Ranger Archive
Thread: Modular Camp V3...
Camps has following inherent functionality:
- The ability to logout safely
- The ability to call vehicles, pets, and droids
- A default wound healing rate 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
- 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 command called /changeTender can be used to assign someone else to be the owner of the camp. From then on, it is that individual that must remain within 500m of the camp to ensure that it remains active.
- In order to /changeTender the other player must be of the same faction if the current tender is non-neutral
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 forms of module types, but "Humanoid" and "Creature" slots will only allow their respective module types to be added.
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
Multiperson Camp Kit
- Available at Survival II
- One optional Level 1 Generic slots
Improved Camp Kit
- Available at Survival IV
- Oneoptional Level 1 Generic slots, and One optional Level 2 Generic slot
Hunting 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
- Two optional Level 2 Generic slots, and One optional Level 3 Creature slot
High Tech Field Base Camp Kit
- Available at Master Ranger
- Two optional Level 2 Generic slots, 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? II
- One optional Level 2 Generic slots and One optional Level 3 Humanoid slot
Front line Fortification Kit
- Available at ? IV
- Two optional Level 2 Generic slots, and One optional Level 3 Humanoid slot
Command Fortification Kit
- Available at Master Squad Leader
- Two optional Level 2 Generic 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.
Entertainment Stage
- Module Level: 4
- Module Type: Humanoid
- Profession: Musician / Dancer
- Description: A camp with this module is able to heal Battle Fatique with the aid of a performing Dancer or Musician
Combat Fortification
- Module Level: 2
- Module Type: Generic
- Profession: Scout
- Description: Enables the camp to remain up during combat situations
Crafting Station
- Module Level: 2
- Module Type: Humanoid
- Profession: Artisan
- Description: Adds a crafting station of a specific type to the camp
Faction Network
- Module Level: 2
- Module Type: Generic
- Profession: Squad Leader
- 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
- Description: Increases auto wound healing in a camp, and increasing the HAM healing rate for creatures
Veterinary Bay
- Module Level: 2
- Module Type: Creature
- Profession: Bio Engineer
- Description: Enhanced version of the Medical bay that provides an increased wound healing rate for creatures, and adds a bonus to pet stims using in camps
Hospital Bay
- Module Level: 2
- Module Type: Humanoid
- Profession: Doctor
- Description: Enhanced version of the Medical bay that provides an increased wound healing rate for humanoids, and adds a bonus to doctor enhancements used in camps
Small Creature Defensive Field
- Module Level: 2
- Module Type: Creature
- Profession: Ranger
- Description: Suppresses aggressive spawns in the vicinity, and repels existing aggressive creatures. It also 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
- Description: More powerful version of the Small Creature Defensive Field.
Small Humanoid Defensive Barrier
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- 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
- Description: More powerful version of the Small Humanoid Defensive Field
Creature Pheromone Emitter
- Module Level: 3
- Module Type: Creature
- Profession: Ranger
- Description: Increases the creature spawn rate within the vicinity of the camp
Small Creature Offensive Hide
- Module Level: 1
- Module Type: Creature
- Profession: Ranger
- Description: Provides an offensive bonus against creatures while the player is in the camp
Small Humanoid Offensive Parapet
- Module Level: 1
- Module Type: Humanoid
- Profession: Squad Leader
- 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
Garage
- Module Level: 2
- Module Type: Humanoid
- Profession: Artisan
- 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
- 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
- Description: Works like a regular covert detector
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: Commando or Squad Leader
- Description: Provides an active defense system for Aggressives to the camp tender
Machine Gun Nest
- Module Level: 3
- Module Type: Humanoid
- Profession: Commando or Squad Leader
- Description: More destructive than the Small Arms Emplacement
Rocket Launcher Nest
- Module Level: 4
- Module Type: Humanoid
- Profession: Commando or Squad Leader
- Description: More destructive than the Machine Gun Nest
Mine Field
- Module Level: 3
- Module Type: Humanoid
- Profession: Commando or Squad Leader
- Description: An active defensive barrier with a set number of mines available. Aggressives to the camp tender will be for a surprise if they stray into the camp.
[Edit: Changed the Scout camp schematics by removing one Level 1 module from each]
Message Edited by NRaas on 01-14-2004 09:31 AM
NRaas wrote:
Camps has following inherent functionality:
- The ability to logout safely
- The ability to call vehicles, pets, and droids
- A default wound healing rate 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
- 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 command called /changeTender can be used to assign someone else to be the owner of the camp. From then on, it is that individual that must remain within 500m of the camp to ensure that it remains active.
- In order to /changeTender the other player must be of the same faction if the current tender is non-neutral
So far so good. At this point I'd also add the ability for other players to deposit their camp kits into the existing camp somehow to share in a portion of the EXP that is gained.
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.
**snip**
Basic Camp Kit
- Available at Novice Scout
- One optional Level 1 Generic slot
Multiperson Camp Kit
- Available at Survival II
- Two optional Level 1 Generic slots
I would start the optional Generic slots at Improved Camp Kit and leave the two first ones alone since they are just that: basic camps. I am still uncomfortable with scouts reaping the bennefits of our newly proposed skills. And I am unsure wether or not you intend for scouts to be able to add modules in the crafting of their own camps. I would say that if their camps are modable, that we are the only ones who could mod them, and then we could sell them to the scouts and other professions who can use campsshould they wish to use advanced camps.
Improved Camp Kit
- Available at Survival IV
- Two optional Level 1 Generic slots, and One optional Level 2 Generic slot
**snip**
Not sure why we are proposing camps for another proffession here. or is this the module you discussed that allows combat to be initiated from a camp. I don't know what this following part is proposing.
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? II
- One optional Level 2 Generic slots and One optional Level 3 Humanoid slot
Front line Fortification Kit
- Available at ? IV
- Two optional Level 2 Generic slots, and One optional Level 3 Humanoid slot
Command Fortification Kit
- Available at Master Squad Leader
- Two optional Level 2 Generic slots, One optional Level 3 Humanoid slot, and One optional Level 4 Generic slot
The camp modules
**snip**
Again, in order to put a wedge between us and scout a bit, I think we should leave scouts out of this. I don't mean to ignore them, but I say let scouts or people with scout abilities fend forthemselves. This should be a ranger module.
Combat Fortification
- Module Level: 2
- Module Type: Generic
- Profession: Scout
- Description: Enables the camp to remain up during combat situations
**snip**
I don't know about this one, it just doesn't seem right. hunting should be done from outside the camp. unless it is a hunting blind (which I don't see as a camp at all)
Small Creature Offensive Hide
- Module Level: 1
- Module Type: Creature
- Profession: Ranger
- Description: Provides an offensive bonus against creatures while the player is in the camp
Ditto on this one for the same reasons above. but being made by a squad leader it could be an interesting addition to some form of strategy in PvP. I only mildy accept this one.
Small Humanoid Offensive Parapet
- Module Level: 1
- Module Type: Humanoid
- Profession: Squad Leader
- 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
**snip**
I posted my worries with this one in the origonal thread. I see massive possibilities for exploit without further definition and explaination of costs. What's to stop a ranger from setting up a camp with this module and catching a quick ride back to town. the "my own personal shuttle" problem. If anyone but the ranger could use this ability from the camp it could aleviate this. Explaination could be that the ranger needs to stay back and defend the shuttle as it departs. And/or the shuttle only transports one or two people max and the module is spent. And/or the shuttle is only for factional players and the ranger has to spend x ammount of faction points to call an evac shuttle from his commander. And/or the shuttle only transports players to the nearest shuttleport, the player's can't pick where they transport to. otherwise it is a cool idea.
Evacuation Shuttle
- Module Level: 4
- Module Type: Humanoid
- Profession: Artisan
- 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
- Description: Works like a regular covert detector
I worry that the following crosses waay too far into the PvP realm which doesn't fit into the creature hunter vision or even the broader outdoorsman vision we are trying to get. What effect this may have on the devs when they look at this in addition to the rest of this proposal, which over all I must say is quite good, is hard to say but it may be negative. If they see this and think we may be trying to put one over on them and make our proffession a combat PvP centric proffession instead of their creature hunter vision, then they may scrap the whole idea and just give us one or two new camps and move on. And I still fail to see how this would be used by the mojority of us rangers out there.
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: Commando or Squad Leader
- Description: Provides an active defense system for Aggressives to the camp tender
Machine Gun Nest
- Module Level: 3
- Module Type: Humanoid
- Profession: Commando or Squad Leader
- Description: More destructive than the Small Arms Emplacement
Rocket Launcher Nest
- Module Level: 4
- Module Type: Humanoid
- Profession: Commando or Squad Leader
- Description: More destructive than the Machine Gun Nest
Mine Field
- Module Level: 3
- Module Type: Humanoid
- Profession: Commando or Squad Leader
- Description: An active defensive barrier with a set number of mines available. Aggressives to the camp tender will be for a surprise if they stray into the camp.
Anything that I marked with a **snip** is a section of your proposal which I support and have no problems with. Again, over all it is a good proposal and I would back it fully after a few of the other issues I noted are kinked out, clarified, or otherwise justified by someone.
good work.
NRass,I have a few comments. My major gripe concerns the SL camps. Squad leader camps should not have as many modules, and their camps should not be able to do certain things. I think that a camp is a place to rest and recoup,as well as launch anattack from. They are forward command posts that serve as temporary bases. However, a Squad Leader doesn't have camps, instead an SL craft fortifications, things that provide cover and protection to those within its perimeter. However, a fortification is not a place to relax or heal, it is a combat position designed to coordinate fire. Thus:
- Not all modules should be able to be placed in all camps. For instance, because camps are rather open and and unguarded, you should not be able to place a module that provides a defensive bonus to the people within it. That's one module that could only be applied to a fortification. Likewise, a fortification is a combat area, and would not be condusive to healing and BF healing. Now, perhaps a low-level healing module is okay, but they should not be able to do as much good as a camp, and they should not be able to have stages.
- Different camps (at the higher levels) should have different basic (inherent) traits. Squad Leader encampments should automaticaly have a slight defensive bonus as well as slight attack modifiers. Ranger camps should have sightly higher heal rates inherent to them (over scout camps).
- I notice that the big SL camps have the same type of modules available as our HTFB. I would like to formally protest this. While it is true that yes, they did have to get 4 levels of camping, they should not be as adept as camping as we are. In fact, they don't really "camp" in the same sense as we do. They "fortify" and if you look at real life, you'd see that it is unreasonable that a fortification would be as adept at having certain items.
Consider a military base in any country. It has all sorts of amenities, including medical areas,areas for entertainment and recreation, vehicle bays and all sorts of things. Ranger camps should be something like this, although they should have to choose what facilities they have. Fortifications do not. do you honestly think people in the trenches of WWI could relax? Do you think there were stages in the trenches? No, there were very few things that they could have. However, one thing that would be possible is this: Ranger camps can access most modules, while SL's have relatively less type of modules. However, they should be able to load up on defensive modules, while we should be able to do several different modules. SL foriifications should be primarily focused on turrets and passive mode to attack and defense. Ranger camps should be more modular (have access to a wider selection of modules) and be more customizable to relfect our Mastery of the Wilderness.
- I like the idea of there being "levels" to the items, but perhaps the division is too great. Rather than dividing up the classes of the modules, just make some modules incompatible with certain camps/fortifications. Instead, in the interests of simplicity, give the camps/fortifications more slots. However, a level three module would take three slots. In theory a Ranger could have an all-inclusive camp, but nothing would be that great. Or, a Ranger could instead choose higher level modules and make a more specific type of camp.
- Only elite proffessions should be able to make modules. Level one modules at novice, level two somewhere along the line, and level three at master. Also, Bounty Hunters, DE, CH, chefs, and many other elite proffessions need to have modules as well, in my opinion.
- Scouts should have no ability to make/use modules. This is a potential revolution in camping, but only those who go past the novice proffessions should have access.While scouts are able to survive in the wilderness,Rangers prosper and thrivein these areas.Thiswould also allow for simplicity. The less we change, the easier it is to code, and the more likely it is that it will be implemented. Also, this isn't something that dabblers in the scout trees should have.
okay, I apologize to everyone who just read this. I know it's long and it almost looks like a seperate thread on the same issue should be started, but I really do love a lot of these ideas. I'm just doing the best I can to get this proposal fine tuned and actually made into reality. which makes me wonder. If I'm fighting to get something implemented in a game, can I say that it got turned into reality. Or would it be better to say I'm trying to make these ideas a fantasy? But aren't theyreally fantasiesalready? But if they're in a game they can't be reality, can they?
ow. my head hurts.
"I notice that the big SL camps have the same type of modules available as our HTFB. I would like to formally protest this. While it is true that yes, they did have to get 4 levels of camping, they should not be as adept as camping as we are. In fact, they don't really "camp" in the same sense as we do. They "fortify" and if you look at real life, you'd see that it is unreasonable that a fortification would be as adept at having certain items."
This has been one of my number one concerns about the camping situation. SL's have the scout line of camps. We all agree on that. They do not, however, have to have Frontiering. We are the camp masters and therefor should be able to do everything in this proposal. SL's may be able to have modules added but not be involved to this extent in the ability to camp.
Respectfully,
"Scouts should have no ability to make/use modules. This is a potential revolution in camping, but only those who go past the novice proffessions should have access.While scouts are able to survive in the wilderness,Rangers prosper and thrivein these areas.Thiswould also allow for simplicity. The less we change, the easier it is to code, and the more likely it is that it will be implemented. Also, this isn't something that dabblers in the scout trees should have."
/agree
I felt my ideas might on this one issue (SL fortifications) might need some clarifying so here goes.
Rangers are the foremost campers and as such should be able to create great camps that do a wide variety of things. We could heal damage, heal BF, have turrets, have crafting stations, heal vehicles and the list goes on. However there are two things we SHOULD not be able to do: have increased attack mods and have increased defence mods. These do not jive with what I perceive a HTFB to be: a base. A base in real life has defenses, and has areas to heal and relax, etc. but it wouldn't provide a good defense. If you're standing in between the buildings in a real life base, you're just as exposed as you would be in the open anywhere else. Plus you don't have a place to put your gun to stabalize it in a base.
A Squal Leader fortification (their version of a camp) would have a similar number of modules, but their scope would be limited. Crafting stations, and high level medical mods seem out of the question in my mind, as does a stage. Can you imagine being in a trench fighting for your life and looking over and seeing Elvis trying to keep morale up? Heck no, Elvis is back at the base, waiting for people to return from the front line. and yes, Elvis lives. Both my step sister were married by him in Las Vegas. no joke.
Squad leader fortification should focus on automated defenses and group bonuses to defense and offense. At the top level, a squad leader should have the ability to make a camp that is, for all intents and purposes, impenatrable (the disadvantage, of course is that they are static, you could always go AROUND them). If you saw a camp with a level 3 and a level 2 defense (rocket launcher and machine gun) and it also provided a -20 hiit modifier to everyone in the fortification, you'd likely want to avoid it. Thus the ONLY modules a SL camps should accept are the one that provide defensive or offensive bonuses (both to and agaisnt NPCs, players and also creatures, but the later is craftable only by Rangers), the perimeter defense modules and perhaps one that adds a small medical bonus (the large medical bonuses should only be able to be used in Bases.
okay, i hope that clears things up. and just so everyone understands, no module is neccesary, all are optional. You could in theory make a camp almost identical to the one you have now, containing NO modules. However, by coordinating with other proffessions, a Ranger could make the acronym HTFB actually be a High Tech Field Base.
However, when the battle is through from the trenches, you return to the place with all the amenities: a Ranger Camp.
Pure genius. Cant say how interesting that was and such an exciting idea.
I love the way the new camps would require outsider help (in terms of other professions), it does take away our ability to act solo to a degree but adds so much more to the pot.
I think a SL/Ranger combo would be extremely satisfying if this model went live. You would realy feel like the leader of a group, the tracker, the frontiersman, the guide. Being able to suport the group and aid them in hunting. This coupled with some kind of combat mods, or combat skills (eg hunting rifle and a few hunting (non-pvp) ablilities would make this profession perfect and much more involving.
If the profession moves forward in this way................... bye bye jedi, 100% ranger.
Once again brilliant work.
Faction Network
- Module Level: 2
- Module Type: Generic
- Profession: Squad Leader
- 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.
This is already an ability of the Ranger in his HTFB. Are we going to hand this off to the SL?
Nrass, this is fantastic.
I think it's too much though. It's a worthy goal for rangers to try to get implimented, but I doubt we'd see this implemented within any desirable time frame.
With all the other suggestions that are being made for the other 3 major tree's skills, I'd rather have the ranger camps just rebalencedto include several of the "module abilities" that have been suggested at different levels. eg: FB's and HTFB's that suppress creature spawn's and fires aneffective warning shot out at all creatures that come within 15m of the camp, HTFB's can be used to repair vehicles at an increased cost, FB's & HTFB's that pure and simply just don't dissapear with combat. HTFB's that actually let entertainers heal BF in them.
Having the camping line also include a range of low level wound healing stims from foragable items is far far more in line with the concept of an outdoors man, than having an inflateable command centre in your back pocket. Heck, just hacking stim A's and health and action healing stims from novice medic and putting a different graphic on them would do..
And giving different classes the ability to make an item thats only useable in a ranger camp I think at this stage is only going to reduce the time that the developers could be spending on issues that those respective classes would want spent on issues that they consider more important to there class. IE there own top 5 lists.
I do have this to say about the modular camping idea; it could be a big hit for the devs. It hits three of the top 5 issues in the Devs "Top 5"
1) resources: More items=more failures=greater resource drain. A good way to ensure that resources are getting used.
2) GCW: If the base defenses are only able to be used by overts, we may seea lot more Rangers deciding to pick a side in the GCW. Also, if there is a base defense, you may see more faction people become overt, because they have a campsite that can heal all wounds, all BF and has a freakin rocket laucher pointed at their heads. Combined with transportable faction detectors, this will ensure a lot more PvP.
3) the economy: first of all, more resources used = more resources bought. Similarly this will provide many proffessions new items to craft. These could be sold in crates. Similarly, a Ranger could make a schematic for a really good combination of things and then craft a few hundred and sell them. Heck, I don't mind making my camps, but if I know I could buy a crate of good combat camps as well as a crate of the best healing ones, I'd be more inclined to buy.
also, it helps instill cooperation, and gives entertainers a much needed bonus: the abilitiy to go out on a hunt and do more than heal mind wounds. a nice BF healer would be great on those big, high level creature hunts (or those ever-fun assaults on fort tusken).
Considering how well this seems to flow with the Devs vision of the game, itwould seem like we actually stand a fair chance of getting this, if we can market ourselves well.