Ranger Archive
Thread: Modular Camps *NEW*
Field Base Kit: 3 module slots (2x lvl1 - 1x lvl2)
High Tech Field Base Kit: 4 module slots (2x lvl1 - 2x lvl2)
Description: Provides the camp users with a purpose built base of hunting operations
Effects: Huting Bonuses
> Creature To Hit Bonuses (moderate amount)
> Basic Hunting Range (camp stays up if tender is within 500m of camp)
> Combat Capabilities (camp stays up in combat)
Name: Advanced Hunters Blind (level 2)
Description: A much more effective version of the 'Hunters Blind'
Effects: Hunting Bonuses
> Creature To Hit Bonuses (substantial amount)
> Enhanced Hunting Range (camp stays up if tender is within 1k of camp)
> Combat Capabilities (camp stays up in combat)
Description: Provides the camp users with a creature habitat to enhance the regenerative properties of their pets
Effects: Creature/Pet Healing
> Enhanced Creature/Pet Healing (aslong as pet is within the boundaries of the camp it is granded great regen properties)
Description: Provides the camps users with a high level weapons, droid and general crafting station
Effects: Crafting
> Weapons, droid, general crafting station
- Merchant accesses ROCD feature in the bazaar terminal
- Merchant opens a new contract which allows him/her to select resource type andname
- The merchant then selects the contract amount up to 100k per contract, the cpu rate and the min stack size (1000 units total min amount).
- If the merchant wishes a passwordcan be created so onlya the rangers who the contractor tells the password to can take the contract
- The merchant is then 'charged' the full contract amount up front to place the contract on the database
- The merchant recieves a data device in the datapad that details the current status of the contract
The contract will now apear on the ROCD and be browsed with various search options via the bazaar by a novice merchant or novice ranger or by any ranger via the ROCD Uplink Terminal in a ranger camp with the correct module installed.
To browse a contract via the Uplink Terminal or Bazaar you must follow these steps:
- Open the bazaar/ROCD Uplink Terminal
- Access the database and perform the search via accending/descending lists of various criteria (contractor, resource type, resource name etc)
- Select the contract you wish to take and press 'Details'. The details page will have contractor info, and current ranger suscriber list to show the competition for this contract.
- If the contractor has put a password on the contract, the ranger must enter the password correctly and the details screen will load up with the info
- If this contract is the one you wish to hunt for press the'Suscribe' button toindicate your interest in hunting this resource for this contract
- You will then be asked what amount you are aiming to secure.
- The ranger types the amount they will hunt and their name and amount is added to the details page of that contract.
- The ranger leaves to hunt
To fullfil a contract you must follow these steps:
- Access ROCD via the Uplink terminal or Bazaar and select the contract(s) you have suscribed to (highlighted).
- The details screen will apear showing the amount still needed on this contract
- The ranger selects the 'Fullfil' button and is presented with a slider box (similar to bank withdrawl box) with total stack size they have and the amount they want to offer (up to the contract limit).
- Once the ranger has selected the amount he/she wishes to Fullfil (must bein 500 unit increments) a confirmation window is given indicating if you have a desire to proceed with the transaction
- If the ranger chooses Ok then the units choosen will be exchanged for the CPU equiviant
The contract termination/fullfilment:
When the contract max amount has been reached:
- The contractor will recieve an email containing: Congratulation note,names of the hunters who deposited organics, the time it tookto fullfil, and a wp to the terminal where the resourcesare located (the full contract stack is located at theterminal the merchant used to create the contract under the available tab)
- The suscribers will recieve an email saying thank you for your services the contract is now closed
- The contract is removed from the ROCD
When the contract is terminated by the merchant:
- The contractor recieves the credits that have not already been 'claimed' by hunters in his/her bank account minus 20% cancelation fee.
- The suscribers are emailed detailing the contract has now been terminiated, thank you for your efforts.
- The contract is removed from the ROCD
We have a little time on our hands? ![]()
As Coach sez: Nice Jeoorrrb. (those who know nothing of Strong Bad and Homestar Runner will never get that)
Message Edited by Fred_Skinner on 07-22-2004 03:14 PM
Manhacochett the Master Ranger
Ranger, it's a lifestyle not a profession.
Phenix1050 wrote:
i'm just not cut out to say the word jeeorb.
and now for something completely different: a thread gets de-hijacked.
Here's the responce I put on the other modular camping thread:
I, like many otherslike Freds idea. However, I'd like to see something "in between" his idea and the original idea. There are times when it's inconveniant or impossible to find a Master proffession on the planet you're on. Try playing some off-peak hours and finding a Master Doc (at least one with the tags up).
Thus the "ideal" situation would be this: a Ranger could grabmodule and place it in the camp rather than the master proffession. However, for example, to make BF healing 100% normal, a Master Dancer or Master Musician would have to drop the stage. They could sell a stage to a Ranger, who could drop it, but then the BF healing would be at a signinficantly reduced rate (50% or less of original). A Ranger doesn't know stages from Adam, so this would decrease his ability to set them up (think of a set of legos...a smart kid can put them together quickly and efficiently to get what they want. A spaz can make a whole lot nothing in the same time). The same would be true of any other module. To get 100% efficiency from any module, a Master proffession must be there. Thus a lone Ranger (sorry, had to do it) couldn't take on a whole base with a rocket-launcher equipped HTFB. The rockets would miss often and do less damage without the assistance of another person.
That way, both solo and group play works with Modular Camping and people who don't want to do extra steps in crafting don't have to.
I really like this approach, there aren't enough team players around all the time
- I like the factory idea, had never thought about it, wonder about camp up time VS factory run length, hmm
- Could the stations be private ones? most of the higher level stuff made by docs,BE etc require a private station as opposed to a public one
- I like the defensive additions when near the camp (could be done with some of the SL coding for everyone in Rangers group)
Not going to say much on the "complexity" issue, I think I have beaten that Gnort to death in other posts. But that asside if this were to go thru I would be very happy with it.
"I like the factory idea, had never thought about it, wonder about camp up time VS factory run length, hmm"
This would definatly be something that would need to be looked into, but i was thinking time wise, the factory would mainly be used for small batch production and production of those items that REQUIRE a factory to produce in order to get identicle units.
"Could the stations be private ones? most of the higher level stuff made by docs,BE etc require a private station as opposed to a public one"
The module would be created by the professions stated and as a requirement possibly an ingredient is a crafting station of your choice. Just an idea but that would allow you to create a module worth something. Or another aproach would be to have certain module have experimental values, such as station quality.
Message Edited by Flynn_Nomad on 07-24-2004 09:01 AM