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SWGRangers.com :: View topic - Modular Camp
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Modular Camp

 
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YT-2000
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Joined: Jul 25, 2008
Posts: 81
Location: Lancashire, UK

PostPosted: Thu Mar 26, 2009 9:25 pm    Post subject: Modular Camp Reply with quote

http://web.archive.org/web/20040926135648/forums.station.sony.com/swg/board/message?board.id=ranger&message.id=31335

Quote:
Camps has following inherent functionality:

* The ability to logout safely
* The ability to call vehicles, pets, and droids
* A default wound healing rate of 0.10

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
* 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 command called /changeTender can be used to assign someone else to be the owner of the camp. From then on, it is that individual that must remain within 500m of the camp to ensure that it remains active.
* In order to /changeTender the other player must be of the same faction if the current tender is non-neutral

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 forms of module types, but "Humanoid" and "Creature" slots will only allow their respective module types to be added.

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