Ranger Archive
Thread: Please make camps rock, right away.
The modular camp idea has merit, and I think we can all agree that Ranger camps have a lot of potential that could be realized with some changes. But camps right now, while being visually cool, still suck. They are rarely used for little more than pet and vehicle generation, and as was stated a few days back, that won’t be necessary for much longer. So we’ve got a camp that does look good, but is going to become almost worthless in a very short time.
Why camps are almost worthless:
- The healing rate in camps isn’t as good as it is in hospitals or cantinas
- especially with the addition of vehicles, it’s faster to go back to town for missions and healing than it is to sit a camp for wound healing, and have to go back to town for missions and BF healing.
- with a lower healing rate in a camp, there is much more incentive for players to go back to town, because even if the difference is slight, people like big numbers.
- They don’t repel creatures with any reliability
- Vehicle generation and pet calling will not require camps soon
- this is one of the main reasons most camps are produced right now, and when this reason is gone, camps are going to be seen as almost a joke.
- Crafting stations, while handy, aren’t much of an incentive to use better camps
- most master, or close-to-it Rangers are adventuring with other players who are also fairly advanced in their profession. Since medic types are primarily the ones who would need a crafting station in the wild, presumably because the group is doing combat and more stims are needed, I’m assuming that the primary reason for the food/chem. crafting station comes from the medic needs. However, any medic-based professional needs to be prepared for situations when a ranger isn’t handy, so they either buy a droid with a much better crafting station, or they simply stock up before they leave the house.
- experimental trap creation has been suggested for a while now. If this comes through, there will be a very real need for weapon/general crafting stations like what the HTFB has. However, Rangers will need to use those crafting stations long before they are able to use a HTFB. Since most traps are made in the wild, Rangers will need to come prepared by purchasing a droid with a crafting station. This makes the station in the HTFB mostly moot.
- They don’t heal battle fatigue
- I understand that this is probably a bit of an incentive for players to seek out cantinas, where entertainers can be found. Because if no one needed to go to a cantina, entertainers would get little business until they can buff. But this alone makes camps seem pointless to people who’d rather just ride to town and do it all there, instead of doing half of it in the camp.
- there aren’t enough rangers around for BF healing in camps to be much of an issue to entertainers. If BF healing were limited to Ranger-only camps, and if it were only possible for the healing to be done by a master entertainer or a novice musician/dancer, then I feel that this would no infringe on cantinas to any large degree.
- They don’t allow Rangers to engage in battle or to move out from the camp at all
- this prevents Rangers from being included in situations where he’s pulled up a camp and the rest of the group gets jumped.
- most adventure situations involve very little downtime for the purposes of healing. Having a camp up at the end of a large battle doesn’t save a significant amount of time compared to simply sitting on the ground, and as it is right now, downtime is the only time camps can be used.
Improvements to camps that could be made fairly easily without a camp system re-design:
- Healing rates in camps improved 20% for each camp
- Battle Fatigue can be healed in Ranger-made camps, but only by a master entertainer, or novice musician/dancer.
- Engaging in battle has no affect on the status of the camp.
- The owner of the camp can move out 150m from the camp before it considers the camp to be "abandoned".
These changes would at least give me a reason to use camps, and would give the people I know a reason to visit them. Vehicles, I love em, but I feel that they (and the ability to pull them out anywhere) have killed most of the incentives that we have to use camps. Give us more reasons to use them, even if it’s only temporary. I would much rather have these changes in affect tomorrow and lose them (or make it more difficult to use them) in two months when the new camp system rolls out, than to go two months feeling like I wasted my time getting all that Survival XP.
Are you new?
This has all been covered and posted and we're awaiting responses.
Bump.
Also, and I might be wrong about this, but it seems that a high tech field base will heal my wounds a lot faster than sitting in the med center will. Well, maybe it just seems faster because the htfb heals like 5 wounds every 5 minutes I think, while the med center heals like 10 every 10 minutes - still this is comparable to a med center is it not?
How does one determine healing rates - hmmmm....
Iseult
Master Ranger / Mediocre Pistoleer
Bloodfin