Guide to Player Camps

The crafting process works similar to droid creation, with the base camp accepting a number of optional modules to add a wide variety of features to the camp.


Resource Requirements - Modules

 
 
Camp Battery

 

Extends lifespan of the camp by up to 30 minutes

200 Copper 
200 Steel
 
Cloning Tube

 

Allows dead player to clone at the camp

150 Aluminum
150 Inert Petrochem
 
Clothing Station

 

Acts as a  private crafting station

200 Hide
1 Clothing and Armor Crafting Station
 
Entertainment Area

 

Acts as a cantina

100 Hide
100 Metal

 

 

 
Food Station

 

Acts as a private crafting station

200 Hide
1 Food and Chemical Crafting Station
 
Imperial Recruiter

 

Adds an Imperial Recruiter

200 Hide
150 Metal
 
Junk Dealer

 

Adds a Junk Dealer

200 Metal
150 Steel
 
Rebel Recruiter

 

Adds a Rebel Recruiter

200 Hide
150 Metal
 
Ship Station

 

Acts as a private crafting station

200 Hide
1 Starship Crafting Station
 
Shuttle Beacon

 

Allows players to shuttle TO the camp from a shuttleport

200 Steel
50 Crystalline Gemstone
 
Structure Station

 

Acts as a  private crafting station

200 Hide
1 Structure and Furniture Crafting Station
 
Weapon Station 

 

Acts as a private crafting station

200 Hide
1 Weapon, Droid and General Item Crafting Station
 
 

 

Resource Requirements - Camps

 
 
Basic Camp  

 

lasts up to 20 minutes

200 Hide
150 Non-Ferrous Metal
1 Camp Module (Optional)
 
Improved Camp 

 

lasts up to 25 minutes

300 Hide
150 Non-Ferrous Metal
2 Camp Modules (Optional)
 
Advanced Camp 

 

lasts up to 30 minutes

100 Hide
250 Leathery Hide
150 Aluminum
3 Camp Modules (Optional)
 
Quality Camp 

 

lasts up to 35 minutes

100 Hide
250 Leathery Hide
150 Aluminum
4 Camp Modules (Optional)
 
Elite Camp

 

lasts up to 40 minutes

200 Hide
250 Non-Ferrous Metal
250 Metal
150 Aluminum
5 Camp Modules (Optional)
 
Luxury Camp 

 

lasts up to 45 minutes

250 Aluminum
700 Copper
300 Non-Ferrous Metal
6 Camp Modules (Optional)

 

 
 

 

Required Tools

All Camp Modules may be crafted with a Generic Crafting Tool. All camps except for the Luxury Camp my be crafted with a Generic Crafting Tool. The Luxury Camp requires a Structure and Furniture Crafting Tool. None of these items requires a station to produce.


Camp FAQ

 

Q: Does the camp have to be occupied to appear on the shuttle list?

A: No. As long as the camp is up and has a shuttle module, it will show up.

 

Q: How many camps can be placed by a toon?

A: A toon may only have one camp unpacked at any time.

 

 

Q: How many times can the camp be deployed? Are the re-deedable?

A: Camps may only be deployed once, and cannot be re-deeded (only destroyed).

 

 

Q: Who can place camps?

A: Anyone may place camps, however only Architects have the schematics to craft them.

 

Q: Can both Imperial and Rebel Recruiter modules be placed in the same camp?

A: No. This was changed on 2/12/07. Camps with both recruiter modules will only spawn an Imperial Recruiter. It does not matter what order you place them in, it will always be Imperial if both are present.

 

Q: Do you name your camp when you place it?  How is it named on the Shuttle list?

A: You cannot name your camp when you deploy it. On the Shuttle list, it will appear as Owner's Camp (ex, Kohreval's Camp).

 

Q: Does resource quality matter?

A: Only for camps and certain modules. If it has an exp line, use the best stuff you can find. If not, use any old junk.

 

Q: Do buff durations vary between camp styles?

A: No. Any camp will provide the same cap on buff durations. Select your camp based on the number of modules you need (Thanks to Aydhan).


 

 

Q: Can these items be mass produced?

A: Yes. All modules and camp can be turned into schematics. You'll need a Structures factory to produce them.

 


Q: Can multiple batteries be placed inside a camp?

 

A: Yes. You can place multiple batteries. Each battery will increase the lifespan by up to 30 minutes (100% experimentation). This means a Luxury Camp with 6 capped batteries will remain up for 3 hours and 45 minutes.

 

Q: What stats matter when experimenting?

A: OQ is the only stat that matters.