Difference between revisions of "Camp General Information (Game Mechanics)"
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− | Camps are one use items and once used will stay up for | + | Camps are one use items and once used will stay up for 55 minutes before becoming abandoned. |
− | 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 becoming abandoned as long as you follow two rules: | + | 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. When a player disbands the camp, they are granted any accumulated experience during the period it was up and it is then removed from the game world. Camps can become abandoned if the player leaves the camp. Players can actually leave the camp and travel a short distance way without it becoming abandoned as long as you follow two rules: |
* 1) you must have spent longer time in camp than away from it and | * 1) you must have spent longer time in camp than away from it and | ||
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− | Once a camp becomes abandoned (for whatever reason) the player will no longer recieve experience from it and will despawn from the world within 2 minutes. To use a camp, a player may click on the camp in their inventory and use the deploy option on the radial or place the item on their hot bar. A camp must be outside of a city's municipal zone before it can be deployed (just like structures). Players are limited to only being able to deploy one camp at a time. They may deploy another camp as soon as the first one has been abandoned.<br><br> | + | Once a camp becomes abandoned (for whatever reason) the player will no longer recieve experience from it and will despawn from the world within 2 minutes. To use a camp, a player may click on the camp in their inventory and use the deploy option on the radial or place the item on their hot bar. A camp must be outside of a city's municipal zone before it can be deployed (just like structures). Players are limited to only being able to deploy one camp at a time. They may deploy another camp as soon as the first one has been abandoned. No evidence supports this, but its possible that the no build diameter set around camps is 64 meters (just like lairs). <br><br> |
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. | 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. | ||
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Camps offer the following abilities to players: | Camps offer the following abilities to players: | ||
− | * Able to instantly call out a pet and by pass the 15 second call timer. <br> | + | * Able to instantly call out a pet or vehicle and by pass the 15 second call timer. <br> |
* Able to use wound healing/buff packs on pets, players or self. <br> | * Able to use wound healing/buff packs on pets, players or self. <br> | ||
* Able to use entertainment abilities to heal player wounds (but not bf) <br> | * Able to use entertainment abilities to heal player wounds (but not bf) <br> |
Latest revision as of 05:13, 31 August 2009
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Game Mechanics - Mechanics Category
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Game MechanicsCamps are one use items and once used will stay up for 55 minutes before becoming abandoned. 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. When a player disbands the camp, they are granted any accumulated experience during the period it was up and it is then removed from the game world. Camps can become abandoned if the player leaves the camp. Players can actually leave the camp and travel a short distance way without it becoming abandoned as long as you follow two rules:
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:
Source References
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