Scout Archive
Thread: Designers: Concerning the Scout and Ranger Profession
Designers: Concerning the Scout and Ranger Profession
What role does camping play in SWG now?
Due to vehicles, the world is very small and camps are no longer used by players (except when trying to master scout).
Shouldn't camping-related skills be replaced with something useful?
Designers: Concerning the Scout and Ranger Profession
What role does camping play in SWG now?
Due to vehicles, the world is very small and camps are no longer used by players (except when trying to master scout).
Shouldn't camping-related skills be replaced with something useful?
I agree completely. Could also help if they fix the force field on the FBK and HTFBK as advertised. Maybe add the ability to heal BF with entertainer (like cantina) or add a reduced mission payout Explorer Mission terminal to the HTFBKs with the ability to pull a mission higher than we could normally because any good ranger can take down far bigger prey than our "combat" level shows, as we should be able to do.
nolan007 wrote:
Designers: Concerning the Scout and Ranger Profession
What role does camping play in SWG now?
Due to vehicles, the world is very small and camps are no longer used by players (except when trying to master scout).
Shouldn't camping-related skills be replaced with something useful?
Yeah camping is pretty useless now. Its nice for newbie characters to sit around and talk about things and to heal up, still. I did this just last night with my new newbie character. But, for my vet character, who has unlimited resources, he just heals any damage with high quality stims. And he never has to worry about taking much damage because he has 4 sets of armor with 80% resists and always has the very best doctor buffs on the server.
So, here is my thought. Maybe camps, for scouts, can work similar to meditate for TKAs. You should get new abilitiesin thedifferentcamps you can constructcan use as you go up in survival (like power boost). Also as you can go up you'll be able to heal burns, bleeds, disease and poison just by sitting in your camp for a certain amount of time.
Now at ranger, for ranger camps everything should be a little bit faster and a little bit better AND those bonuses will apply to anyone that is in your group sitting in the camp as well, not just the scout that deployed the camp.
theshagnasty wrote:
I've not set a camp up in over a month I think. Totally worthless....
I disagree. I use camps almost constantly, as I play with a lot of people who pvp. Our medics pick up TEFs, and since you can't get into medical centers with TEF were else can you heal (without a surgical droid) besides a camp? Granted, a lot of docs are carrying around their surgical droids these days, and if you're in town you don't need a camp to call droids, but in the wilderness, forget about it
Seraph00X wrote:
theshagnasty wrote:
I've not set a camp up in over a month I think. Totally worthless....
I disagree. I use camps almost constantly, as I play with a lot of people who pvp. Our medics pick up TEFs, and since you can't get into medical centers with TEF were else can you heal (without a surgical droid) besides a camp? Granted, a lot of docs are carrying around their surgical droids these days, and if you're in town you don't need a camp to call droids, but in the wilderness, forget about it
There are always exceptions; however, I suspect not many players use camps.
I haven't driven bysomeone actually using a camp in about6 months (unless they are grinding out scout in Theed).
But, you are really correct. Currently (and this could VERY WELL change after the combat rebalance), camps are only needed to grind to master scout/ranger. They serve no other purpose in this game at all.
Anian
Well there are still some uses for camps. Three off the top of my head:
1) you can craft and deploy a basic camp kit in less than 15 seconds -- and you can call vehicles, droids, and pets instantaneously from a camp -- so you can save yourself a little time here.
2) camps serve as good rallying points for groups - this is especially true for the larger ranger camps, which are highly visible from a distance
3) camps heal mind wounds as well as health and action wounds -- how many of us hunt with entertainers? Don't heal battle fatigue though and won't cure disease or poison either, though a high tech field base can counteract the effects of most disease (that is cure the wounds faster than you take them), but only if you sit there for the duration of the disease (yuck!). Camps are also useful for those times when you are buffed and get poisoned four or five times in a row (happens to me all the time while hunting spiders on yavin iv) and your buffs can't keep up with the poision. You can sit in the camp (even a basic one) until the poison wears off and the camp's healing bonus will help your buffs cope with the poison so that when the poison wears off, you'll be ready to hunt.
Yep - camps need a lot of work, but don't write them off as being "useless" too quickly -- like a lot of things in this game, they can help you in little ways if you are willing to give them a chance....
Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin
Guys,
I had a long chat about this with GreenMarine and TH at Fan Fest.
The proposals that we've brought up about the modular camps and the hunting blinds, etc. are all still out there, and they've seen them. Getting camping revamped is my number 1 priority right now.
B