Ranger Archive

Thread: Modular Camps *NEW*

Owen-Lars
Thu Jul 22, 2004 11:16 am
#1


Following on from Fred's idea of modules being 'dropped' into certain slots by the respective profession this is how id like to see modular camps work.


Camp would be redesigned with respective slot areas assigned around the camp in the places specified in the screenshots included later. Each slot could accomodate a certain module if the user wishes and this can change the look of the camp entirely.

Each module would be created to have a visual apearance in the slot area. So for example if i dropped a hunting blind module in a level 1 slot, in that slot would apear a nice hunting blind and the benefits would be added to the camp.


When you want to create a camp, the ranger would drop thedesired base kit. This base kit has standard auto healing and pet/vehicle calling functionallity preasent atm. However they would also have slot depending on their size.


Once the ranger has dropped the base kit, the playerswho are in the rangersgroup can start dropping in modules if they wish to customise the camp tofit the situation. For example the group wants to hunt high level creatures but lower the risk factor so they create a high level hunting kit:


The rangerwould put down a HTFB andadd anEnhanced Hunting Blind in a level 2 slot and a Pheromone Emmiter in a level 1 slot. The SquadLeader would add a level 2 AssaultSite moduleand a Base Of Operations package to the remaining level 1 slots giving the camp:


Enhanced Tender Range of 1000m

Defensive Bonuses

Offensive Bonuses

SL Bonuses

Harvest Bonus (to the ranger)

Trapping Bonus

Increased Critter Spawn Rate within 1000m


This would make a very effective camp set up that was totally customisable for the situation needed. It would make groups much more attractive and also SL and Rangers much more desirable in groups.


With this in mind i have come up with a small draft design:



Base Kits: Here are how i would like to see the module slots assigned and located in camps. I think the positions highlighted in the screenshots are perfect because they are spaces within the camp and only needs and addition to the camp layout rather than a total redesign. Anyway, take a look:


High Tech Camp Kit: 2 module slots (2x lvl1)




Field Base Kit: 3 module slots (2x lvl1 - 1x lvl2)





High Tech Field Base Kit: 4 module slots (2x lvl1 - 2x lvl2)







Modules:



Name: Hunters Blind (level 1)
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)

> Harvest Bunus (slight)

Created: Ranger

Used: Ranger


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)

> Harvest Bonus (moderate)

> Trapping Bonus (significant)

Created: Ranger

Used: Ranger


Name: Creature Pen Module (level 1)
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)

Created: Creature Handler

Used: Creature Handler


Name: Crafting Module (Weapon, Droid, General) (level 1)
Description: Provides the camps users with a high level weapons, droid and general crafting station
Effects: Crafting
> Weapons, droid, general crafting station

Created: Artisan

Used: Anyone


Name: Crafting Module (Medical) (level 1)

Description: Provides the camp users with a high level medical crafting station

Effects: Crafting

> Medical Crafting Station

Created: Artisan

Used: Medic


Name: Factory Unit (Equipment) (level 2)

Description: A temp factory with limited space toaid inmass and batch production of vital items

Effects: Crafting

> Equipment Factory

Created: Artisans

Used: Anyone


Name: Factory Unit (Medical) (level 2)

Description: Atemp factory withlimited space to aid inmass and batch production of vital items

Effects: Crafting

> Medical Factory

Created: Artisan

Used: Medic


Name: Pheromone Emitter Module (level 1)

Description: Emits an attractive pheromone that increases creature activity in the area

Effects: Hunting

> Increases spawn rate in the area

Created: Bio Engineer

Used: Rangers


Name: Defesive Creature Repelant Module (level 1)

Description: Apotent repelect that repels agressive creature activityaround the perimeter of the camp

Effects:Defense

> Reduces spawn rate around the camp

> Repels agressive creatures from the campperimeter

Created: Bio Engineer

Used: Rangers


Name: Defensive Hunting Shield Module (level 2)

Description: Provides camp users with defensive bonuses whilst within the hunting area (1000m of camp)

Effects: Hunting

> Enhanced Hunting Range (tender can hunt up to 1000m from camp and it remain up in combat)

> Ranged Defense

> Melee Defense

Created: Armoursmith

Used: Rangers


Name: Evacuation Shuttle Module (level 2)

Description: Provides the users of the camp with an emergency evacuation shuttle to escape potentiallydeath.

Effects:Leadership

>Evacuation (transports the user to the nearest startport by using the terminal even whilst in camp)

> Evacuation Premium (automatic5000 credit charge for the service)

> Evacuation Liability (automatic50wound cost, buff lossand 300 battle fatigue gain for using the service)

>CombatCapabilities (camp remains up in combat)

Created: Architect

Used: Squad Leaders


Name: Base Of Operations Module (level 1)

Description: Grants the squad leader bonuses to his/her skills

Effects: Leadership

> Bonuses to SL skills (please specify)

Created: Squad Leaders

Used: Squad Leaders


Name: Assault Site Module (level 2)

Description: Gives defensive bonuses and to-hit modifyers to the camp user and his/her group within the assault radius (1000m)

Effects: NPC/PvP combat

> Ranged Defense

> Melee Defense

> To-Hit Bonus

> Combat Capabilities (campsremains up in combat)

Created: Squad Leaders

Used: Squad Leaders


Name: Garage Module (level 2)

Description: Allows camp users to repair their vehicles in the field at an extra charge)

Effects: Vehicular Repair

> Allows repair of vehicle

Created: Master Artisan

Used: Anyone



Future Potential


Name: ROCD Uplink Module (level 2)

Description: Provides an uplink to the Ranger Oganic Contract Database (ROCD)

Effects: Trade/Organic Harvesting

> Access to ROCD (allowingbrowsingof contractsandcontract status)

> Trade over ROCD (allows a ranger to trade his/her organics with a contract via this terminal for instant credits/organic transfer)

Created: Artisans

Used: Rangers (also only accesible by rangers *master even?*)







ROCD (Ranger Organic Contract Database)


This feature would come as part of the merchant and bazaar revamp. It would be a system where a merchant could access a special feature within the bazaar terminal allowing forthe creation of resource contracts. The aim of this feature is to allow players to create and accept 'official' contracts of employment to other players for organic trade.

To create an organic contract:


  1. Merchant accesses ROCD feature in the bazaar terminal

  2. Merchant opens a new contract which allows him/her to select resource type andname

  3. 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).

  4. If the merchant wishes a passwordcan be created so onlya the rangers who the contractor tells the password to can take the contract

  5. The merchant is then 'charged' the full contract amount up front to place the contract on the database

  6. 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:



  1. Open the bazaar/ROCD Uplink Terminal

  2. Access the database and perform the search via accending/descending lists of various criteria (contractor, resource type, resource name etc)

  3. 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.

  4. 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

  5. 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

  6. You will then be asked what amount you are aiming to secure.

  7. The ranger types the amount they will hunt and their name and amount is added to the details page of that contract.

  8. The ranger leaves to hunt


To fullfil a contract you must follow these steps:



  1. Access ROCD via the Uplink terminal or Bazaar and select the contract(s) you have suscribed to (highlighted).

  2. The details screen will apear showing the amount still needed on this contract

  3. 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).

  4. 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

  5. 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:



  1. 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)

  2. The suscribers will recieve an email saying thank you for your services the contract is now closed

  3. The contract is removed from the ROCD

When the contract is terminated by the merchant:



  1. The contractor recieves the credits that have not already been 'claimed' by hunters in his/her bank account minus 20% cancelation fee.

  2. The suscribers are emailed detailing the contract has now been terminiated, thank you for your efforts.

  3. The contract is removed from the ROCD



THORTAC BALCOR
The Lost Ranger
RANGER
antwil99
Thu Jul 22, 2004 11:25 am
#2

Nice. Critters aren't hard to find (usually) so perhaps the phermone emitters can be tweaked to raise the odds of a certain type of critter appearing. Now THAT would have even more value.



Foubarr Pakae
Rith'an - Levden - Lister
This sig looted from the corpse of a g00f
Flurry Antarian Rangers
Antaria's Hope - Rori

Owen-Lars
Thu Jul 22, 2004 11:27 am
#3

Perhaps increase high level spawns within the area?


Or even change the thing entirely and allow the user to select the creature they want to attract.


So then a ranger could travel to dath and set the pheromone emitter to Giant Baz Nitch. The amount of baz spawns within the area would increase because of that



THORTAC BALCOR
The Lost Ranger
RANGER
antwil99
Thu Jul 22, 2004 11:42 am
#4

Probably an implementation much like our camo systemwould work, where the emitter would need special components per crtter type desired. Certainly high level or rarer spawns would be in great demand. Experimentation could increase the odds of success.





Foubarr Pakae
Rith'an - Levden - Lister
This sig looted from the corpse of a g00f
Flurry Antarian Rangers
Antaria's Hope - Rori

Fred_Skinner
Thu Jul 22, 2004 1:14 pm
#5


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



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Phenix1050
Thu Jul 22, 2004 10:25 pm
#6

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.



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.
Owen-Lars
Fri Jul 23, 2004 2:19 am
#7

We have a little time on our hands?







Im a first year student god damn it jim!


I have nothing BUT time on my hands, plus i get bored with the game sometimes, so i just post between recovering from drinking and going back out drinking.



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Fri Jul 23, 2004 2:28 am
#8

In my design i was thinking only novice in most professions for the modules, except for ranger and sl who has modules in their trees at certain levels.


I dont think it would be hard to find a medic (im novice medic too) to turn the camp into a medical crafting center, a novice creature handler to turn it into a creature pen facility.


The fact is when certain professions are not in group (i.e. creature handlers) we will not get the most benefits from creature healing anyway because we wont have the high level pets that need healing. So it makes sense to let other professions enhance features of the camp that impact them the most.


Such as squad leader enhancments for example.



The idea begind solo vs group orientation is that solo rangers will be able to turn the camp into something they like because they can make and use the ranger modules for hunting/trapping/defense etc. But if on the other hand you want to get into a group and provide creature enhancments for pets and a medical crafting station and factory for the docs and medic you would need novices in those professions.


They will be using them so let them have a part in enahancing the camp. let them be involved in enhancing the group, but most of all let them all link to us, making us the staple desire of any group.


Plus if you start having 50% rates and 100% rates etc it could be much harder to code. And what happens when a master come to the camp after the camp is up?


I just dont see the point of rangers being able to place medical crafting facilities if they are not medics likewise with SL modules.



THORTAC BALCOR
The Lost Ranger
RANGER
Venom1656
Fri Jul 23, 2004 5:42 am
#9

Absofeckinglutely Brilliant,

Manhacochett the Master Ranger

Ranger, it's a lifestyle not a profession.
Nastzguehl
Fri Jul 23, 2004 10:46 am
#10






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 .



--------------------------------------------------------------------------------------------
Regards Heidebaer Baeren


MonsofoLexius
Fri Jul 23, 2004 11:55 am
#11

Once again great work Owen, your photo doctoring work is always a treat to view as it helps to visualize your ideas (this should be an elite/elite forum ranger skillset and you ARE a master at it btw)



  • 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.




----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
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Owen-Lars
Sat Jul 24, 2004 2:59 am
#12

(this should be an elite/elite forum ranger skillset and you ARE a master at it btw)







Thank you



"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.






THORTAC BALCOR
The Lost Ranger
RANGER
Flynn_Nomad
Sat Jul 24, 2004 5:58 am
#13

Great ideas, I just think they are too ambitious at the moment.

Message Edited by Flynn_Nomad on 07-24-2004 09:01 AM



--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
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