Squad Leader Archive

Thread: Why we should have forts

Therascalking3
Thu Aug 19, 2004 9:13 am
#1

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.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
PanzerGR
Thu Aug 19, 2004 9:56 am
#2

all my thoughts on it are posted in Strudles Vision of SL......page 2



but to be brief. They allow the SL to help portray and act otu their role as a Platoon Sarge......a strong and effective elader who helps get the best out of his troops.


THing sliek forts and the E-web, etc and other joint ventures help to bring amore networked and cohesive group into being. They also provide yet anothe rvaluable tool for gorups ot utilize, givve SL's more to do, and provide SL's with more flexibilty in having the right toolf or the job.


We have ample roomt o add a feature liek this into master or novice skillbox without devoting any of the branches to it. The only "skill" w eget at novice is /sys and we get nothing in master.




"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

MailekEOC
Thu Aug 19, 2004 2:11 pm
#3

You said it panzer, have a few sprinkled through the profession just not an entire tree dedicated to them. Also I have and always loved the idea of the E-Web, I know commandos are supposed to be getting a new weapon or two, maybe thats one of them.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


Yog-Soth
Fri Aug 20, 2004 4:27 am
#4

SINCE EVERYONE IS POSTING IN THE WRONG THREEADS I WILL POST HERE..


1. IT'S STUPID IDEA


2. I DONT CARE HOW MANY TIME I READ THE DAMN THREAD, UT'S A STUPID IDEA.


3. MARINES MAKING A CAMP , IS NOT THE SAME AS MAKING A FORTIFIED BUIL,DING


4. IT'S STUPID




Master-Sergeant Tanthis Byblos; SquadLeader

"Get off my obstacle Private ! Get the **** off my obstacle !! "
Yog-Soth
Fri Aug 20, 2004 4:52 am
#5

wot i think SL's should do

1. they should be able to fly

2. they should be able to do stat migration

3. they should be able to clear all combat states, cure disease and poison

4. they should be able to craft buildings, weapons and armor

5. they should be able to track NPCs and PCs as well

6. they should be force sensitive


now if you disagree with any of these, it's because you didnt read my post, and your a sill noob


(this is the arguement you give me because i am not convinced to support it. I obviously diudn't read some magical thread of brainwashing... Yes i did read the fort thread, guess wot i still disagree, just as your disagreeing with the above list.)



Master-Sergeant Tanthis Byblos; SquadLeader

"Get off my obstacle Private ! Get the **** off my obstacle !! "
Therascalking3
Fri Aug 20, 2004 6:31 am
#6

who said we are disagreeing with the above thread? hey if the devs want to make us godlike let them its good payback for over a year of neglect.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
DK_CRAKER
Sat Aug 21, 2004 9:27 pm
#7






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



all I know is that I don't know
all I know is that I don't know nothin'






I'm still going through Moun Gold withdrawl
DiLune
Sun Aug 22, 2004 6:02 pm
#8

Thank NRaas and Calculus (and the other rangers) for this one. I think we should have forts because this is just way too cool:



"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 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

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.

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


  • Multiperson Camp Kit

    • Available at Survival II
    • One optional Level 1 Generic slot


  • Improved Camp Kit

    • Available at Survival IV
    • One optional Level 1 Generic slot, and One optional Level 2 Generic slot


  • Advanced Camp Kit

    • Available at Novice Ranger
    • One optional Level 1 Generic slot, and One optional Level 3 Creature slot


  • High Quality Camp Kit

    • Available at Frontiering II
    • One optional Level 2 Generic slot, and One optional Level 3 Creature slot


  • 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


  • 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


  • Standard Fortification Kit

    • Available at Novice Squad Leader
    • One optional Level 1 Generic slot, and One optional Level 3 Humanoid slot


  • 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


  • 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


  • 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

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


  • 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


  • 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


  • 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)


  • 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


  • 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)


  • 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.


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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.


  • 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.


  • 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


  • 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



    • 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.


    • 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


    • 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


    • Machine Gun Nest

      • Module Level: 3
      • Module Type: Humanoid
      • Profession: Weaponsmith
      • Cost: Moderate (8)
      • Description: More destructive than the Small Arms Emplacement


    • Rocket Launcher Nest

      • Module Level: 4
      • Module Type: Humanoid
      • Profession: Weaponsmith
      • Cost: Expensive (16)
      • Description: More destructive than the Machine Gun Nest


    • 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.


    • 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 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
    Darth_Sushi
    Sun Aug 22, 2004 10:44 pm
    #9


    I really dig this modular camp thing. But to clarify, since maybe I didn't read closely enough, do we build the camps ourselves or just build the modules to enhance an existing camp, or does somebody else build the modules and we then obtain them and add them to the camp?






    UNAGI__N__[ONE TOUGH SQUID]
    Officer Senator Insurgent

    I play on Bria because Hell was full.


    DiLune
    Sun Aug 22, 2004 11:35 pm
    #10

    The module itself usually says who makes it. Most are made by the particular profession. Some require stuff from Archs or WS depending.
    Therascalking3
    Mon Aug 23, 2004 5:58 am
    #11

    well this would definitely be a cool system to put into place. The only problem is if a lot of it isnt made by the SLs and Rangers who use it then we will all be broke for buying it. Unless we have guildmates who can make all of it for us with unlimited resources.


    Still the whole modular idea is awesome it gives the ability to customize a camp for exactly the situation you need it for. Great idea.


    this would be a harder system to implement and would take time but sounds to be worth it.



    Edoh
    Member of Sturmgrenadier
    Master Squad Leader
    Master Carbineer
    Starsider
    Deplomatic
    Wed Aug 25, 2004 11:40 am
    #12

    Since there is a Thread why weshould'nt have forts

    i figerd we sould have a thread why we sould have them


    Becose thay would be fricking Asome! Of corse...



    Rancis - Chimaera
    Master Squad Leader - Master Pistoleer
    *Squad Leader since the dawn of the Galaxies*
    Therascalking3
    Wed Aug 25, 2004 11:45 am
    #13

    there was one i made them at the same time.


    Everyone was posting in the opposite one so i made a single thread to discuss the entire idea hence the thread


    Fort Discussion (forget the other threads)



    Edoh
    Member of Sturmgrenadier
    Master Squad Leader
    Master Carbineer
    Starsider
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