Scout Archive

Thread: Week 3 Question

DeltaXi65
Wed Jun 16, 2004 1:23 pm
#1

Gang,


TH asked us for a less "big picture, long term" question, so I thought I'd ask one that was recently posed on the boards and see where it takes us. This is this weeks question:


One "fun" Scout idea that we've been toying around with a while is environmental affects on players. We've got rainstorms, we've got duststorms, etc. in the game, yet they don't actually do anything more than provide an interesting background. The Scouts think that one way to make camping more fun would be to create environmental effects that have negative effects on players - dust storms cause damage, etc - that would be neutralized if you're in a camp. Is this techincally possible? Or would it cause too many problems to even be considered?


B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Valerons
Wed Jun 16, 2004 11:30 pm
#2

That would be a very interesting idea, For Scout, and of course, Ranger too. Anything that would make it actually worthwhile to be able to throw a camp down for can't hurt.
Squidwalker
Thu Jun 17, 2004 8:02 am
#3

Wow that is a cool idea. I know I enjoy the heavy rain storms, and the blinding dust storms are a blast. HAHA get it, sand, blast, sandblasting. I crack me up.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
SioBabble
Thu Jun 17, 2004 10:53 am
#4






DeltaXi65 wrote:

Gang,


TH asked us for a less "big picture, long term" question, so I thought I'd ask one that was recently posed on the boards and see where it takes us. This is this weeks question:


One "fun" Scout idea that we've been toying around with a while is environmental affects on players. We've got rainstorms, we've got duststorms, etc. in the game, yet they don't actually do anything more than provide an interesting background. The Scouts think that one way to make camping more fun would be to create environmental effects that have negative effects on players - dust storms cause damage, etc - that would be neutralized if you're in a camp. Is this techincally possible? Or would it cause too many problems to even be considered?


B





Delta, I don't know about you, but that is DEFINITELY a "big picture, long term" sort of a question to me.


I always thought in beta that being caught in a Tatooine sandstorm (as decribed by Anakin as "very, very dangerous in Ep I) should cause damage. In fact, I EXPECTED to take some damage hits, and thought that being in a camp during one of those would if not prevent the damage at least mitigate it. Being in a hard shell building would prevent sandstorm damage completely, being in a camp would reduce the damage (if you're caught out in the boonies when one hits), and not seeking shelter would do some damage to you that you'd need to recover from.


Very cool idea, but I can hear the howls from the powergamers who would cry like little girls if their precious leveling was impaired by RP emersion sort of things like this.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


DeltaXi65
Thu Jun 17, 2004 10:57 am
#5


Sio,


Not really - I just want to know if it's techincally feasible. That's been the biggest question about it.


I don't think it is, sadly.


B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Squidwalker
Thu Jun 17, 2004 11:08 am
#6

Hmmm damage mitigation, and as you use higher level camps the damage is reduced less. At the HTFB, since it does have hard shell tents, no damage or effects at all.


But it, and maybe other effects, should cause wounds. Otherwise just some low end damage, especially to higher levels, won't make much of a difference. And wounds require a droid or "camp" to heal. Maybe make it so if you are on mount of speeder, since your moving faster, you take even more damage. This would also have the effect of our TN meaning something again, cause we would be on foot to avoid the damage and our TN means we are running faster then others in storm.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Ariven
Thu Jun 17, 2004 11:37 am
#7

As a related item, I think environmental factors should be more of a problem in all aspects of scouting... including water (rain or swimming) cutting down time left on mask scent.. the longer you get wet, the sooner it wears off..

Not camo, because I see that as a more advanced setup like a high tech ghillie suit...
Hakai
Thu Jun 17, 2004 7:01 pm
#8

I an almost see this as being some sort of DoT effect that would work on everyone on the planet simulaniously (or at least in a geographical region). Perhaps we can include some examples? In a Tattoine Sand storm, there would be an accuracy modifier that would represent decreased visiblity and also the damage effect that you noted.



And Sio,


SCREW POWERGAMERS! i'm just now finishing up pistoleer since the day i started it back in august......lol



Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Clanson
Sun Jun 20, 2004 7:50 am
#9


As far as Hakai's comment, don't sandstorms and rain already reduce accuracy? I seem to remember something about that a long time ago. I started this game in beta 3, so maybe that was just a feature that was dropped. Anyone know for sure if this was implemented??
WildBil2Me
Sun Jun 20, 2004 5:46 pm
#10


::Swings in from the rafters::


Delta,


I think the heart of this question needs to be hit on first. What are the plans to make Camps more effective? How areyou planning to A) make getting through the camping trees more fun and B) make these skills more community based?


The heart of the problem here is that part of becoming a Master Scout and Master Ranger is just doing dirty work! There is NO point to camping beyond leg work. With the recent statements that ~"Novice professions won't be changed" we've been told that camping is simply doing time for a badge. This needs to be addressed and explained in more detail.


I don't mean to sound negative but before we attempt to changes we need to know what the plans currently being thought of are.


-WB


P.S. this is not big picture, this is not long term... it's simply heart of the matter.

Message Edited by WildBil2Me on 06-20-2004 05:48 PM



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
WildBil2Me
Sun Jun 20, 2004 5:56 pm
#11

Sorry to follow up...


I think a more effective question might cover trapping. Something like:


There are numerous reports of a trapping bug concerning the final charge of a trap being completely useless. By this I mean many scouts (and rangers) have reported the final charge in any trap resulting in ABSOLUTELY NO effect. What are the current plans by DEVs to adress this issue? Is it possible to offer a temporary fix which might raise the charges on higher level traps (adhesive mesh) to compensate for this loss of resources and lack of effectiveness?


If we're really interested in Camping as our question:


Master Scouts and Rangers are reporting a lack of interest in camping upon aquirement of the Master title. What do the Dev's consider to be the major benefit of camping and how might Scouts and Rangers begin looking at camping in a more effective way? Namely... are we just missing the point?


Just a couple thoughts for this or future questions....


-WB



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Sojourner
Mon Jun 21, 2004 4:09 pm
#12






DeltaXi65 wrote:


Sio,


Not really - I just want to know if it's techincally feasible. That's been the biggest question about it.


I don't think it is, sadly.


B






In software everything's possible, if you think of it at the right time! Seriously though, I thinkclimate andweather effectsare most likely possible. The real questions are how easy is it to shoe-horn something that big into the current build, and whether they can make the effects really matter without a backlash from the mundanes....



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Egrim
Thu Jun 24, 2004 5:39 am
#13


Having enviromental effects sounds like a good idea to return functuality to camps. But if it is going to be implemented then it needs to be used on the advanced planets, or in the wilderness areas of the beginning planets. As for implementation on the starting planets, they could simply use the player search function to find out who is in "effected areas" and apply a dot effect to them that will be mitigted by the healing rate of any camp they are in or by their survival/frontiering rating.


Egrim
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