Scout Archive
Thread: If you could ask the Devs one Scouting related question...
oh wait this is SWG not quake my bad.
Go for it delta, and add another part to the question, will there be any benefits to the bigger and better camps other than an increased zone of infulence.
Answer prediction from TH:
Camping is very much a part of SWG and we have many plans comming up to increase the usefullness of this underutilized feature.
/Hopes it's vague enough for TH
Good Question Delta.
Thunderheart hinted at some upcoming camp stuff being exciting not so long ago. Maybe we can get some more info out of him with this ![]()
DeltaXi65 wrote:
Gang,
Okay - here's the question that I've settled on for this week:
"With the removal of the need for camps to call pets many Scouts and Rangers have begun to consider camping unnecessary, as everything they use a camp for (healing, calling pets, vehicles and mounts) is better accomplished through another game feature. What do the Devs see as the primary reason for calling camps in the wild, and what do they think is necessary to make camping a more useful skill in the game?"
Yes, it'sa compound question, but I'm a politician.
B
It's a good question, though, even if it is a compound question.
The....answer....to....that....question....would....happen....to...be....in.....my.....guide......read.....it.....there....is.....good.....stuff.....in there.
/shatneroff
B
Hi - I actually like the camp question that you formulated above ^^, but if we have a chance to ask more questions, you might ask some questions about maskscent (I suppose that these would also apply to camo as well):
1. is movement speed a factor in the effectiveness of maskscent / camo -- I remember back in the old days (when all the planets were covered in snow and before we could tailor boots) before speeders and mounts, there was some discussion about maskscent / camo being most effective when you were prone or walking and least effective when you were running and burst-running. Is this really the case? If so, do speeders and mounts have an additional effect here -- ie., is there really a purpose to maskscenting or camo'ing yourself before hopping on your speeder?
2. why do some low-level creatures (ie., kreetles / vrelts) seem more likely to break your maskcent / camo than most higher-level creatures. Is this by design or is it a bug? Ie., should we just resign ourselves to one-shotting every kreetle we approach so that it doesn't break our maskscent, etc...
3. does applying maskscent or camo cancel a stalking event. That is, if you get the message, "you are being stalked by a death-kreetle," will applying maskscent or camo cancel the stalking event, or will the creature continue to stalk you? In my experience it is the latter -- once a creature has "locked on," it might attack even if you apply maskscent or camo after you got the message, though you might not recieve any more stalking messages after you apply maskscent or camo.
Iseult
Master Ranger / Mediocre Pistoleer
Bloodfin
DeltaXi65 wrote:
Guys,
Lemme clarify - this isn't a "request for new stuff" question.
This is a genuine "How does this work" type question.
B
On that note then Delta. What is supposed to be done with disarming minefeilds? Not sure if non scouts even get the radial menu option on a minefield to disarm. But I know I do, and even at master ranger, I'm almost never successful. It would be nice, if this a scout ability, if it actually worked, and we could be successful at it. Would be a nice feature that works(after being modified so it does) and would give us something for GCW.
Julak wrote:
here's my question.
Why introduce a droid that can harvest resources if the scouts are already doing that, some even rely on it for income.
OK Delta here is another one if you don't like my first one.
How does the new haravesting droid module actually help scouts? From the reports I have read so far, the only bonus it gives us true, harcore scouts/harvestors is that we can stay out at range and send in droid to harvest. Otherwise, it gives absolutely no bonuse or advantage to the scout.
As I have posted here and in Ranger, anything added to the game, that comes from an existing skill/profession, should Primarily benefit that profession. In this example, the haresting module should primarily benefit the scout/ranger, then secondarily benefit the DE. Otherwise it's just messed up and fubar.
DeltaXi65 wrote:
Gang,
Okay - here's the question that I've settled on for this week:
"With the removal of the need for camps to call pets many Scouts and Rangers have begun to consider camping unnecessary, as everything they use a camp for (healing, calling pets, vehicles and mounts) is better accomplished through another game feature. What do the Devs see as the primary reason for calling camps in the wild, and what do they think is necessary to make camping a more useful skill in the game?"
Yes, it'sa compound question, but I'm a politician.
B
Gha, close to my next question. "Why does creature repel not work on our camps?" How about you compound all the camp questions in this Delta?
Take all you're above, add the repel (right now would be the only thing camping is useful for) add in the "disbanding while in combat" question. Put that into one big "Camping" question.
Sound good?
the thing about the droids.....think of it this way..instead of having to run up to each corpse you can now target the corpse at range, and have the droid scoot and collect for you. I was having a blast using this once i got used to it.
Delta...Excellent question...the compound question is more of a clarification....just keep saying that if they try to make you make it one question....*snicker*