Difference between revisions of "Camping (Skill Modifier)"

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== System Messages ==
 
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== SUI ==
  
  

Revision as of 10:14, 2 September 2007

Skill Modifier - Camping

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Description

A higher camping skill allows the use of increasingly complex camp kits.

Related Tags

0% This document has not been started.

Skill Modifier This document is relates to a Skill Modifier.

Enhanced Reflexes This document is related to the Enhanced Reflexes Profession.

Scout This document is related to the Scout Profession.

Ranger This document is related to the Ranger Profession.

Skill Mod Details

General

The camping modifier controls the player's ability to place and construct camps. A higher modifier allows a player to use and construct more complex camps although it has no purpose beyond 100 skill. A player can use a camp that is one skill block level higher than their current camping level. Note; this is probably like the trapping modifier where players can use camps if they are within a certain range of the level that allows them to create that camp, i.e survival 1 scout with +10 camping mod can use the Multipurpose camp that is at the +20 modifier as the player with survival 1 is within +10 of the schematic.

Camps offer the following abilities to players:

1. Able to instantly call out a pet and by pass the 15 second call timer.
2. Able to use wound healing packs on players or self.
3. Able to use entertainment abilities to heal player wounds (but not bf)
4. Auto heals ham pool wounds over a long period of time. 5. Use crafting stations and requisition GCW items through camp menus.


Camps are one use items and once used will stay up for 60 minutes before auto disbanding/packing up. Alternatively, players may use the camp terminal pad to manually disband a camp or check the camps' current up time status to see how long it has been placed, who created it, the medical rating, and to check number of visitors. Players can actually leave the camp and travel a short distance way without it disbanding as long as you follow two rules: 1) you must have spent longer time in camp than away from it and 2) you can not enter combat.If the player engages in combat, a camp automatically disbands. Once a camp disbands (for whatever reason) the player will no longer recieve experience from it and will despawn from the world within 2 minutes.


Experience

Ways to earn camping experience

1. Healing players (wounds or ham damage)
2. Number of visitors
3. Length of time the camp stays up


Camping experience is given based on the number and how long players stay in the camp, as well as how much healing takes place. To get the experience per tick, for players staying in the camp, the players must stay in the camp long enough to be counted. Experience gained is measured in a series of ticks with 2 second intervals that check all actions and visitors that go through the camp during this time. The camp must be down for at least one minute for the player to recieve any experience. The player gets a point of experience for every wound healed and a point for every damaged healed. The following shows how long a camp must stay up to recieve maximum experience as well as how the number of visitors affect the total length of time before maximum experience is achieved.

1 person = 20 + min for max exp (without Visitor/heal bonus)

2 people = 14 min for max camp exp (whout bonuses)

3 people = 10 min

4 people = 7 min

5+ people = 5 min 



The following values are the maximum experience possible if the player is alone
It is possible to exceed these values if a player has many visitors, or heals a lot of wounds
(taking a guess, the exceeding value cap may be up to 10% of the original max exp)

Basic Camp: 360
Multiperson Camp: 640.
Improved Camp: 800.
High Quality Camp: 1000.
Field Base: 1100.
High Tech Field Base: 1250. 



Healing Rates


Camps in both scout and ranger offer the ability to heal ham pool damage at a faster than normal rate, and also the ability to heal wounds without the use of medic/entertainer skills. Camps of all types are given medical ratings, with the same concept as those used in npc/player cities. These medical ratings help facilitate healing actions by providing the 'environment' factor to those actions. The medical rating is listed in the camp's information data pad along with the various other camp stats. Ham pool damage regenerates inside a camp at an increased rate based on the camp medical rating. Camp ratings range from 0.65, 0.75, 0.85 and up to 0.95 medical ratings. These values mean that ham regenerates at a 65%, 75%, 85%, and 95% increased rate, depending on what type of camp you enter. Wound healing tick rates between all camps are 10 to all stats per every 5 minutes. As far as entertainers go, they may perform in camps and heal mind wounds of players, but battlefatigue healing will not work. BF healing is intended to be done only in player structures, hotels, or cantinas. Another particular note about camps are the way they worked with droid medical rating.

In the live game, camp medical rating overidedthe droid medical rating forcing players to have ot heal outside the camp. This had the effect of lessoning the value of camping by adding on such tedious factors. It is proposed that this aspect be changed so that the droid rating overrides the camp bonus if the droid's rating is higher. If the camp rating is the higher of the two then, that should be the value used for healing/buffing and other related actions. From gathered information, it is to be believed that this value is not tied to camp medical rating. The camp medical rating break down is as follows:

1. Basic Camp                 0.65
2. Multi Person Camp          0.65
3. Improved Camp              0.75
4. High Quality Camp Kit      0.85
5. Field Base Kit             0.95
6. High Tech Field Base Kit   0.95



Special Features


1. Planet Map Display for high tech field bases
2. Purchase Faction items
3. Crafting stations for high level ranger camps

Two types of camps offer public crafting stations. These are the field base camp kits and the high tech field base kits. The field base camps are given a public level chemical/food crafting station where as the high tech field base is given both a chemical/food crafting station and a general/weapon crafting station. Another feature that is unique to the high tech field base is that if a player is Overt/special forces and places a Field Base or High Tech Field Base, they will automatically register on the Planetary Map. The camp is visible on the planetary map: rebel under Rebels/Camp category or Imperial/Camp category. The Overt player and other overt same faction members can requisition faction items and installations (though not NPC personnel nor droids) from the camp display. Faction items purchased at a camp seem to have been given a 1.5 x bonus cost to buy them (not sure if this is intentional or a bug). The items can be purchased using the same radial menu used to disband the camp. Players can requisition from two different categories

  • Items. These are weapons and armor.
  • Structures. These are the cool deployables like Faction Scanners, Turrets, Minefield and the Headquarters.



Creature Repellant


This feature was never implemented for camps, but was a widely advertised by the developers and a belief held by the community that camps on the live servers would deter creatures from attacking players who were inside them. This detterance factor would be a modifier applied to camps upon crafting, possibly experimentable or maybe an innate modifier that would increase with higher level camps. Perhaps we can add something similar to this with restrictions that the camp only offers protection when the player or group is not in combat.

System Messages

SUI

Formulas

Sources

Source Source in Context
Source 1 [Source 1]
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Source 11 [Source 11]
Source 12 [Source 12]
Source 13 [Source 13]
Source 14 [Source 14]
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Source 16 [Source 16]
Source 17 [Source 17]