Ranger Archive
Thread: New publish and new idea for camps
Page 1 of 1
Redondo
Mon Feb 02, 2004 12:57 pm
#1
With the new publish coming and the factthat camps will not be needed to pull pets and vehicles, it made me think of what value camps are going to have now in the game. I for one, as a master scout, like having a need for camps in the game as they encourage socialization. So I have some ideas for camps, some of which I have seen posted on other boards. Basically the Ranger should be able to craft a "Base Camp". This will be a basic camp modeled after the nice ranger camps we see already. Add to that components that artisans and droid engineers can craft and the ranger can modify the base camp into various uses. So a Ranger could craft a camp that would give Squad Leaders added bonuses in nearby combat, increase group combat XP somewhat, Artisans bonuses for surveying, like increased survey range, or scouts bonuses for harvesting. The idea being that the camp has certain devices in it that aid those professions, like communications repeaters, radar, power boosts for surveying tools, and better facilites for harvesting creatures. Although you wouldn't have to use them in the camp, the radius of "Base Camp" effectiveness would increase with quality of resources, and level of ranger experimentation. Plus the components for the camps could come from artisans and droid engineers, thus giving three unfulfilling professions more value, lol. Base camps could be subdivided into different useslike Hospital camps (that give healing bonuses), entertainer camps, crafting camps, vehicle repair camps, and military HQ camps. The general idea being you could keep a group deployed to the outer reaches for a while. These camps wouldn't disband until dibanded by the owner or until they log off. They could require maintenance and power, and maybe even lots. They would kind of be like a portable player city. I think it would fun. Especially if they were desirable to everyone, gave good bonuses, yet were complex enough to make and place (or expensive enough) that they weren't just something people pop up and down. You could even make them targetable if they are factioned.
I think something like this would encourage multi profession groups to form for otherwise limited profession type adventures. In other words, as a surveyor, what motivation do I have to join a group of hunters going to Dathomir? Rangers could get xp based on number of camp types within their base camp, so you could place a hospital camp right next to a military HQ camp and potentially increase the camp's effective range.
Anyway, just some ideas, any thoughts, comments or criticism?
Redondo
Fred_Skinner
Mon Feb 02, 2004 2:19 pm
#2
A little new to this forum?
There is a proposal going in Nraas's very well organized "state of the prof" threads and there are also links in his sig pointing to such things ![]()
Short version: we have a proposal for a Modualar Field Base/Camp that other professions can contribute to, by ether building modules or erecting extensions.
Veustuh
Mon Feb 02, 2004 2:34 pm
#3
A few of my guild buddies and I were discussing this issue last night. A few things that I noticed after I built a field base while overt was that on the camp data pad not only could I request faction items from the pad but other overts in my group could do so as well. Also, we've used these camps for a regrouping spot during base raids. What would be a nice feature to have in the high tech or even a new class camp would be the option to run missions from the camp.
Being able to run missions from a high tech or better base would give guilds or players the option to setup a campsite out in the middle of any planet and then do hunts for resources and/or money along with gaining xp and give the players a static place to regroup at. Also, maybe at some sort of cost allow the camps to have a cloner but that might be too much as it would always be helpful to have a doctor in the group while hunting on advanced planets. At any rate, this would be a nice feature to have to not only for group but maybe even individual hunting expeditions. Idealistically the base would last from 2 - 4 hours withoutsomebody needing to stand around to keep it up and running. Maybe it could be coded that while doing missions from these camps harvests are increased by 10 - 15 percent to make them more attractive to players. Also, maybe add in a bonus to fishing success while fishing near a camp. Speakingof which why can't rangers make fishing rods, we are masters of the outdoors are we not?
Redondo
Mon Feb 02, 2004 3:09 pm
#4
I guess at a basic level it would be nice to see camps with an effective range based on the level of camp or the level of ranger and also for these camps not to disband once you enter combat or leave them to fish or survey. Well I hope these things are in the works. I am new to the Ranger forums and the profession, but have heard a lot of discussion about camps on other forums and thought I would post my ideas here.
Rimarath
Tue Feb 03, 2004 1:58 am
#5
That would be pretty sweet. And it seems like a lot of what you're suggested wouldn't be that hard to implement. There seems to be code already in the game to check for the proximity to a camp, etc...great ideas.
Page 1 of 1