Difference between revisions of "Camping (Skill Modifier)"
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+ | |width="150px"|'''Source'''||width="450px"|'''Source in Context''' | ||
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+ | ||[[Camping 1 (Source)|Source 1]]||[[Camping Context 1 (Source)|Source 1]] | ||
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+ | ||[[Camping 3 (Source)|Source 3]]||[[Camping Context 3 (Source)|Source 3]] | ||
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+ | ||[[Camping 8 (Source)|Source 8]]||[[Camping Context 8 (Source)|Source 8]] | ||
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+ | ||[[Camping 12 (Source)|Source 12]]||[[Camping Context 12 (Source)|Source 12]] | ||
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Revision as of 01:06, 2 September 2007
Skill Modifier - Camping
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DescriptionA higher camping skill allows the use of increasingly complex camp kits. |
Related Tags
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Skill Mod Details
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. 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.
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.
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, 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.
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.