Squad Leader Archive
Thread: Why we should have forts
Therascalking3 wrote:
If you believe we should have forts post here.
Spread the love people.
I for one believe that we should because they will add a new element of strategy, immersiveness, and distinction to the game and Squad leaders.
exaclty, what i got into depth has already been in a few posts around the forums. but basically it will fuel the GCW and PVP
"The night was fast approaching and weary from the travel the hunter decided to make camp for the night. The hunter fiddled around in his pack and pulled out the makings of a camp. With precision he erected a comfortable camp that fit his needs. A small defensive fence would keep the local animals at bay, and as he was in short supply of traps, a crafting station would aid him that regards. After a couple hours of toil, the hunter laid down on his cot and to get some much needed sleep. For tomorrow he would engage the beast."
What follows is a complete re-envisioning of the camping system, with an emphasis on flexibility and profession interdependence. The system allows for the flexibility to produce any focus of camp required by each profession involved, and pulls more professions into the mix to produce the more powerful versions.
(Even if the modular approach is not chosen, if should be understood that there is interest in having the functionality provided by the modules selected, and that should be considered in whatever system is chosen.)
The Proposal follows:
To ensure that the system still falls within the vision of the Outdoorsman as wilderness-centric, elements of camps that don't fall into the Outdoorsman perview have been allocated to other professions.
Camps have following inherent functionality:
- The ability to logout safely
- A default healing modifier of 0.5
A time delay would be added to the process of deploying a camp
- Such a delay is necessary to stop players from popping up fortifications as the enemy is rushing their location
- The deployment would fail if the player entered combat during this timer
- The bigger the camp, the longer it would take to deploy it
Experimentation lines on a camp schematic:
- Quantity: The number of times a camp can be reployed before it is used up
- Duration: The length of time a camp will remain deployed while still tended without automatically disbanding. At maximum experimentation around 2.5 hours
- As well it should be possible to select a color during crafting for the tents to add a feeling of flair and uniqueness
To provide the camp tender a degree of freedom for the camp owner
- The range from the camp a player can go before a disband occurs should be extended to 500m, or whatever range is technically possible in the game system
- A message should be displayed if the player goes beyond that range
- A time limit of 10 seconds can be used to allow the player to move within range of the camp before it disbands
- A message should be displayed if the player goes beyond that range
- A command called /changeTender can be used to assign someone else to be the tender of the camp. From then on, it is that individual that must remain within 500m of the camp to ensure that it remains active.
- The new tender must be of the same faction alignment as the camp owner
- The new tender is able to disband the camp
- If a gun or mine field is activated, the tender will receive a TEF and be attackable
- If the tender dies, the camp disbands
- However if the tender is revived within a certain time limit (say 30 seconds), the camp will remain deployed
- The original deployer of the camp:
- is still the owner and receives the experience when the camp disbands (as long as he is in range of the camp when the disband occurs)
- is not able to create another camp until the current camp is disbanded
- is still able to disband the camp himself if he so chooses
- is still the owner and receives the experience when the camp disbands (as long as he is in range of the camp when the disband occurs)
- The new tender must be of the same faction alignment as the camp owner
The camping system would be broken out into a series of modules that could be used within a camp crafting schematic to produce whatever type of camp is required by the player
- Each module/slot would have a Level associated with it and can only be used within a schematic slot that has a Level greater or equal to that of the module.
- Each module/slot is also assigned a Type of Generic, Creature, or Humanoid.
- Generic slots allow for all types of modules.
- Generic modules fit in any type of slot.
- Humanoid and Creature modules must be assigned to a slot of their respective type.
- Generic slots allow for all types of modules.
The camp schematics
- For simplicity, the schematics will retain the same floorplan as currently defined, minus the crafting stations in the field bases. Visible modules would appear at whatever location within the camp the developers deem appropiate.
- Basic Camp Kit
- Available at Novice Scout
- No optional slots
- Available at Novice Scout
- Multiperson Camp Kit
- Available at Survival II
- One optional Level 1 Generic slot
- Available at Survival II
- Improved Camp Kit
- Available at Survival IV
- One optional Level 1 Generic slot, and One optional Level 2 Generic slot
- Available at Survival IV
- Advanced Camp Kit
- Available at Novice Ranger
- One optional Level 1 Generic slot, and One optional Level 3 Creature slot
- Available at Novice Ranger
- High Quality Camp Kit
- Available at Frontiering II
- One optional Level 2 Generic slot, and One optional Level 3 Creature slot
- Available at Frontiering II
- Field Base Camp Kit
- Available at Frontiering IV
- One optional Level 2 Generic slot, one optional Level 2 Creature slot, and one optional Level 3 Creature slot
- Available at Frontiering IV
- High Tech Field Base Camp Kit
- Available at Master Ranger
- Two optional Level 2 Creature slots, and one optional Level 3 Creature slot, and One optional Level 4 Generic slot
- Available at Master Ranger
- Standard Fortification Kit
- Available at Novice Squad Leader
- One optional Level 1 Generic slot, and One optional Level 3 Humanoid slot
- Available at Novice Squad Leader
- Rear Guard Fortification Kit
- Available at Tactics II
- One optional Level 2 Generic slots, one optional Level 2 Humanoid slot, and One optional Level 3 Humanoid slot
- Available at Tactics II
- Front line Fortification Kit
- Available at Tactics IV
- One optional Level 2 Generic slots, one optional Level 2 Humanoid slot, and One optional Level 3 Humanoid slot
- Available at Tactics IV
- Command Fortification Kit
- Available at Master Squad Leader
- Two optional Level 2 Humanoid slots, One optional Level 3 Humanoid slot, and One optional Level 4 Generic slot
- Available at Master Squad Leader
The camp modules
- As not all modules are created by the Ranger profession, the profession is listed under each module as to where the schematic would be located.
- A qualitive cost is assigned to each module to allow reader to gauge how expensive creating a certain module would be compared to the others.
- Entertainment Stage
- Module Level: 4
- Module Type: Humanoid
- Profession: Musician / Dancer
- Cost: Expensive (12)
- Description: A camp with this module is able to heal Battle Fatique with the aid of a performing Dancer or Musician
- Module Level: 4
- Crafting Station
- Module Level: 2
- Module Type: Generic
- Profession: Artisan
- Cost: Cheap (2)
- Description: Adds a crafting station of a specific type to the camp
- Module Level: 2
- Faction Network
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Cheap (3)
- Description:
- Adds a terminal for faction purchases to the camp, and registers the camp on the Planetary map. The faction that is contacted depends on the camp deployer's faction standing.
- A camp with this module would only be deployable by a Faction member
- Adds a terminal for faction purchases to the camp, and registers the camp on the Planetary map. The faction that is contacted depends on the camp deployer's faction standing.
- Module Level: 2
- Medical Bay
- Module Level: 1
- Module Type: Generic
- Profession: Scout / Medic
- Cost: Cheap (1)
- Description:
- Increases auto wound healing in a camp, augmenting the default healing modifier
- Increases the HAM healing rate for creatures
- The module would increase the default healing modifier in an experimentable range of .05 to .25 (added to the default that would be 0.70 to 0.90)
- Increases auto wound healing in a camp, augmenting the default healing modifier
- Module Level: 1
- Veterinary Bay
- Module Level: 2
- Module Type: Creature
- Profession: Bio Engineer
- Cost: Moderate (4)
- Description:
- Enhanced version of the Medical bay that provides an increased HAM healing rate for creatures
- Adds a bonus to pet stims using in camps
- Enhanced version of the Medical bay that provides an increased HAM healing rate for creatures
- Module Level: 2
- Hospital Bay
- Module Level: 2
- Module Type: Humanoid
- Profession: Doctor
- Cost: Moderate (4)
- Description:
- Enhanced version of the Medical bay that provides an increased wound healing rate for humanoids (Players and troop pets)
- Adds a bonus to doctor enhancements used in camps
- The module would increase the default healing modifier in an experimentable range of .25 to .45 (added to the default that would be 0.90 to 1.10)
- Enhanced version of the Medical bay that provides an increased wound healing rate for humanoids (Players and troop pets)
- Module Level: 2
- Small Creature Defensive Field
- Module Level: 2
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (4)
- Description:
- Suppresses aggressive spawns in the vicinity, and repels existing aggressive creatures.
- It adds a defensive bonus against creature attacks, if a creature does decide to cross the barrier.
- Suppresses aggressive spawns in the vicinity, and repels existing aggressive creatures.
- Module Level: 2
- Large Creature Defensive Field
- Module Level: 3
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (8)
- Description:
- More powerful version of the Small Creature Defensive Field.
- Creatures crossing the field will have an Adhesive Mesh effect applied to them
- More powerful version of the Small Creature Defensive Field.
- Module Level: 3
- Small Humanoid Defensive Barrier
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Suppresses aggressive humanoid spawns in the vicinity, and repels existing aggressive humanoids.
- It also adds a defensive bonus against humanoid attacks on group members, when a humanoid does decide to cross the barrier.
- In PvP, the bonus is applied to those players who are in the group of the camp tender
- Suppresses aggressive humanoid spawns in the vicinity, and repels existing aggressive humanoids.
- Module Level: 2
- Large Humanoid Defensive Barrier
- Module Level: 3
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (8)
- Description: More powerful version of the Small Humanoid Defensive Field
- Module Level: 3
- Small Creature Pheromone Emitter
- Module Level: 3
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (4)
- Description:
- Increases the creature spawn rate within the vicinity of the camp
- Enables the camp to remain up during combat situation
- Module Level: 3
- Large Creature Pheromone Emitter
- Module Level: 4
- Module Type: Creature
- Profession: Bio-Engineer
- Cost: Expensive (10)
- Description:
- Bigger version of the Small Creature Pheromone Emitter
- Used to attract larger game creatures
- Bigger version of the Small Creature Pheromone Emitter
- Module Level: 4
- Small Creature Offensive Hide
- Module Level: 1
- Module Type: Creature
- Profession: Ranger
- Cost: Moderate (4)
- Description:
- Provides an offensive bonus against creatures while the player is in the camp
- Enables the camp to remain up during combat situation
- Provides an offensive bonus against creatures while the player is in the camp
- Module Level: 1
- Small Humanoid Offensive Parapet
- Module Level: 1
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Provides an offensive bonus against humanoids while the player is in the camp.
- In PvP, the bonus is applied to those players who are in the group of the camp tender
- Enables the camp to remain up during combat situation
- Provides an offensive bonus against humanoids while the player is in the camp.
- Module Level: 1
- Garage
- Module Level: 2
- Module Type: Humanoid
- Profession: Artisan
- Cost: Expensive (16)
- Description: A facility available to repair vehicles in the field. The repair would cost cash just as in town, and that money would go to the government.
- Module Level: 2
- Evacuation Shuttle Beacon
- Module Level: 4
- Module Type: Humanoid
- Profession: Artisan
- Cost: Expensive (24)
- Description:
- A shuttle port that allows players to transport back to town.
- It would not allow players to travel to the camp however.
- A camp with this module would only be deployable by a Faction member, and usable only by members of that faction.
- The cost of this module should be sufficiently high that deploying such a camp would only be used in the most dire of circumstances.
- As this is an evacuation system, the patrons should not be too picky as to where they go. The shuttle should simply go to the nearest available town.
- A shuttle port that allows players to transport back to town.
- Module Level: 4
- Covert Detector
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Cheap (2)
- Description:
- Works like a regular covert detector
- A camp with this module would only be deployable by a Faction member
- Works like a regular covert detector
- Module Level: 2
- Rallying Point
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Produces an increase in morale among the members of the tenders group who are in the camp
- Increases the maximum value of all nine attributes by a certain amount
- Module Level: 2
- Biogenic Amplifier
- Module Level: 3
- Module Type: Humanoid
- Profession: Bio Engineer
- Cost: Moderate (8)
- Description:
- The tender can add chef and smuggler goods into the device to produce a enhancing effect on every member of the group within the camp.
- The buff would not be as powerful as ingesting the item directly.
- The tender can add chef and smuggler goods into the device to produce a enhancing effect on every member of the group within the camp.
- Module Level: 3
- Camoflauge Netting
- Module Level: 4
- Module Type: Generic
- Profession: Ranger
- Cost: Moderate (8)
- Description: Applies concealment to a members of the tenders group while in the camp
- Module Level: 4
- The following are offensive weapons available to faction members for use in encampments. Such weapons would work in the same manner as the AT-ST, working only in faction warfare.
- The turrets and mines would only engage opponents able to attack the camp tender, and would produce a combat TEF on the tender when engaged
- Small Arms Emplacement
- Module Level: 2
- Module Type: Humanoid
- Profession: Squad Leader
- Cost: Moderate (4)
- Description:
- Provides an active defense system for Aggressives to the camp tender
- Enables the camp to remain up during combat situation
- Provides an active defense system for Aggressives to the camp tender
- Module Level: 2
- Machine Gun Nest
- Module Level: 3
- Module Type: Humanoid
- Profession: Weaponsmith
- Cost: Moderate (8)
- Description: More destructive than the Small Arms Emplacement
- Module Level: 3
- Rocket Launcher Nest
- Module Level: 4
- Module Type: Humanoid
- Profession: Weaponsmith
- Cost: Expensive (16)
- Description: More destructive than the Machine Gun Nest
- Module Level: 4
- Poison / Disease Aerosal System
- Module Level: 3
- Module Type: Humanoid
- Profession: Combat Medic
- Cost: Expensive (12)
- Description:
- The device renders poisons or diseases aerosol
- The tender can add poison or disease packs into the device and affect all agressives to the tender in the region of the camp.
- The effect would not be as powerful as having a Combat Medic perform the action himself.
- The device renders poisons or diseases aerosol
- Module Level: 3
- Mine Field
- Module Level: 3
- Module Type: Humanoid
- Profession: Weaponsmith
- Cost: Moderate (8)
- Description:
- An active defensive barrier with a set number of mines available working like a normal minefield
- Aggressives to the camp tender will be for a surprise if they stray into the camp.
- Enables the camp to remain up during combat situation
- An active defensive barrier with a set number of mines available working like a normal minefield
- Module Level: 3
An outdoorsman is at home in the wilds. Able to make his home where ever he so chooses. But as with all mortal beings, his back is only so strong, and can carry only so much stuff. With that, an outdoorsman can seek to set up a central repository for his goods while in a foriegn environment, within which he can store goods that may come in handy during his expeditions in the vicinity.
- Possible Implementation:
- The concept of the stash is a buried container that can be used to store items while away from your bank
- The structure would require a use of a lot, as it would be permanent and follow the restrictions of other housing
- The storage limit would be minimal, perhaps 25 items
- The visual graphic in the game space could be a dirt mound with a flag to mark the location
- The stash must be deployable on all available planets
- The concept of the stash is a buried container that can be used to store items while away from your bank