Ranger Archive
Thread: Modular Camp Draft
Ok guys, its my personal belief that if the devs are ever gonna add anything for us we should have the new item completly thought out before we submit a plan to them through mineras. I am going to copy and paste what i posted in the final submision thread.
Feel free to rip it to shreads and reconstruct the basic idea, i just hope this gives us a jump start for a new camp=]
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Right now the most important New camp design would be a Modular camp.
A camp based upon the components WE add to it.
The way it would work would to have a standard camp setup (tents and chairs) base module.
However additional modules can be added to increase this camp beyond its basic abilities.
Aditional Modules could Include, but are not limited too:
Enhanced Healing Module( 110% hospital value + BF)
Enhanced Security Module( Increased Critter Defense + aggro NPC Defense)
Crafting Module( Private Crafting Stations, Certain High end medical components require a Private not Public Station)
Eyecandy Module ( Extra chairs, beds, plants, decorations granting the camp a +5 BF Heal modifier)
Radar Module ( Increased Radar detection range for anyone in the general camp area )
Evacuation Module ( once the Faction Shuttle Beacons have been developed fully, a module for evacuating the occupants of the camp to the nearest shuttle port)
Cloneing Module ( Portable Clone Center. Players MUST bind to this Clone station in order to use it, nearest clone center option should bipass these stations. )
Droid Module ( Droid Recharge and Repair bays )
and last but not least
Automated Defense Module ( Small , low powerd, Turrets that assist in NPC and Aggro Critter Defense, also grants +5 melee and +5 Ranged defense to all players in the general vicinity)
The Modular Camps should be limited to how many modules that can hold, 3-6 would be my best guess."
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Hope you guys like the general idea ![]()
no camps should heal bf alone
entertainers in camps should be able to tho in the high end ranger camps
The optional components that go into these camps should probably be crafted by the other professions.
Medics - Craft the Medical module
Commandos - Craft the animal repel module
Entertainers - Craft the Improved Wound Healing module
Etc.
We would just need to put them together with some extra material and build the camp.
My apologies, Commandos would of course build the Defensive Turret module.
Rangers could build some of the modules themselves (such as the bonus Repel Creature module as you said).
But if this idea is really fly, the devs must think it will add to the whole community interdependency that this game is built on. Modules that have more in common with OTHER professions should be built by THOSE professions.
We would put the camps together of course, by combining the modules... Perhaps having the number of modules allowed in a camp based on camping skill for instance.
Consider the Weapon repair tool for instance. It works fine on its own, but if you add in a series of optional modules that come from OTHER professions, it becomes an even better instrument.
As for the comment:
"These camps are to make us more usefull on our own, not make rangers depend on others for more components."
This game is built around the solo player. Based on the way the crafting system is interdependent, making the ranger crafting system any different would be simply going against the grain.
Camps work as is (if they fix the current issues). But by adding components from other people we can expand them to be truely magnificent works of art.
Modular camps are a fantastic idea which I sincerely hope will be implemented in the future. However, while certain modules should be created by the ranger, other modules - like a medical crafting module, should be created by professions which they are based on.
Medics - create medical crafting module
Engineers - create generic crafting module or weapon/armor crafting module
Commandos - create turrets
Droid Engineers - create shuttle beacons and droid recharging terminals
This adds value to the Ranger class itself and also allows for interaction with the other classes for these "optional" components in the modular camp.
Other point of note - it is a MUST that entertainers be able to heal BF in Ranger camps. Perhaps not that first camp that you get as novice ranger but definitely the others you get in the higher skill boxes.
As an entertainer, I have not heard any entertainer wanting BF healed in camps. I hear people coming into the Entertainment forums wanting it but it will kill the cantinas. Anyone with Novice Scout and Novice Entertainer can now heal BF anywhere.
I am also against Clone centers but apparently the Master Doctors can Revive people so they are kinda already out there.
We did not mean it for scouts. This would be possibly the Field Base only option, and require an "auditorium" module. Also, remember that the module can't be built by a ranger. I HAVE had entertainers complain when we do big hunts because they loose exp compared to the cantina. This is why they don't complain in the cantina. It tends to keep them from traveling with us. I usually only see them in a cantina... they don't seem to get out much (unless they do a battle prof on the side. They look out of place, tho, dancing with a gun in hand
Leana_Txorana wrote:
As an entertainer, I have not heard any entertainer wanting BF healed in camps. I hear people coming into the Entertainment forums wanting it but it will kill the cantinas. Anyone with Novice Scout and Novice Entertainer can now heal BF anywhere.
I am also against Clone centers but apparently the Master Doctors can Revive people so they are kinda already out there.