American_Angel

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  1. And no...missions are not required. Exploration badges are.
  2. Just as I created the coolest rooms thread, I realize that 2 seperate threads for tech/arcane bases would be useful.

    So heres the ARCANE BASE thread!

    Post your pics! Let's see the best of the best!
  3. Just as I created the coolest rooms thread, I realize that 2 seperate threads for tech/arcane bases would be useful.

    So heres the TECH BASE thread!

    Post your pics! Let's see the best of the best!
  4. btw:

    For those "What if we need the roster space?" people.

    If you can't make due with 149 members, you're a poor leader and making excuses.
  5. The solution is simple...give Super Leaders a 180 day auto demotion to account for economic troubles and such. That way, other leaders can eventually inherit, but the Superleader will have time to recover or such.

    I had a friend go unemployed and his computer went out. He didn't return until recently. I'm the found of the sg and the Super Leader, but he stayed in touch by email while he was gone over a year (or close to it).

    I promoted him straight to 5th lvl soon as he returned.

    But as the founder, I would be peeved if I lost my SG due to unforeseen circumstances. What if I have to do 3 months active duty in the military? Or what if I'm laid up in a hospital for a few months?

    Super Leaders should at least have 180 days, and Founders should be flagged so they cannot be removed unless they quit themselves.
  6. [ QUOTE ]
    I would like to have my own personal hideout. My own Fotress of Solitude for say. I like the sg thing. But I like to solo a few of my toons. A place to store recipes and what nots. It could be put into an expansion pack.

    [/ QUOTE ]

    SGs better get recipe storage before you get your lair...
  7. [ QUOTE ]
    Well.. bad players are bad

    No matter how they got their levels

    These posts (just as a "Lets all go Farm" post) just add to the Bonfire.

    Let's see what Positron is going to do first and worry afterwards, when all suggestions can be of the

    - Please lessen nerf for _us_

    category, which is a much nicer way to go about it.

    [/ QUOTE ]

    That's a bit judgemental. Bad, inexperienced players can be molded into good players by the right relationships ingame (such as an sg that teaches).

    But I also agree with the original poster. There are far too many players now that are weeks into the game with 50s...and they don't understand the game at all. And whenever you get sg recruits these days, no matter their level, most of the time all you hear is "can someone help me level?"

    So much good content being missed. And going through it makes good players most of the time.

    On the other hand, it's also nice to know I don't have to grind to get my levels on my 5th tank because of the lack of options in archetypes.

    Especially when I have all the other ATs on various servers.
  8. The arc I'm working on is taking me close to a month to develop...partly because of SG (leader) duties, but mainly because of the massive amounts of detail.

    It's one mission away from completing (finally) and yesterday I just dropped random text into the error fields in mission 5 so that I could test it.

    In the first mission, the mobs are 1-54, set to easy. The mobs all have detailed descriptions, and the entire arc is purely story-driven.

    So yesterday a frein and I tested the first 2 missions. He was on a scrapper, I was on a Fire/Kin.

    I died on the first mission, twice. No biggy. Mostly because I hit the wrong buttons on my keyboard.

    The map was the forest map. The mobs ranged from SS/Invuln tank to Electric Blaster...and a healer. It didn't seem farmable to me, but if two Fire/Kins teamed up, or a Fire/Kin and Archer/Psi did...I think it might be farmable.

    The electric blaster holds...I did that to offset the farming.

    With just two of us, the mob groups were 5 strong. All LTs (if I remember right).

    The second mission exempted us down to 46 (boss is a standard longbow boss who is 46 I think).

    My goal for the mission is a task force style arc. I'm at 97.23% atm, but all my mobs are dropped into mission 5 already, so all that's left is the huge amount of text (grumble).

    My concern though is that one of the missions could be viewed as a farm. The first two missions are Ally's. The 3rd is defeat all. 4th is collection. 5th is defeat all.

    Don't know what other info to provide other than it's not published yet...waiting till all is done, then will seek feedback.
  9. [ QUOTE ]
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    Set a "free a captive" to single only, and tie an ambush to him... and you get a "Hot Door" (ambush that hits the second the players zone in)

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    This should really be in the second section, i.e. don't do this. People with long load times could very well zone into the mission dead.


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    It sounds like the OP wants their arc to be 1-stared by ragequitting Mastermind players.

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    Heh, it's in "scary things 201596"... and in the very first mission. Minion level mechanical spiders from the Arachnos set attack... Even a soloing mastermind should be be able to get some defenses up long before they take you down. A full team will face a wall of these things.... but even still... more scary than lethal. Which was my intent. This ambush stays.... still trying to tweak the second mission though, so the zombie little girls aren't quite as tough

    [/ QUOTE ]
    Don't expect good ratings...

    ...I do think zone-in ambushes are a good idea in some circumstances...but only when used for the purposes of story development and only with easily defeated mobs.
  10. Suddenly over the lasty couple days, the only GMs I can find on freedom are sally and Krakken.

    Usually there are more than this! Even the Octopus is strangely absent. I have looks several times through the last 2 days.
  11. [ QUOTE ]
    I would also lean towards anything that has greater utility to the rank and file sg member (not just the base designer).


    [/ QUOTE ]

    What do you mean by that?
  12. American_Angel

    Tanker Offense?

    [ QUOTE ]
    I'm curious to know what people would think if Tankers had access to ranged attacks?

    I mean, it seems to me that damage is damage, whether it's from melee or range, so what difference does it make if the tanker has ranged attacks, if you see what I mean?

    This comes to mind because I've made a number of NPCs for the MA, and in the case of most of the "tankerish" characters, I've given them the Dominator Assault sets instead of the straight melee or Ranged sets. It helps enormously with certain concept characters (like Iron Man types, who are supposed to be tough, but also have blasts).

    Damage output would still be in the usual Tanker range, so I don't see it stepping on the toes of the Blasters any more than they step on Scrappers' toes now.

    I anticipate the cries of "TANKMAGE!" but again, damage would still be in the usual Tanker range (lower, in fact, since ranged attacks do less damage in general than melee), and damage is damage, whatever the source.

    The only thing I'm not certain of is how it would affect aggro control. That is, for ranged attacks, would the Gauntlet aura happen around the Tanker or the Target?


    What do you think? What if they proliferated a few Energy/Electrical/etc. Assault sets over to Tankers (and possibly other melee characters)?

    [/ QUOTE ]

    Possible solution on the taunt issue...just like dark defends can put an accuracy debuff on mobs from a distance...I would imagine a Taunt aura would work. In fact...I love the idea of a toggle taunt

    I would love a blaster tank of some sort...obviously the attacks would not be as strong as real blasters, but I se no reason why this cannot happen.

    As far as that goes...you could do it for scrappers too...although THAT would be more like a blaster I think.

    INSERT: I want shape changers! "Wonder Twin powers activate!" (showing my age here)
  13. [ QUOTE ]
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    If I take Fighting, will Weave and that stuff run while in Granite form?

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    Running Granite will only de-toggle the other active armors in the set: Rock, Brimstone, Minerals and Crystal. So Tough and Weave will still be active if you can manage the endurance.

    [/ QUOTE ]
    It also stops travel powers.
  14. If I take Fighting, will Weave and that stuff run while in Granite form?
  15. [ QUOTE ]
    search search search search search. please for the love of god, search first before you post the kind's of ideas. search is your friend and it won't bite you. in fact if you don't want to use the search funtion, then use the numbers at the bottom of the screen that changes pages for you. all of these ideas can be found within a couple pages. and with all those ideas are many, many reasons why they won't work or just wont happen.

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    And, for the love of God...please...please...please stop being a total jerk.
  16. [ QUOTE ]
    If it were only that simple..

    They talked about doing some more work on bases, once semi-recently prior to I13 and back before that, "way back in the day".
    I had to dig through some really old and dusty bookmarks to find this because its been so long.

    Ok, It was semi-recently mentioned in a Massively.com article: "CoX Issue 13: All your base are belong to us?" by Adrian Bott, Jun 5th 2008 at 1:30PM

    [ QUOTE ]
    "The former Lord Recluse, Serdar Copur, first mentioned that 'both Supergroups and Bases will be getting some much needed love over the next few updates' [u]as long ago as April '07.[u]"

    [/ QUOTE ] That last underlined part was a link to this article: CoH Community Quiz: Serdar Copur Q&A by Dana Massey, 9 Apr 2007 12:42 pm

    These 2 articles talk about most of the the major problems & proposed additions or changes regarding Bases, in practice it's been a serious example of "Be careful what you wish for!"

    IMO, The best thing they've done so far as Bases - was turning of the idiotic "pathing", and we don't really know if that's gonna be permanent.
    The revamped base raiding stuff they had originally worked up for I13 - according to some reports of the internal testing... Well it turned out to be a fat sack o' suck (I am paraphrasing of course)

    We do know there would likely be 'mass riots' (in the Base Building Community) if they were to bring back "raid pathing" without some option to leave it OFF for those that don't have any interest in having there Bases raided, EVER.

    The Devs/Testers seemed to realize just how badly the destruction of Base Items was gonna suck - for most players and especially - the idea of losing Prestige due to damage, and/or just how the "Repair Items" would actually work, and that ever presuming there was no (or very little) loss of Prestige when items are "destroyed" - having to go back into the Editor and replace stuff would SUCK - even if they somehow managed to leave the raid pathing mostly off = So that "stacking" would still work for those into decorating their bases...

    And the idea of how generic and boring PvP raid bases would probably end up being - assuming they'd be built almost entirely for function. They'd probably be an eyesore, and players would quite likely come up with the "Ideal PvP Base Builds" - with min-maxed FotM "Raiding Bases" - where players wouldn't want to use storage/workshops (or store anything valuable there.

    I say that because, What happens if someone destroys a Salvage Bin? Or even worse, what happens if someone destroys an Enhancement Table? That could very easily be an "I feel a disturbance in the Force" moment... That could get really ugly, really quick.

    People could (in theory) lose an insane amount of time/effort/inf if an Enhancement Table was "destroyed" - and if they made Enhancement Tables & Salvage Bins "indestructible" people would try and take advantage of this using them for "Cover" and/or to protect other Base Items.
    Which leads us right back into the "Abusive Bases" problems mentioned in the Massively article link above.

    IDK what they're gonna do about it - the original design for Bases was flawed, they've fixed some of the biggest problems - like Rent (not just the most recent change to lower the Rent costs), I'm referring to the setup (prior to when Rent was just based on Plot Size/Type), where you had to pay Rent that was a percentage of your SG's "Net Worth"!

    The are a bunch of problematic things that would have to be addressed - and some group of players would/will be unhappy no matter what they might/may come up with to solve the inherent problems - AND people would complain due to whatever part/areas/functions of Bases they choose to work on or expand on next...


    And back to my original concern you have to be very careful when you ask for some "Love for Bases" example, this last time:
    Pros: = They turned off raid pathing (or most of it) and the bounding boxes or whatever they're called (it's late - and I'm a bit tired).
    Cons: = They took away our Base Salvage - And gave us a B.S. explanation for it.

    I suspect that they intended to have us rebuild/recraft 'Destroyed' Base Items with more Invention Salvage each time, Because:
    1. The PvP'ers they wanted to please, might balk at needing to play in SG Mode to get Base Salvage. AND
    2. I'm pretty sure that while they were doing the internal testing - they were almost certainly burning through Base Salvage - while repairing/rebuilding WAY faster than they were getting it! That could become a real "bottleneck" & it seems like somebody figured switching to Invention Salvage would solve the problem - and would make a good Inf Sink...

    I have almost no doubt they were gonna throw in some sort of Prestige or Inf Sink in there. I say that because they reduced the "Base Rent/Upkeep" to a fairly trivial amount, & I don't see them doing that for no reason, without tacking another "cost" in there somewhere. I also really suspect "Upkeep" was going to be a much bigger thing than it is now.

    Suffice it to say I'm more than a little bit hesitant about asking for any sort of "love" around here. I'm concerned it might be the kind of "love" that you Do Not Want, like the sort of "love" a person might end up getting in prison or something. Did I go to far just then? well... Maybe a just a tad, *shrug* - I'm just trying to make a point.

    [/ QUOTE ]

    I agree. At this point if they bring back raid pathing to bases, I will be leaving the game completely...and I suspect I would not be the only one.

    As for the original poster, I also agree with you. Several immediate responders missed the fact that you were not saying "get rid of bases", but rather "improve the bases".

    I get it.

    If I could do a complete overhaul to the bases, I would do the following:

    1) Add a building tools tab to the items list

    2) Add more styles

    3) Add the abiliy to add a second floor

    4) allow for side-by-side doors (double/tripple wide for exampe)

    5) allow for placement of items inside doorways on the floor and walls (such as trophies)

    6) Introduce a "Supergroup Mission" interface (using the computer) that generates spawned missions much like radio missions, except the missions forus on the SG Name instead of the Character name...and the misisons are against opposing groups (such as "The Injustice League has taken over Atlas City Hall"). These missions can require 3 or more SG Members maybe.

    7) Introduce better looking Tech Telepads...maybe with a scf-fi theme

    8) Introduce Labels and Signs

    9) Introduce an SG War concept instead of bringing back Base Raids. I don't want to sacrifice design in order to fight other SGs.

    10) Introduce "Email all SG Members" Option.

    More but gotta run.
  17. [ QUOTE ]
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    In addition to what the others have said, you do know that you don't need to put <Suggestion> in front of your post titles, right? Everything in this forum should be some sort of suggestion.

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    Yes, I know it, but it's not against the rules and I like doing it.

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    hi. we are not new here. we do know that this is the suggestions and ideas forum. there really is no need for you to put it in your titles. kthxbai.

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    Hi, we are not children here. Get over it. And stop hijacking the thread.
  18. That's why I switched to the SG War Terminal to zone into a spawned map.
  19. [ QUOTE ]
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    A Zoo.

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    Already exists. We call it the Atlas Park AE .


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    lol...truer words have never been spoken.
  20. [ QUOTE ]
    In addition to what the others have said, you do know that you don't need to put <Suggestion> in front of your post titles, right? Everything in this forum should be some sort of suggestion.

    [/ QUOTE ]
    Yes, I know it, but it's not against the rules and I like doing it.
  21. I was originally thinking the regular zones, but that would be hard for red vs blue...to the map terminals would be better.

    And leaders from both would have to agree. Since the maps are spawned through the terminals, SGers that don't want to join can simply refuse to enter the maps.

    Obviously the idea needs refining. So any suggestions on how to make it work are appreciated.
  22. hehe...you're right Memphis...I stand corrected.

    I will sign the removal of AE from Atlas though. I can't stand the zone now, and I still go there to fellowship and do my WW/SG thing.

    The spammed broadcast is aweful though. I would remove it from my chat window, but with my luck I'd forget the readd it later.
  23. I hope they never bring back base raids. The system was nowhere near balanced, and under the new pathing, things would be impossible...I know I'm not about to make my base path compliant for raids after all the work I've put into it.

    I prefer another solution to SG PVP.
  24. [ QUOTE ]
    Just one question.

    You don't think it's cool that the NPC's know you are so awesome that one of them figure's, "Aww CRAP! It's Wicked Wendy! Screw you guys, I'm outta here!"

    [/ QUOTE ]

    It would be cool if they actually said that as they run, lol.
  25. This can replace base raids, and save us from the pathing issues thing.

    Basically, Supergroups declare war on each other. For a period of three days, players can PVP players in the opposing Supergroups in any zone, but defeats do not cause debt.

    At the end of the three days, the Supergroup with the least number of defeats earns a War Merit.

    WAR MERITS: can be exchanged by the Supergroup leader only. They are used to purchase SG-wide buffs...such as a recharge increase or such.

    The buffs maybe would not be huge ones.

    Another option is to add SG War terminals and create a special smack talking global channel for opposing factions to talk smack in and such.

    The terminals can be used to create spawnable maps where the opposing factions do battle. These terminals can be used at any time during the three days.

    This would allow Villain Groups to fight Hero Groups, and since each map spawn is random, respawn camping would be difficult. (sort of like in arena; except SGers would be able to enter at any time during the 3 days).

    Well, that's my idea. It probably needs to be fleshed out, but I think it would be fun.

    (I'm sure my stalker will shoot it down though)