Ranger Archive

Thread: Question about comouflage.

CloseHauled76
Sat Sep 11, 2004 1:22 pm
#1

How does it work? How do the camo kits figure into it? Does it pretty much allow yo to walk around aggro mobs without them detecting you? Does it work only on animals or also on NPC's? This may all sound basic but i'm not a rnager so i dont know but i'm considering picking up the profession.
CloseHauled76
Fri Sep 24, 2004 9:14 pm
#2

How does it work? How do the camo kits figure into it? Does it pretty much allow yo to walk around aggro mobs without them detecting you? Does it work only on animals or also on NPC's? This may all sound basic but i'm not a rnager so i dont know but i'm considering picking up the profession.
Phenix1050
Fri Sep 24, 2004 10:32 pm
#3






CloseHauled76 wrote:

How does it work? How do the camo kits figure into it? Does it pretty much allow yo to walk around aggro mobs without them detecting you? Does it work only on animals or also on NPC's? This may all sound basic but i'm not a rnager so i dont know but i'm considering picking up the profession.







Lots of questions...I'll do my best to answer them.


Camo is applied using the /conceal command. This command requires that you have a camo kit in your inventory. Each planet has a specific camo kit, so if you want to use /conceal on Dathomir, you have to have a Dathomir camo kit, etc. Each time you use /conceal, it removes one camo kit from your inventory (each camo kit has multiple uses, and you can experiment to give them more uses). It works much like /maskscent, making you less likely to be seen by aggro mobs. Of course there is a chance to fail, as there is with any skill. The main difference is that you can apply a camo kit to others. So a single Ranger has the potential to put camo on a whole group. There is no guarantee for it too work for them, either, however.


The issue of it working vs. NPC is actually a well-contested question. While it has been observed that it does seem to work against some NPC's, it's not guaranteed to work against all. Some NPC's seem to see right through camo (some animals, such as the Krayt Dragon, also see right through it). But nobody's sure why some NPC's (including low-level ones) can see right through camo. We've been told that it's not supposed to work against NPC's, even though the description in-game says it should. So, in the end, to answer your question-- it works BETTER (more consistantly) against animals than against NPCs.


I hope this helps.




PHE'NIX ANTARUS
BOTHAN ELDER RANGER
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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.
steveiulaw
Fri Sep 24, 2004 11:13 pm
#4

yeah, sometimes it works on NPC's, sometimes it doesn't. I did the FS quest where you rescue some prisoners, none of the Sith Shadow's (i think that is there name) attacked me, I just walked right past them. But, sometimes an evil settler on tatooine will still see you, so who knows.


Adak
Fodder650
Sat Sep 25, 2004 5:59 am
#5

Lets add something that a lot of people forget. This applies to mask scent as well. If you go whizzing by on a swoop. Your conceal will drop pure and simple. If you run passed a mob you have a good chance of being spotted. If you walk up slow, if your prone, if you use common sense your conceal/mask scent will last longer. Its not the end all of camos. Its just a tool in the ranger kit and some people think it should be able to hide you from a krayt while going under it on a bike. And this isnt the case. When you learn its effectivness, as in a group, its really nice



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Seiryuu
Sat Sep 25, 2004 6:27 am
#6

When camo does not work on NPCs, it is generally because of poor faction. There are separate visiblity check and faction checks for aggression.

Conversely, if you have good faction with an aggressive NPC and the visibility check fails, you can cause them to attack you.

On things that have no faction (Sith) or where your faction is near neutral, the kits work as you would expect.



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CloseHauled76
Sat Sep 25, 2004 9:43 am
#7

cool - does the effectiveness of camo kits increase significantly as you gain in level?
Phenix1050
Sat Sep 25, 2004 9:52 am
#8

The duration and effectiveness of your camo kits is tied into your camo modifier. As you go up, it works better and lasts longer. But camo kits themselves do not become more effective(a Master Ranger cannot make a more effective corellia kit than Ranger with 1000). You can buy clothing that is gives a bonus to your camo skill (I personally suggest BE clothes, they're relatively cheap and they give the best bonuses. You can actually max out your camo skill if you wear BE shirt, pants, jacket and bandoleer, even if your not a master. Each of those gives a +17 bonus if its good. so you're talking a +68 modifier with those clothes. Pretty much your camo will be effective.


Note that a MAster Ranger can sell you high level camo kits...even if you can't make them, you can use them. So if you buy Dath camo kits (available to be made only at Master) you can use them as soon as you get the conceal command.



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.
Almagill
Sat Sep 25, 2004 9:56 am
#9



Seiryuu wrote:
When camo does not work on NPCs, it is generally because of poor faction. There are separate visiblity check and faction checks for aggression.

Conversely, if you have good faction with an aggressive NPC and the visibility check fails, you can cause them to attack you.

On things that have no faction (Sith) or where your faction is near neutral, the kits work as you would expect.




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Sith Shadow faction you should have. Hmmm...



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Madhi
Sat Sep 25, 2004 1:14 pm
#10



Phenix1050 wrote:
You can buy clothing that is gives a bonus to your camo skill (I personally suggest BE clothes, they're relatively cheap and they give the best bonuses. You can actually max out your camo skill if you wear BE shirt, pants, jacket and bandoleer, even if your not a master. Each of those gives a +17 bonus if its good. so you're talking a +68 modifier with those clothes.





I thought the maximum bonus clothing can give you is 25. Man I'm going to restock my clothing collection




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Nemo0
Sat Sep 25, 2004 2:45 pm
#11






Madhi wrote:





Phenix1050 wrote:

You can buy clothing that is gives a bonus to your camo skill (I personally suggest BE clothes, they're relatively cheap and they give the best bonuses. You can actually max out your camo skill if you wear BE shirt, pants, jacket and bandoleer, even if your not a master. Each of those gives a +17 bonus if its good. so you're talking a +68 modifier with those clothes.









I thought the maximum bonus clothing can give you is 25. Man I'm going to restock my clothing collection





It is. I only get 14 experimentation points with +115/+151 camo skill.



Lythender Nirou
Crazy Bothan


PetaByte32
Sat Sep 25, 2004 3:40 pm
#12

I think the reason a camo kit can fail on a eveil hermit or other low level NPC is the random number generator. Just like a PnP dice game.


Here is my theory after testing it.


You have bonuses to your /conceal. The NPC/Mobs have negatives to it. When you get in range a random number is generated. Lets say 1 - 100. Your bonuses are added to it and the Mobs negative is subtracted.


I also believe there is critical failures and successes. So if a 1 is rolled then no matter what your bonus is, you will fail. Just as if a 100 is rolled you succeed. I have actually walked by a krayt dragon and he didnt even notice me. But it was only one time.


So how come we have more critical failures? Because its a random number generator done by a logical machine. I remember reading a paper done at MIT I believe that explained how no computer can give you a true random number because a computer uses percentage chances to get the number. It went on to say that a computer will actually give you a certain number range more then most of the other numbers. Not alot more but still enough to say it isnt completely random.


You roll a 6 sided dice. The law of averages says you will get 3 and 4 more then the rest. We call this a bell curve. Logical machines use this. So if you rolled a 6 sided dice you would get random numbers and every number would actually be the average. But a computer would give you 3 and 4 a few times more since its the law of averages.


Anyway it is something to that effect.

Tyranus





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Nemo0
Sat Sep 25, 2004 6:47 pm
#13






PetaByte32 wrote:

I think the reason a camo kit can fail on a eveil hermit or other low level NPC is the random number generator. Just like a PnP dice game.


Here is my theory after testing it.


You have bonuses to your /conceal. The NPC/Mobs have negatives to it. When you get in range a random number is generated. Lets say 1 - 100. Your bonuses are added to it and the Mobs negative is subtracted.


I also believe there is critical failures and successes. So if a 1 is rolled then no matter what your bonus is, you will fail. Just as if a 100 is rolled you succeed. I have actually walked by a krayt dragon and he didnt even notice me. But it was only one time.


So how come we have more critical failures? Because its a random number generator done by a logical machine. I remember reading a paper done at MIT I believe that explained how no computer can give you a true random number because a computer uses percentage chances to get the number. It went on to say that a computer will actually give you a certain number range more then most of the other numbers. Not alot more but still enough to say it isnt completely random.


You roll a 6 sided dice. The law of averages says you will get 3 and 4 more then the rest. We call this a bell curve. Logical machines use this. So if you rolled a 6 sided dice you would get random numbers and every number would actually be the average. But a computer would give you 3 and 4 a few times more since its the law of averages.


Anyway it is something to that effect.

Tyranus







Well, a single die should give a uniform distribution unless it is weighted. Two dice will give you more of a bell curve. As for a computer, most random number generators work by taking a seed and performing some computation on it. Usually they are random as long as you don't look at sequences longer than several thousand outputs (and they usually will give a mostly uniform distribution despite having some repetition after a VERY long time). I can't comment on the paper you read as I haven't read it but random number generators usually are deterministic for a given seed value. And they are designed to have something very close to a uniform distribution. It is possible that you read something about creating normally distributed random numbers using a uniform random number generator which could have some problems but is unlikely to be used in this code.


I'd say the situation is more due to a selection effect. Critical failures will be noticed onmost creatures. Critical successes usually look exactly like normal successes. Only when dealing with something like a krayt would you notice a critical success. And you don't deal with them nearly as often as you deal with normal critters.




Lythender Nirou
Crazy Bothan


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