can only be placed by a declared player.
(I would also think high tech field bases that are faction mission could be destroyed by opposing faction would be a good idea.)
Anyway every camp and base should have some advantage for use. I bet a lot of fellow rangers would like to see camps “enhanced” and have ideas. I would love to read about em
OH and for fun how about a pontoon camp that can be placed on water for fishing. and fishing for some real big fish.
ok more coffeee!
weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
Camping
What follows is a complete re-envisioning of the camping system, with an emphasis on flexibility and profession interdependence. The system allows camps to be focalized, and pulls more professions into the mix to produce the more powerful versions. (Even if the modular approach is not chosen, if should be understood that there is interest in having the functionality provided by the modules.) To ensure that the system still falls within the vision of the Outdoorsman as wilderness-centric, elements of camps that don't fall into the Outdoorsman preview have been allocated to other professions.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.
- Generic slots allow for all types of modules.
- Each module/slot is also assigned a Type of Generic, Creature, or Humanoid.
For simplicity, the camp schematics will retain the same floor plan as currently defined, minus the crafting stations in the field bases. Visible modules would appear at whatever location within the camp the developers deem appropriate. Camps would maintain the basic ability to /logout safely and would have a minimum 0.5 healing modifier. All camps would be able to be experimented on for quantity (number of times used) and duration (how long a camp stay up before auto-disbanding).
The camps: As not all camps are Ranger-exclusive, the camps are sorted by the profession that would be able to set up the camp.
- Scout Camps:
- Basic camp kit available at Novice Scout (0 slots)
- Multiperson camp kit- Available at Survival II (1 Lvl.1 Generic slot)
- Improved Camp kit- Available at Survival IV (1 Lvl.1 Generic slot, 1 Lvl.2 Generic slot)
- Basic camp kit available at Novice Scout (0 slots)
- Ranger Camps
- Advanced Camp kit- Available at Novice Ranger (1 Lvl.1 Generic slot, 1 Lvl.3 Creature Slot)
- High Quality Camp kit- Available at Frontiering II (1 Lvl.2 Generic slot, 1 Lvl.3 Creature slot)
- Field Base Camp kit- Available at Frontiering IV (1 Lvl.2 Generic slot, 1Lvl.2 Creature slot,1 Lvl.3 Creature slot
- High Tech Field Base kit- Available at Master Ranger (2 Lvl.2 creature slots, 1 Lvl.3 Creature slot, 1 Lvl.4 Creature Slot
- Advanced Camp kit- Available at Novice Ranger (1 Lvl.1 Generic slot, 1 Lvl.3 Creature Slot)
- Squad Leader Camps
- Standard Fortifications Kit- Available at Novice Squad Leader (1 Lvl.1 generic slot, 1 Lvl.3 Humanoid Slot)
- Rear Guard Fortification kit- Available at Tactics II (1 Lvl.2 Generic Slot, 1 Lvl.3 Humanoid slot)
- Front Line Fortification kit- Available at Tactics IV (1 Lvl.2 Generic Slot, 1 Lvl.2 Humanoid slot, 1 Lvl.3 Humanoid Slot)
- Command Center Fortification Kit- available at Master Squad Leader (2 Lvl.2 humanoid slot, 1 Lvl.3 Humanoid slot, 1 Lvl.4 Generic slot)
- Standard Fortifications Kit- Available at Novice Squad Leader (1 Lvl.1 generic slot, 1 Lvl.3 Humanoid Slot)
The camp modules: As not all modules are created by the Ranger profession, the profession necessary to craft is listed under each module. Only Master of those professions can create the Each Module is listed by its type (generic, creature or humanoid)
- Generic Modules:
- Medical Bay- Level 1 (Medic/Scout) Increases auto healing of camp for players and pets and default healing modifier.
- Hospital Bay- Level 2 (Doctor) Enhanced version of the medical bay that provides increased wound healing for humanoids, increases default healing modifier and add a bonus to doctor enhancements (buffs)
- Veterinary Bay- Level 2 (Bio-Engineer) Enhanced version of the medical bay that provides increased HAM healing rates for creatures and adds a bonus to pet stims
- Crafting Station- Level 2 (Artisan) add a crafting station of a specific type to the camp
- Garage- Level 2 (Artisan) adds a mobile place to repair vehicles in the field that would cost twice as much as the ones in a city (paid in cash as an added credit sink)
- Entertainment Stage- Level 4 (Dancer/Musician) Allows a camp to heal battle fatigue with the aid of a performing Dancer or Musician
- Evacuation Shuttle Beacon- Level 4 (Artisan) Calls a shuttle that can transport players to the nearest town, (but not to get to camp). Only one use (shuttle waits for 2 min).
- Camouflage Netting- Level 4 (Ranger) Applies concealment to members of the tenders’ group while inside the camp.
- Medical Bay- Level 1 (Medic/Scout) Increases auto healing of camp for players and pets and default healing modifier.
- Creature Modules:
- Small Creature Offensive Hide- Level 1 (Ranger) Allows the camp to stay up during combat and provides a small offensive and defensive bonus against creatures.
- Small Creature Defensive Field- Level 2 (Ranger) Suppresses aggressive spawns in the vicinity and adds a defensive bonus against creature attacks if they do attack
- Large Creature Defensive Field- Level 3 (Ranger) More powerful version of the defensive field that suppresses higher level creatures and applies a "root" effect applied to any creature entering the camp.
- Small Creature Pheromone Emitter- Level 3 (Ranger) Increases creature spawn rate in the vicinity of camp, allows camp to stay up during combat
- Large Creature Pheromone Emitter- Level 4 (Ranger) Similar to Small pheromone emitter, but attracts larger, more difficult creature
- Small Creature Offensive Hide- Level 1 (Ranger) Allows the camp to stay up during combat and provides a small offensive and defensive bonus against creatures.
- Humanoid Modules:
- Small Humanoid Offensive Parapet- Level 1 (Squad Leader) Provides an offensive bonus against humanoids while the player is in the camps. In PvP the bonus applies only to those in the Squad Leaders’ group. Allows the camp to stay up during battle
- Faction Network- Level 2 (Squad Leader) Adds a terminal for factions purchases to the camp and registers the camp on the planetary map. A camp with this module can only be set by a faction member
- Cover Detector- Level 2 (Squad Leader) Functions like a regular covert detector. A camp with this module can only be set by a faction member.
- Small Humanoid Defensive Barrier- Level 2 (Squad Leader) Suppresses aggressive humanoid spawns in vicinity and adds defensive bonus to group members who attack while in the camp. In PvP, the bonus is applied to the players in the group with the camp tender.
- Rallying Point- Level 2 (Squad Leader) boosts morals of all people grouped with camp tender, represented by a small boost in all nine stats.
- Small Arms Emplacement- Level 2 (Weaponsmith) provides active defense system. *Works only in Faction warfare, if the camp tender is attacked or if tender and target are both overt. Allows camp to remain up during combat.
- Large Humanoid Defensive Barrier- Level 3 (Squad Leader) More powerful version of the small humanoid defensive field
- Biogenic Amplifier- Level 3 (Bio Engineer) Provides the same increased stats as rallying point and, in addition, allows tender to use chef and smuggler goods in the device to produce an enhancing effect on every group member inside the camp, though they are less effective than if they were ingested.
- Machine Gun Nest- Level 3 (Weaponsmith) More destructive than Small Arms Emplacement. *works only in Faction warfare, if tender is attacked, or if both players are overt.
- Mine Field- Level 3 (Weaponsmith) An active defense barrier with set number of mines working like a normal minefield. *Works only in faction warfare.
- Poison/Disease Aerosol Unit- Level 3 (Combat Medic) Allows tender to add poison into the device and affect everyone attacking the camp tenders’ group, though it can be blocked, and is not as powerful as having a combat medic. *Can be used only in faction warfare if the tender is attacked or both players are overt.
- Rocket Launcher Nest- Level 4 (Weaponsmith) More powerful version of the Machine Gun Nest (does blast damage). *can only be used in faction warfare if the tender is attacked or both players are overt.
- Small Humanoid Offensive Parapet- Level 1 (Squad Leader) Provides an offensive bonus against humanoids while the player is in the camps. In PvP the bonus applies only to those in the Squad Leaders’ group. Allows the camp to stay up during battle
Message Edited by Phenix1050 on 01-26-2005 06:24 PM