Following on from Fred's idea of modules being 'dropped' into certain slots by the respective profession this is how id like to see modular camps work.
Camp would be redesigned with respective slot areas assigned around the camp in the places specified in the screenshots included later. Each slot could accomodate a certain module if the user wishes and this can change the look of the camp entirely.
Each module would be created to have a visual apearance in the slot area. So for example if i dropped a hunting blind module in a level 1 slot, in that slot would apear a nice hunting blind and the benefits would be added to the camp.
When you want to create a camp, the ranger would drop the desired base kit. This base kit has standard auto healing and pet/vehicle calling functionallity preasent atm. However they would also have slot depending on their size.
Once the ranger has dropped the base kit, the players who are in the rangers group can start dropping in modules if they wish to customise the camp to fit the situation. For example the group wants to hunt high level creatures but lower the risk factor so they create a high level hunting kit:
The ranger would put down a HTFB and add an Enhanced Hunting Blind in a level 2 slot and a Pheromone Emmiter in a level 1 slot. The Squad Leader would add a level 2 Assault Site module and a Base Of Operations package to the remaining level 1 slots giving the camp:
Enhanced Tender Range of 1000m
Defensive Bonuses
Offensive Bonuses
SL Bonuses
Harvest Bonus (to the ranger)
Trapping Bonus
Increased Critter Spawn Rate within 1000m
This would make a very effective camp set up that was totally customisable for the situation needed. It would make groups much more attractive and also SL and Rangers much more desirable in groups.
With this in mind i have come up with a small draft design:
Base Kits: Here are how i would like to see the module slots assigned and located in camps. I think the positions highlighted in the screenshots are perfect because they are spaces within the camp and only needs and addition to the camp layout rather than a total redesign. Anyway, take a look:
High Tech Camp Kit: 2 module slots (2x lvl1)
Field Base Kit: 3 module slots (2x lvl1 - 1x lvl2)
High Tech Field Base Kit: 4 module slots (2x lvl1 - 2x lvl2)
Modules:
Name: Hunters Blind (level 1)
Description: Provides the camp users with a purpose built base of hunting operations
Effects: Huting Bonuses
> Creature To Hit Bonuses (moderate amount)
> Basic Hunting Range (camp stays up if tender is within 500m of camp)
> Combat Capabilities (camp stays up in combat)
> Harvest Bunus (slight)
Created: Ranger
Used: Ranger
Name: Advanced Hunters Blind (level 2)
Description: A much more effective version of the 'Hunters Blind'
Effects: Hunting Bonuses
> Creature To Hit Bonuses (substantial amount)
> Enhanced Hunting Range (camp stays up if tender is within 1k of camp)
> Combat Capabilities (camp stays up in combat)
> Harvest Bonus (moderate)
> Trapping Bonus (significant)
Created: Ranger
Used: Ranger
Name: Creature Pen Module (level 1)
Description: Provides the camp users with a creature habitat to enhance the regenerative properties of their pets
Effects: Creature/Pet Healing
> Enhanced Creature/Pet Healing (aslong as pet is within the boundaries of the camp it is granded great regen properties)
Created: Creature Handler
Used: Creature Handler
Name: Crafting Module (Weapon, Droid, General) (level 1)
Description: Provides the camps users with a high level weapons, droid and general crafting station
Effects: Crafting
> Weapons, droid, general crafting station
Created: Artisan
Used: Anyone
Name: Crafting Module (Medical) (level 1)
Description: Provides the camp users with a high level medical crafting station
Effects: Crafting
> Medical Crafting Station
Created: Artisan
Used: Medic
Name: Factory Unit (Equipment) (level 2)
Description: A temp factory with limited space to aid in mass and batch production of vital items
Effects: Crafting
> Equipment Factory
Created: Artisans
Used: Anyone
Name: Factory Unit (Medical) (level 2)
Description: A temp factory with limited space to aid in mass and batch production of vital items
Effects: Crafting
> Medical Factory
Created: Artisan
Used: Medic
Name: Pheromone Emitter Module (level 1)
Description: Emits an attractive pheromone that increases creature activity in the area
Effects: Hunting
> Increases spawn rate in the area
Created: Bio Engineer
Used: Rangers
Name: Defesive Creature Repelant Module (level 1)
Description: A potent repelect that repels agressive creature activity around the perimeter of the camp
Effects: Defense
> Reduces spawn rate around the camp
> Repels agressive creatures from the camp perimeter
Created: Bio Engineer
Used: Rangers
Name: Defensive Hunting Shield Module (level 2)
Description: Provides camp users with defensive bonuses whilst within the hunting area (1000m of camp)
Effects: Hunting
> Enhanced Hunting Range (tender can hunt up to 1000m from camp and it remain up in combat)
> Ranged Defense
> Melee Defense
Created: Armoursmith
Used: Rangers
Name: Evacuation Shuttle Module (level 2)
Description: Provides the users of the camp with an emergency evacuation shuttle to escape potentially death.
Effects: Leadership
> Evacuation (transports the user to the nearest startport by using the terminal even whilst in camp)
> Evacuation Premium (automatic 5000 credit charge for the service)
> Evacuation Liability (automatic 50 wound cost, buff loss and 300 battle fatigue gain for using the service)
> Combat Capabilities (camp remains up in combat)
Created: Architect
Used: Squad Leaders
Name: Base Of Operations Module (level 1)
Description: Grants the squad leader bonuses to his/her skills
Effects: Leadership
> Bonuses to SL skills (please specify)
Created: Squad Leaders
Used: Squad Leaders
Name: Assault Site Module (level 2)
Description: Gives defensive bonuses and to-hit modifyers to the camp user and his/her group within the assault radius (1000m)
Effects: NPC/PvP combat
> Ranged Defense
> Melee Defense
> To-Hit Bonus
> Combat Capabilities (camps remains up in combat)
Created: Squad Leaders
Used: Squad Leaders
Name: Garage Module (level 2)
Description: Allows camp users to repair their vehicles in the field at an extra charge)
Effects: Vehicular Repair
> Allows repair of vehicle
Created: Master Artisan
Used: Anyone
Future Potential
Name: ROCD Uplink Module (level 2)
Description: Provides an uplink to the Ranger Oganic Contract Database (ROCD)
Effects: Trade/Organic Harvesting
> Access to ROCD (allowing browsing of contracts and contract status)
> Trade over ROCD (allows a ranger to trade his/her organics with a contract via this terminal for instant credits/organic transfer)
Created: Artisans
Used: Rangers (also only accesible by rangers *master even?*)
ROCD (Ranger Organic Contract Database)
This feature would come as part of the merchant and bazaar revamp. It would be a system where a merchant could access a special feature within the bazaar terminal allowing for the creation of resource contracts. The aim of this feature is to allow players to create and accept 'official' contracts of employment to other players for organic trade.
To create an organic contract:
- Merchant accesses ROCD feature in the bazaar terminal
- Merchant opens a new contract which allows him/her to select resource type and name
- The merchant then selects the contract amount up to 100k per contract, the cpu rate and the min stack size (1000 units total min amount).
- If the merchant wishes a password can be created so only a the rangers who the contractor tells the password to can take the contract
- The merchant is then 'charged' the full contract amount up front to place the contract on the database
- The merchant recieves a data device in the datapad that details the current status of the contract
The contract will now apear on the ROCD and be browsed with various search options via the bazaar by a novice merchant or novice ranger or by any ranger via the ROCD Uplink Terminal in a ranger camp with the correct module installed.
To browse a contract via the Uplink Terminal or Bazaar you must follow these steps:
- Open the bazaar/ROCD Uplink Terminal
- Access the database and perform the search via accending/descending lists of various criteria (contractor, resource type, resource name etc)
- Select the contract you wish to take and press 'Details'. The details page will have contractor info, and current ranger suscriber list to show the competition for this contract.
- If the contractor has put a password on the contract, the ranger must enter the password correctly and the details screen will load up with the info
- If this contract is the one you wish to hunt for press the 'Suscribe' button to indicate your interest in hunting this resource for this contract
- You will then be asked what amount you are aiming to secure.
- The ranger types the amount they will hunt and their name and amount is added to the details page of that contract.
- The ranger leaves to hunt
To fullfil a contract you must follow these steps:
- Access ROCD via the Uplink terminal or Bazaar and select the contract(s) you have suscribed to (highlighted).
- The details screen will apear showing the amount still needed on this contract
- The ranger selects the 'Fullfil' button and is presented with a slider box (similar to bank withdrawl box) with total stack size they have and the amount they want to offer (up to the contract limit).
- Once the ranger has selected the amount he/she wishes to Fullfil (must be in 500 unit increments) a confirmation window is given indicating if you have a desire to proceed with the transaction
- If the ranger chooses Ok then the units choosen will be exchanged for the CPU equiviant
The contract termination/fullfilment:
When the contract max amount has been reached:
- The contractor will recieve an email containing: Congratulation note, names of the hunters who deposited organics, the time it took to fullfil, and a wp to the terminal where the resources are located (the full contract stack is located at the terminal the merchant used to create the contract under the available tab)
- The suscribers will recieve an email saying thank you for your services the contract is now closed
- The contract is removed from the ROCD
When the contract is terminated by the merchant:
- The contractor recieves the credits that have not already been 'claimed' by hunters in his/her bank account minus 20% cancelation fee.
- The suscribers are emailed detailing the contract has now been terminiated, thank you for your efforts.
- The contract is removed from the ROCD