Camping in SWG Nexus
Camping in SWG Nexus provides players with temporary bases in the wild, offering strategic advantages, crafting opportunities, and social hubs. With the release of patch v0.18.0, the camping system has been overhauled, replacing classic CU camps with modular NGE camps, introducing new camp types, and enhancing functionality with camp modules. This page details all camp types, modules, and their mechanics, helping Scouts, Rangers, and adventurers make the most of their wilderness outposts.
Overview
Camps in SWG Nexus are temporary structures that players can deploy to create safe havens in the galaxy’s untamed regions. They provide benefits like crafting XP, resource extraction bonuses, and access to specialized services (e.g., cloning, shuttleports). The v0.18.0 update revamps camping with longer lifetimes, modular designs, and new features like visitor tracking and expiration warnings, making camps more strategic and rewarding.
Key Features
- Modular Design: Camps now support modules, which add functionality like crafting stations, cloning facilities, or resource extraction bonuses.
- Crafting XP: Camps grant camp crafting XP based on time spent and the number of players present.
- Extended Lifetimes: Camp durations have been increased (x2 to x4 compared to previous versions).
- Visitor Tracking: System messages notify when players enter or leave a camp.
- Expiration Warning: A 2-minute warning alerts players before a camp expires.
- Visual Decay: Campfires turn to ashes (no smoke or fire) when a camp is abandoned.
- Camp Terminal: Provides status info (uptime, time left, healing bonuses) and allows owners to send waypoints to group members.
Camp Crafting
Camps are crafted using a generic tool (no longer requiring a structure tool, as of v0.18.0). Crafting assembly and experimentation are based on the "camp" skill mod, and resource requirements have been adjusted to align with the Scout profession, making camps more accessible to wilderness-focused players.
Camp Types
SWG Nexus offers seven camp types, ranging from the entry-level Basic Camp to the advanced Field Base. Each type has unique features, module capacities, lifetimes, and XP rewards. Below is a detailed breakdown of each camp type, including their requirements and benefits.
Camp Type Details
Basic Camp
- Description: The simplest camp, ideal for beginners. It provides a small, temporary shelter with no module support.
- Schematic: Granted at Novice Scout.
- Requirements: No camping skill points required—accessible to all players.
- Lifetime: 20–40 minutes.
- Max XP: 250 camp crafting XP.
Multiperson Camp
- Description: A new addition in v0.18.0, this camp bridges the gap between Basic and Improved Camps, supporting a single module for added functionality.
- Schematic: Granted at Scout: Survival II.
- Requirements: No camping skill points required.
- Module Support: 1 module.
- Lifetime: 40–60 minutes.
- Max XP: 500 camp crafting XP.
Improved Camp
- Description: A step up, offering more Space and module support for small groups.
- Schematic: Granted at Scout: Survival IV.
- Requirements: 10 points in camping (Novice Scout).
- Module Support: Up to 2 modules.
- Lifetime: 60–80 minutes.
- Max XP: 1000 camp crafting XP (increased from 600).
Advanced Camp
- Description: Designed for seasoned Scouts, providing more module slots and a longer duration.
- Schematic: Granted at Master Scout.
- Requirements: 20 points in camping (Scout: Survival II).
- Module Support: Up to 3 modules.
- Lifetime: 80–100 minutes.
- Max XP: 1500 camp crafting XP (increased from 800).
Quality Camp
- Description: A high-tier camp for Rangers, offering significant module support and rewards.
- Schematic: Granted at Ranger: Pursuit & Countermeasures I.
- Requirements: 40 points in camping (Scout: Survival IV).
- Module Support: Up to 4 modules.
- Lifetime: 100–120 minutes.
- Max XP: 2000 camp crafting XP (increased from 1000).
Elite Camp
- Description: An elite option for advanced Rangers, with extensive module support and a long duration.
- Schematic: Granted at Ranger: Pursuit & Countermeasures III.
- Requirements: 60 points in camping (Novice Scout).
- Module Support: Up to 5 modules.
- Lifetime: 120–140 minutes.
- Max XP: 2500 camp crafting XP (increased from 1100).
Field Base
- Description: The ultimate camp, reserved for Master Rangers, offering the most module slots and the longest duration.
- Schematic: Granted at Master Ranger.
- Requirements: 70 points in camping (Ranger: Pursuit & Countermeasures I).
- Module Support: Up to 6 modules.
- Lifetime: 160–180 minutes.
- Max XP: 3000 camp crafting XP (increased from 1200).
Camp Modules
Camp modules are craftable components that enhance a camp’s functionality, providing benefits like extended lifetimes, crafting stations, or specialized services. Each module is tied to a specific profession, with crafting requirements and XP rewards aligned accordingly. Below is a detailed list of all available modules and their mechanics.
Module Types
Survey Module
- **Description**: A new module introduced in v0.18.0, providing a bonus to hand sampling extraction rates for all players within the camp.
- **Schematic**: Granted at Master Artisan.
- **Crafting**: Uses General Assembly/Experimentation skill modifiers; grants general crafting XP.
- **Effectiveness**: Resource quality (conductivity) determines the extraction rate bonus (2–5% per module). Stacks with other Survey Modules, capped at 20%.
- **Notes**: Extraction rate is displayed in the camp terminal status if this module is active.
Battery Module
- **Description**: Extends the lifetime of the camp, allowing for longer operations.
- **Schematic**: Granted at Droid Engineer: Blueprints I.
- **Crafting**: Uses Droid Assembly/Experimentation skill modifiers; grants Droid Engineer crafting XP.
- **Effectiveness**: Resource quality (conductivity) determines the additional lifetime (15–30 minutes per module). Stacks with camp lifetime and other Battery Modules.
Shuttle Beacon
- **Description**: Enables the camp to access a shuttleport, facilitating travel.
- **Schematic**: Granted at Shipwright: Core Systems IV.
- **Crafting**: Grants Shipwright crafting XP.
Cloning Tube Module
- **Description**: Allows the camp to function as a cloning facility, providing a respawn point.
- **Schematic**: Granted at Bio Engineer: Clone Engineering IV.
- **Crafting**: Grants Medicine crafting XP.
Entertainment Area Module
- **Description**: Permits entertainers to apply performance buffs, similar to a cantina.
- **Schematic**: Granted at Entertainer: Item Use IV.
- **Crafting**: Uses Prop Assembly skill modifier (no experimentation).
- **Known Issue**: In Multiperson Camps, sitting in one chair may place the player just outside the camp radius, potentially affecting buff application.
Junk Dealer
- **Description**: Spawns a junk dealer in the camp, allowing players to sell items.
- **Schematic**: Granted at Smuggler: Underworld IV.
Imperial / Rebel Recruiter
- **Description**: Spawns a faction recruiter in the camp, enabling faction-related interactions.
- **Schematic**: Granted at Architect: Construction IV.
- **Notes**: Planned to be removed as a craftable schematic and moved to purchasable items on faction vendors in a future update.
Craft Station Modules (Clothing/Food/Space/Structure/Weapon)
- **Description**: Creates a crafting station in the camp based on the module type, allowing players to craft specific items.
- **Schematic**: Granted at Architect: Construction IV.
- **Notes**: Effectiveness is not currently tied to the quality of the crafting station used to craft the module, limiting customization.
- **Known Issue**: Variable efficiency based on station quality is not implemented.
Camp Terminal
The camp terminal serves as the central hub for managing a camp, providing status information and group coordination features.
The Status Dialogs primary action opens a dialog showing:
- Uptime
- Destruction Time
- Time Left
- Wound Healing Bonus
- Extraction Rate (if a Survey Module is active)
- Waypoint Sharing! Camp owners can send a waypoint to the camp to all group members, improving coordination.
Known Issues
The following issues are known as of v0.18.0 and are being addressed:
- Field Base Camp: Multiple fires are present, but only one is extinguished when the camp is abandoned, causing visual inconsistencies.
- Entertainment Area Module in Multiperson Camp: Sitting in one chair places the player just outside the camp radius, potentially affecting buff application.
- Survey Module: Component quality does not currently affect efficiency, limiting customization.
- Craft Station Modules: Lack variable efficiency based on the quality of the crafting station used to craft the module.
- Faction Recruiter Modules: Still craftable via Architect; planned to move to faction vendors as purchasable items.
The camping system in SWG Nexus offers a robust and strategic way to establish temporary bases in the galaxy. With a range of camp types and modules, players can tailor their camps to suit their needs, whether for crafting, resource extraction, or social interaction. Scouts and Rangers, in particular, will find these changes enhance their wilderness GAMEPLAY, providing new opportunities for progression and teamwork.