Ranger Archive
Thread: Campfire chat...
Let's throw in the next topic... Because we all know I am completely insane. ![]()
My idea on camps is twofold:
1) The M.A.S.H. camp concept
- This is essentially the style of camp we have right now. A mix of healing bonus and safety from attack.
- The camps would repel aggressive creatures and suppress aggressive spawns in the region
- The topmost camp would be sufficiently relaxing to allow for BF healing with the aid of a skilled Dancer or Musician
I can also see perhaps a mission terminal system in place, but I believe /track should eventually fit that bill.
2) The Hunting blind concept
- The advantages provided would benefit only creature combat
- Obviously the blind would stay up during combat to continue the benefit
Further camping ideas thatmay fit in the Outdoorsman concept? Speak away. ![]()
I think I must be one that's insane for mentioning this but.....camps are my number one priority.
Does the HTFB really fit under the "Ultimate Outdoorsman" vision? Just from the appearance I would say no.
Are we based on your two suggestions N'Raas, abandoning (bad term for Rangers I know) the modular camp idea?
Just a couple of quick questions before I start poring my ideas in. Thank you.
I will be the first to improve on my ideas. ![]()
TheField bases should have sufficient customizability to allow for components created by other professions, such as Turrets, more crafting stations, a garage, etc. etc.
This would allow camps within other professions (such asSquad Leader) to enhance our camps.
"abandoning (bad term for Rangers I know) the modular camp idea?"
Dang you Rancorrider4 I justed posted that idea myself, forgot aboutto include it.![]()
"Does the HTFB really fit under the "Ultimate Outdoorsman" vision?"
Then I must ask:What we should fill the branch with?
I am open to suggestions here. ![]()
"Track" skill I would rather see than mission term, but either would work.
"Hunting Blind" is nice.. but I would like to see some way to "bait" critters into range. It could be a "bait" or a "call" or whatever.
If I can store my speeder bike from another planet, I should be able to disband my camp from there as well.
"I don't get the "spawn suppression" part. If animals can't get into my camp... what do I care if they spawn near by?"
The problem is that right now, the spawn system can spawn an aggressive lair right next to you, allowing creatures to simply appear right inside your camp.
It is a little odd to have a Krayt sitting right next to you in camp and the only reason it's not ripping your spine out is that the camp is telling it not to. ![]()
BF in the camps is a must.. at least our highest level camps. BF should also be healed by fishing. I realize we'd be stepping on the toes of the entertainers, but come on.. who else has a throw away skill that involves standing in a body of water clicking on a semi-random set of commands. It seems only fair and it would provide rangers with a logical way to spend forever in the field. Make a camp to heal wounds.. and when you need a mental break, go fishing.
With the random spawn system in place, I don't see how the hunting blind could work.. would we somehow build a lure into the blind that would give a chance to spawn that creature in the area of the blind?
I want camps fixed as much as anyone.. but if I had to trade mission terminals in the camps for track.. I'd do it in a heartbeat.
-just my two cents.
--
Wilsyn - 4344 Ranger - Bloodfin
"should not be disbanding when I am in combat or when I leave it."
Why? If the camp is meant to be a place of relaxation and healing, how do we reconcile the ability to fight within it?
If we go that route, there is no logical reason to allow Battle Fatique healing, which requires a soothing atmosphere.
Now... We could ask for both forms of camps, one for combat and one for resting. But then we need to compete with the Squad Leader profession who seem moreentitled to combat related camps than us (remembering the creature-centric focus of our profession).
"I'm not sold on the mission terminal concept in a camp. I realize it would be neat to have them"
Aye, I amleaning toward the idea of/track rather than the terminal myself. At least the /track concept would not cause issue with mission cash payouts imbalancing things.
"who else has a throw away skill that involves standing in a body of water clicking on a semi-random set of commands"
Actually, the command initially started as a mini-game as you may recall, and had no connection with our profession originally. Nowadays it provides wilderness survival experience as the developers wereinterested in varying the ways of producing that experience.
Anywho... I agree with the idea, but it would indeed be quite a fight to get it passed.
Our camps should disband when we are no longer actively tending to them. Otherwise, let the hunting party leave and return. The devs should give a ranger incentive to do that.. just as a medic gets combat exp for healing during combat.. if we pitch a tent.. and then resolve to keep that camp as a "base" during the fight, we get exp based on the number of people who fell back to camp for heals.. or just more simple standard combat exp for being there. We're not going to leave our tents available if we can't go out and fight, unless the devs make it worth our while. Of course.. if we leave the tent to harvest.. there is a chance of it disbanding.. so.. I'm back to square one.
I think this would be the right direction. I am not sure about turrets, tho. Sounds a bit like hunting with AT-ST's. I COULD see it being useful to help repel creatures, but the other suggstion on supression would cover this. If they get the supression right, there would be a need for turrets, in my book.
NRaas wrote:
"I'm not sold on the mission terminal concept in a camp. I realize it would be neat to have them"
Aye, I amleaning toward the idea of/track rather than the terminal myself. At least the /track concept would not cause issue with mission cash payouts imbalancing things.
My thoughts on camps:
All types of camps should be part of the comprehensive modular camp proposal.
- Basic Modular camp schematic gained at Novice Ranger, new component schematics that go into the Modular Camp schematic's optional slots are giving up the Frontiering skill line.
- By default a basic modular camp is aBase of Operations (more on this below)type camp very similar tothe basic high quality camp we currently receive at Novice Ranger.
- Based on what is put into several optional slots in the modular camp schematic, the camp can beclassifiedas a hunting blind camp, a more advanced MASH type camp, or a Base of Operations type camp (more on that later).
- Some slots can be filled to make each type of camp more or less effective (extra beds increase healing power, extra canvas helps make a better hunting blind, extra tents increases the number of people who gain the camp's bonuses, etc).
- No camp will EVER disband simply because no one is in it. There will be a decay attribute that can be experimented on to make the camp stay up longer (possibly up to 2 hours), and once the camp is deployed it will start to decay. The camp will only disband once its decay counter (think of it like a dot on the camp) causes the camp's condition to reach 0; if the camp owner manually disbands the camp, or in certain other situations depending on the classification of the specific camp (see below).
- All camps would be color-customizable.
Just as a hypothetical example, the basic modular camp schematic gained at novice Ranger would have two non-optional components for the things every camp needs: one for a tent and one for a fire. It would then also have 6 more optional slots that could be filled with any other camp component gained as you advance up the Frontiering line.
- If you fill all at least 4 of these slots (the majority of the optional slots) with medical-boosting components like beds, then the camp is classified as a MASH type camp and will disband if you go into combat, if its natural decay causes its condition to reach 0, or if the owner manually disbands it. Any MASH type camp will allow healing and BF healing with a Master Musician/Dancer in the camp performing.
- If you fill at least 4 of these slots with stealth and combat related components (such as camp camouflage kits, creature targeting sensors/computers, etc), then the camp is classified as a Hunting Blind type camp and will not decay when you go into combat (that is, it will only decay due to natural decay or the owner manually disbanding it). Hunting Blind type campsprovide the ranger with defensive bonuses against creatures and offensive bonuses against creatures. In addition, anyone inside the Hunting Blind has the same effect on them as if they had camouflage on (negative to-hit modifier), and the Hunting Blind will generate spawns of a certain type of creature that can be chosen at a terminal inside the blind (when a creature targeting sensor/computer is included).
- If you do not fill the majority of optional component slots with stealth and comtat components or medical boosting components, then the camp will be classified as a basic Base of Operations camp. This camp type will have different attributes depending on the components put into it, but it will not have the special skills provided by the two specialty camp types (cannot heal BF, cannot engage in combat without it disbanding).
- Any component can be put in any camp, but if the majority of the components are not of a certain type (medical for MASH or camo/combat for hunting blind), then the camp will be a Base Of Operations camp.Components that are not camo/combat related nor medical related include: a creature repellant/spawn suppression component (laser fence), tents and chairs (one tent/chair component has one tent and5 chairs - eachone adds5 to the number of peoplewho can benefit from the camp at once), crafting stations of every type (one crafting station component = one crafting station of that type placed in the camp), beds, decarations just for the heck of it, and the holo-chess table (which would eventually let you play holo-chess of course).
Finally, a Master Ranger would gain the ability to use the ultimate camp components: prefab buildings. These components would be crafted by masters of other professions, andif included in the schematicwouldtransform thecampinto a Long Term Field Base (Think the base the hunters set up in Jurassic Park 2). This master camp would essentially be a small town and could last as long as 2 days (48 hours). It could be given a name and registered on the planetary map. It would act just like a small outpost found on the advanced planets. Including a prefab medical facility would add a medical facility to the village. Adding a prefab shuttlepad would give the village a planetary shuttle landing field. A prefab cantina would add a cantina to the mix where BF could be healed, etc etc. Mission Terminals, Banks, StarPorts, and Garages would NOT be components for a Long Term Field Base so that . The prefab building would obviously have to be VERY expensive. Once again, only Master Rangers would be able to use the prefab building components in the schematic (perhaps they gain a whole new LTFB schematic seperate from teh modular camp schematic to implement this), and only masters of other professions can construct the prefab building components (Master Dancer/Musician for cantina, Master Doctor/CM for medical building, Master Squad Leader for Shuttle landing field, etc). The LTFB could be placed anywhere any other camp could be built of course, including advanced planets. Also, this LTFB would basically replace the hunting cabin request.
Finally, every optional component slot in the modular camp schematic would allow components made by other professions (like a squad leader turret, etc) to be put in in place of a Ranger-crafted component.
So there you have it: my thoughts on what I want Ranger Camps to be. Thanks for reading, and happy hunting!