Since ZOS is still trying out different versions of forward camps I decided to present another concept:
It actually works quite similar to the old ones but has a few tweaks:
- 1. Setting up a Forward Camp takes 15s (can be interrupted by any ability) and automatically assigns the character to the camp.
- 2. There are three conditions for respawning:
- a) The character has to be assigned to it. Assigning a character to a camp takes 5s (can be interrupted by any ability) and cancels all previous assignments to other camps.
- b) The character has to be within it's radius. (I'd suggest half the distance between two keeps as radius)
- c) The camp mustn't be under attack.
- 3. After respawning Magicka, Stamina and Health Regeneration as well as Spell and Weapon Power are reduced by 50% for 8s. On top of the character respawns with 15% of his Max Magicka, Stamina and 30% of his Max Health.
- 4. A Forward Camp supports up to 72 (3 per character) respawns.
- 5. Up to 24 characters can be assigned to a single Forward Camp.
- 6. There are two versions of camps:
- a) Public: Any characters can assign himself to the Forward Camp and use it as respawn point.
- b) Group: Only characters within the group of the one that placed the camp can assign themselves to it and use it as respawn point.
- 7. It is now possible to place as many camps close to each other as desired
Some comments:
Thanks to the assignment requirement it is no longer possible to bloodport or set up a camp and instantly ressurect a whole raid, making camps actually worth protecting.
The differentiation between public and group camps is needed for groups who want to ensure the lives of their members in crowded locations.
The small death penalty ensures that killing a player close to his camp actually punishes him/her instead of simply refilling all ressources.
The respawn radius has to be kept in order to provide enemy with a small posibility to find the Forward Camp.
Thoughts?