Ranger Archive
Thread: CAMPS: Possible Features 1.0
Here is my rather legnthy idea for some camp ideals.
In another thread i was suggesting when different professions are grouped and in our camps they would have access the certain facilities and equipment. Such as the chef could use their skills make food in the stewing pot. They would be able to do things we would not and to a much higher skill. We on our own would be able to create a food to reduce BF over time, (The food wound not be an inventory item, rather you select the radial menu on the stove and select eat to gain the benefits) however a chef would be able to create enhanced foods for stats and HAM increases. ONLY a chef could do this and could only be used in the same way as rangers (i.e. creating an effect rather than creating a food item to store in your inventory accessed via the stove).
I was trying to bring a purpose to having our camps out. Imagine this:
You're out in the wilderness with your hunting party. You crack out your camp and the chef in the group start work on making the food to enhance all the members who choose to eat using the stove and the forages herbs you have collected. The doctor gets working in the healing centers. He uses the bonuses to buffing the top up everyone's buffs and applys a wound regeneration pack to the medical emitter (new unit) increasing auto-wound healing by two fold. The CH uses the stable section (additional feature) to revitalise the pets and heal their wounds. As these members of your group get busy on making you more comfortable and healing/buffing/feeding you, you and your combatants sit by the fire playing a friendly game of holo chess.
Some Nice Camp Features:
- You can gather herbs to create a food using the stove that heals your BF over time (this can be done by a ranger of the correct skill in frontiering). After adding the correct herbs/spices/ingredients after a short stewing time it will be ready. The food is accessed via using the radial menu on the stove such as /radial /eat. The stove would have charges and these would be based on the amount of ingredients used. With a Chef in group using herbs and fruits supplied by you they can add bonuses to the food related to what herb/fruit they used depending on their level. At master chef they should be able to reduce the filling rate of the herb or fruit by half and increase its duration up to 30 minutes. Lower levels would give lower bonuses ect. The stat the herb effects would remain the same to what it is at present however the effectiveness would inprove as just stated. The single unit or herb or fruit would feed two people instead of one aswel with a chef cooking whereas without a chef equals one herb per portion/per person. You have no idea how much id love this feature. We wouldnt be taking anything away from the chef profession as we wouldnt be able to create food, it would just be a visual apearance. The food is simply a front, the system (stove is initiated) actually just turns on the auto healing feature currently on camps but this time activates healing on bf too. Nothing would be taken away from chefs, instead for chefs; a whole new feature would open up to them through our profession. For rangers; An additional feature that aswel as enhances the ranger skill set and enhaces the wilderness survivalist image ALSO increase our group apeal. Brings a reason for us to be in a group again. Adds a reason for us to pop one of these camps for the group. Groups will want us to be in group because of the benefits we bring to their professions AND the benefits we bring to the group.
- The auto-healing feature our camps currently posses should be changed IMO. It should be changed to a feature that requires us to turn it on. The same healing rates should apply when we are on our own and should require the use of a 'Wound Healing Emmitert'. The Wound Healing Emmiter would be located in the healig area of each camp and should require a component to work. This component can be created in two ways. One can be created by a ranger or scout with the correct frontiering/survival level using herbs and other organics (in scout only organics are required). When this component is placed into the Emmitter, a relaxing fragrance is released slowely regenerating your HAM bars as the current auto heal system does at present and at the same rates. The second way of creating the component would be by a master medic. He/she can creating a Wound Healing Chemical Component. This acts much in the same way as the ranger made one. It requires some meat and chemical and also herbs supplied by the ranger to make. Once created only a master medic can add it to the emmiter. This component is created by a very skilled medic who possess great skill in healing wounds and as such has twice the potency as the ranger made healing component giving 2x auto healing rates. Again we would be taking nothing away from the medical profession only giving them a new purpose to be in groups, giving them a new feature to play with in a ranger's camp. Whilst at the same time enhancing our own profession. I do admit making the auto heal feature require something to be activated compared the the 'free' system at present is a down step in terms of value for money, however i think it gives such a bonus to the feel of the camps. Such as you can use systems with the camps, it feels like you have a made a really usefull camp as you can actually use the facilities even if it still has the same effect as normally. I believe a step like this would make popping a camp alot more interesting and valuable in terms of personal experience to a ranger. On another not it would give ANOTHER purpose and usefullness to foraging for herbs as they would be an ingredient for the emiiter packs. As with the stove feature this 'Wound Healing Emitter' would give a great purpose to be in groups as when grouped with a master doc you would get great benefits to the feature and the group as a whole would feel these increased benefits. It would give the master medic a purpose for being in group with a master ranger too in conjunction with the next feature ill be presenting. Overall i love this change and development to our system.
- When a doctor or medic is in a ranger camp he/she recieves bonus to wound healing and medical enhancments due to the medical facilities. Something in the region of a 10% increase to buff results and wound healing effects. A ranger who isnt a doc or medic obviously cannot take advantage of these benefits however when a doc is in group he/she can feel the benefits as thus the group too. (Id like to get some pointers on this whether or not bonuses to wound healing should be given, maybe only enhancments. Should this feature be limited to doctors? or medics and docs alike? Im not sure so i ask your guidance) Again medics and docs get a benefit to being in a group with a ranger, increasing our group demand. This would give docs and medics more importance to being in a group and as such you could see many more suporting medics and docs joining groups increasing their involvment in hunts and group events.
- A creature pen/stable feature should be available to users of the HTFB. This area gives auto-wound healing benefits to player owned creatures. This feature requires the camp owner to insert a stable component into the terminal to make it available to all group members (otherwise only the ranger's pet can access the stable/pen. It may require a new command creatures could learn to access the creature pen/stable. Targetting the pen/stable and saying the command would transfer the pet (until recovered or camp disbanded) into the pen/stable area. When in the pen they should be given nice auto-wound healing benefits. Creature handlers get a great bonus to being in group with a ranger using this camp. They can install a CH Made component to the stable/pen to give enhanced effects. Like the Chef enhancments and doc/medic enhancements the effectiveness of the feature is increased when a CH adds to the camp. The component is crafted only by a CH and replaces the ranger made component. It gives 2x the auto healing rates, 4x auto wound healing rates and also slowely revitilises pets. The component would require similar ingredients to the ranger made component however only a ch should be able to add this to the terminal. As you have most likely noticed by now im trying my hardest to give other professions a piggyback ride on the new features and enhancments we would get. Im trying to make us attractive to groups, our camps specifically. With this feature we would get the new stable/pen healing bonuses to pets and enable us to take care of our pets if we have them out in the field. However when a ch adds the CH made component to the pen/stabel terminal the benefits become so much better. The who group can take advantage of the benefits the CH has brought to the camp. Without a ch in group members can still take advantage of the ranger pen/stable healing benefits given by our component however they wouldnt be on the same par as a ch made component.
I have a few more ideas that need fleshing out but i would be interested in your feedback to these. These changes to how we use camps could be implemented as changes to the existing setup OR used as modules in the proposed camp modular design. I personally have no opinion on which however i think maybe it would give so many more benefits if they were to be used as a package of modules.
i don't see battle fatigue HEALING happening, but perhaps battle fatigue DEFENSE, in that it would make it impossible or less likelyfor you to gain battle fatigue for an hour or so after using a camp.
don't give all the new ideas solely to the HTFB - it should be spread out among the camps to make them useful, as well. the HTFB could gain all of them. you could also make certain camps specialize, then slowly merge them up till the HTFB. for example, a 'Medical Camp', a 'Hideout', a 'Pet Camp', etc.
May I also suggest:
Camps give increased Creature Knowledge - by holing up near a creature you can more closely examine its details and be better informed. Perhaps this could originally be put under a 'Expedition Camp'.
Camps give increased Creature Harvesting - you can sit and concentrate on the job at hand with the use of the camp's resources. This could also be originally under the Expedition Camp.
Big one: If you log out in a camp, it will bestay there untilyou log back in, then disband 2 to 3 minutes after. Assuming that camps eventually make it less likely to be aggroed, camps would fulfill that which they were originally advertised: "Scouts and rangers are the only people who can log out safely in the wild."
I really like the sound of this, is what a ranger should be all about. Would probably be worth posting this in the boards for all the professions it would enhance, to get there views and (hopefully!:smileyhappy
backing.
Just doing a hit-and-run here...
- While it does not take away from Chefs, indeed, it adds to them, it does take away from Entertainers. You might want to rethink that bit.
- Not sure why the current auto-wound heal is a bad thing... "Wound HealingEmmiter" ? Mind you, all the "magic food" bits the game has now would make this make sense... but it feels "odd". Maybe when we "lay down" on the cots... but then I'm still not sure why we are messing with this.
- No problem with the rest of it, capital idea on the pet stables.
- While we are at it: camps should help reduce the time a desease or poison lasts. Slighty for a basic and by half (or 1/4th of the time?)in a HTFB. Not a heal or cure, reduce the time it runs.
Yeah i was prety warey about the whole bf healing thing, however it doesnt seem, right that a massive 'homelike' camp like a htfb couldnt heal your bf. Maybe an entertainer could heal this.
On the poison and desiese pointi think we should have massive defense mods for these. My reason for this is; we know the physiology of the animals we are attacking, we should be able to maybe possition our bodies in a way that drastically reduces the chances. We know the attack the animal can do and as such we know what to look out for and what to avoid.Rather than thinking defenses are our ability to resist the poison or deal with it better,think it asusing our creature knowledge to avoid it.
The auto heal feature is good at present but id like a little more involvement in activiating things, adding things and customising my camp after is set it up. At present its like pop the camp andbang thats it, wait or do something else. Id love a little more involvement in camps after they have finished. I just thought a small change like this would give us something to do, something to actually use in our camp and seem like we are actually modifying our camps. Obviously this is just one of manyoptions that should be abailable to us
Message Edited by Owen-Lars on 04-13-2004 06:47 PM