Forbin_Project

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  1. Quote:
    Originally Posted by Wayfarer View Post
    I think this is still the most epic crossover ever if only by virtue of it being real.
    Gotta agree with Wayfarerer on this one.
  2. Quote:
    Originally Posted by SupaFreak View Post
    Base Entry Points
    We are doing away with those nearly invisible blue cylinders your Supergroup currently uses to access your base, and we're replacing them with technology that is on par with Vanguard's advancements.
    Access to your Supergroup's base will now be found on the first floor of all our various Architect Entertainment building throughout Paragon City and the Rogue Isles!
    You read it right! 2 Map Markers all in 1! With the added benefit of being safe from Rikti and Zombie Invasions as well as the unwanted ambush from another more powerful team!
    But, that's not all...
    /unsigned
    1. I refuse to force people to go into the hated AE buildings.
    2. Not all zones have AE buildings.
    3. This game needs less AE buildings not more.
    Quote:
    Base Teleporter (Power)
    We've upgraded your Base Teleporter power to know which zones you (or your team leader) have access to! This includes a graphics upgrade to match the improved Train and Ferry travel system. No longer will you need to zone multiple times to get to your destination! And, on top of that...
    /unsigned
    This would make crafting base teleports useless.
    Quote:
    Supergroup Registrar
    Now you'll find that travel to pay your monthly dues will be less of a pain and accessible from right behind every Architect Entertainment welcome desk!
    /unsigned
    1. People should never be forced to go into the hated AE buildings.
    2.
    We'll return to further Supergroup improvements here shortly...
    Quote:
    Architect Entertainment for Designers
    We here at Architect Entertainment have re-evaluated our system and will now provide you with better tools in which to tell your stories!
    Basic & Advanced Mission Goals will be recategorized in the following manner:
    Category: Encounters
    Boss Encounter
    This will replace the current "Fight A Boss" with a value of 1-10 based on Map size and allowing only Bosses. Option to add as an Ambush added.
    Elite Encounter
    A value of 0 to 4 based on Map size, allowing only Elite Bosses and Arch-Villains. Option to add as an Ambush allowed.
    Giant Monster
    Value per Map unchanged.
    Add An Encounter
    This will allow you to place a Minion or Lieutenant encounter in a mission, with the value being the current "Fight A Boss" minus the new restrictions on Boss encounters. Option to add as an Ambush allowed.
    Add A Patrol
    Value per Map unchanged.
    Add A Battle
    Value per Map unchanged.
    Note: All Encounters may be friendly and may betray on triggered event. This also allows ambushes to be required objectives if the designer wishes.
    Category: Objectives
    Free A Captive
    This category will no longer allow you to designate the captive as an Ally, value otherwise unchanged per Map.
    Add An Escort
    This category will no longer allow you to designate the captive as an Ally, since the category of Escort an Ally has been added. Value otherwise unchanged per Map.
    Collect an Object
    Value unchanged per Map.
    Destroy an Object
    Value unchanged per Map.
    Protect an Object
    Value unchanged per Map.
    Category: Allies
    Add A Helper
    A value of 0 to 1, based on Map size. These Allies will be the only Allies that will use any Buffs or Heals on the players.
    Add An Ally
    The value of these will now be between 0 to 3 based on the Map size.
    Escort An Ally
    Value is shared with Add An Ally, thereby not increasing the amount of Allies allowed per Map.
    Note: Allies will no longer reduce a players rewards for defeating enemies within a mission, but will effect the players rewards for completing a mission.
    Architect Entertainment for Players
    Unfortunately, we here at Architect Entertainment have been ordered to make changes to our Rewards System based on enforced government regulations. This will mean less experience, but allows us to provide new and desired rewards for all!
    Defeating Enemies
    Rewards: 50% Experience, 50% Influence, Unaltered Ticket Chance, 125% Prestige
    Completing Mission
    Rewards: 25% Experience, 25% Influence, Unaltered Ticket Chance, 75% Prestige, Supergroup Merit(s)
    Completing Story Arc
    Rewards: 25% Prestige, Supergroup Merit(s)
    In accordance with the government's new Repetition Act regulations, those participating in Mission Architect missions will find a new Architect tab in their Contacts.
    In your Architect Tab, you will find 5 circles similar to Fame found from completing Tip missions. The second time you Accept or Join any arc from the same author in a 20 hour timeframe on the same account, an A/E emblem will display similar to Alignment change notification and an A/E emblem will occupy a circle, reducing your rewards by 20% of their current value for every aspect of the arc.
    The values are cumulative up to 100% reduction and are only active on arcs sharing a Global Name you've Accepted or Joined on your account in a 20 hour span.
    The reduction in rewards is not active during an arc containing 5 missions, as long as you've not Accepted or Joined a mission or arc from that author on your account in the last 20 hours.
    Note: You may complete one of your own arcs once every 20 hours and still recieve 100% of A/E rewards!
    Completing A Story Arc
    Rating an Arc (Participant)
    A simple Like and Dislike rating system will replace the current 5 Star system.
    There will be no rewards for when you choose to Like or Dislike a player's arc for you or the designer.
    The account which hosts an arc you completed will receive the same Supergroup Merits you did for completing their story arc.
    Arc Completed (Author)
    The account hosting the arc you completed may Claim their Supergroup Merits by any character on their account.
    Note: Authors will no longer receive Tickets from others rating their story arc.
    /unsigned
    Quote:
    Supergroup Merits
    These can be acquired only by completing missions and story arcs by players participating in Architect Entertainment and by authors who have their story arcs completed by other players.
    You can claim and purchase rewards for Supergroup Merits only at the Architect Entertainment buildings from the Supergroup Vendor near any Base Portal.
    Supergroup Merit Rewards include the following categories:
    Personal Base Items: Acquire items for your Base (from 5 to 25 SG Merits per)
    Base Contacts: Hire a Detective in your Hero base to access Safeguard Missions at or below your level, hire a Broker in your Villain base to access Mayhem Missions at or below your level - each allowing you to access a lesser temporary power upon completion (50 SG Merits)
    Badge: Acquire a unique badge (15 SG Merits)
    Costume Pieces: Purchase new and unique costume pieces from one of our two new themed sets, including weapons & auras (from 5 to 50 Supergroup Merits per)
    Temporary Power (Prestige Boost): Increase the amount of Prestige you earn while in Supergroup mode for a limited time (15 SG Merits)
    /unsigned
  3. Forbin_Project

    Jet Packs FTW!

    Quote:
    Originally Posted by Willowpaw View Post
    And ACME spring loaded shoes too. Don't forget those.
    I actually spent 5 minutes wondering if I should put those on my list. Finally decided not to because it was too cartooney.
  4. Quote:
    Originally Posted by Golden Girl View Post
    Same thing
    Only in your eyes.
  5. Forbin_Project

    Jet Packs FTW!

    Quote:
    Originally Posted by Noble Savage View Post
    I've mentioned it before, but the Art Team's been looking into the possibility of backpacks. We definitely want to make some for you, but all I can say for now is "stay tuned..."
    Thanks for dropping by. You and the art team kick a**.
  6. Quote:
    Originally Posted by Golden Girl View Post
    Would those be the plans that are so easily stolen?
    *Snickering* Yeah those are the plans I'm talking about. *ROFLMAO*


    Quote:
    The whole security layout of the place is so totally weak:

    1 - The door to the control room overlooking the docking bay should have some kind of code, or eye/hand scanner, so only genuine members of staff can enter.
    Who needs a docking bay when I have Asgard beaming technology.

    Quote:
    2 - Prisoner escorts shouldn't just be able to wander through the place without getting clearance to access the areas closer to the detenion area.
    I don't take prisoners so there are no such things as prisoner escorts aboard my vessel. However the crews on my support ships have a belt device we got from a race called the Kelvans from the Andromeda Galaxy which turns people into small cuboctahedral blocks of a chalk-like substance. Those blocks are then transported on support vessels and beamed into various small storage rooms (made by beaming out solid rock) miles under the crust of various planets and forgotten.

    Quote:
    3 - Again, the door to the detention area should have some kind of codes/scans - or there should be a holding area outside where prisoner escorts hand over their priosners to the detention block staff, so only those who work there are actually allowed in.
    Since I don't take prisoners the detention areas are in fact recreational facilities.

    Quote:
    4 - There should be a nearby guardroom that can deploy extra security if someone manages to break into the detention area control room, rather than just having the place watched with ineffective security cameras.
    Don't need to guard something that doesn't exist.

    Quote:
    5 - There are only 2 sets of doors between prisoners and access to the rest of the station - and the cell corridor is in line with the exit, meaning that anyone who escapes can see the way out right away.
    Nonexistant prisoners can't escape from facilities that were never built.

    Quote:
    6 - There shouldn't be a garbage chute that close to the detention block - or if there really has to be one there, it should have much smaller openings in it so no human sized objects can enter it.
    Any waste material is beamed directly into the incinerators using Asgard beaming technology. There are no garbage chutes, and Air ducts are too small for people to crawl thru.

    Quote:
    7 - There should be security cameras in the garbage compactor, and the maintenance door should be guarded and/or protected by codes/scans.
    My ship doesn't have garbage compactors. Instead I installed molecular incinerators that instantly break down all matter into it's component molecules so they can be reused in the ships replicators.
    Quote:
    8 - The tractor beam control area should be in a large, well-lit room that's staffed at all times, and any attempt to shut it off should require clearance from at least 2 other people in the chain of command.
    All equipment on my vessel has quadruple redundant controls and backup systems making it impossible to shut off without being noticed.

    Quote:
    The whole design of the station is flawed, but it's made worse by the sloppy and incompetent way it's run - the entire security set up can be outwitted by 3 men, 2 droids and a large humanoid, who can then run rings around the inept response to the security breach using the poorly designed layout of the station and escape with an extremly valuable political prisoner.
    You seem to be confusing me with Darth Vader and his inept leadership methods and personnel. Sorry to disappoint you, but I'm an evil overlord not a dork lord of the Sith.
  7. Quote:
    Originally Posted by Schismatrix View Post
    The whole thing is just as silly as Enterprise vs. Death Star battles. (Although in that case the Death Star has a clear advantage.)
    That's the trouble with these types of hypothetical comparisons. Unless we agree to limitations beforehand we can pull stuff from anything we've read/seen and it devolves into a pointless game of one upsmanship til one party gets tired.

    Kind of like talking to GG.
  8. Quote:
    Originally Posted by Humility View Post
    I know that if you switch alignments fully you may no longer access your supergroup. The information also states that if you are the SG leader that position will be transferred to someone else.

    Is it possible to completely transfer a SG and base from one faction to the other? Can I take my villain group from red side to blue, base and all? Can it be done just by switching the SG and needing to demolish the base and build a new one from scratch? (ouch 500 enhancements in storage...)

    My kids like to team every now and again, and frankly redside on our server is pretty empty so I was toying with the idea of taking everything blue instead. If it means having to completely junk the base, that's a stumbling block. If it means having to start the SG over from scratch at 0 prestige... not sure that would happen.
    If this is a personal or family SG just leave at least one of your characters as a member of the VG and you can use it to email any items you have in storage to your families heros while they are building up their new hero base.
  9. Quote:
    Originally Posted by Schismatrix View Post
    Nope. Praetorians don't unlock any of the Primal EATs. The only way to unlock those archetypes is to level a Primal native hero or villain AT to 20.
    Also just to cover all bases. You need a hero to unlock the HEAT, and a Villain to unlock a VEAT.
  10. Quote:
    Originally Posted by Silvre View Post
    Thanks for the replies. I guess I'll just start another new character again.
    On the bright side if they decide to add Praetorian Epics you'll have them unlocked already.
  11. Quote:
    Originally Posted by Allstar_Guard View Post
    Just a question I have. Will we ever be able to invite our own alts to a SG/VG? Perhaps using the in game e-mail system. The reason for the question is I have a storage box sg where I store IO's and salvage. I would like to be able to get a few more of my alts in the storage box but currently cannot unless I invite someone else to the SG and give them invite privileges. Which can be done but if none of your close friends have alts to put in the storage box. Your kinda stuck. I have a lot of alts and some I rarely ever play but do not want to delete them as I do Like them. I'm just an altaholic and when they reach 50 and you can only keep so many in an active sg so they can continue recruiting and allowing new alts in they end up in limbo with no home and no access to Base Teleporters or Med Bay's. Sure I can email my salvage, inf, IO's, recipes to my alts now which is fantastic, but what do we do with our sg-less alts? I thought the e-mail system could make a good model of allowing you to invite your global alts on the same server to an SG/VG. Just a thought, would like to know if this will ever be possible.


    Shakes Mystic 8 Ball . . .




    Hope that answers your question.
  12. Quote:
    Originally Posted by Schismatrix View Post
    i should point out that i never said i was on the homeworld.

    i'd much rather be somewhere near the firing controls for Credomar. Credomar has a beam system similar to a Death Star except that the beam is routed through a spatial discontinuity so that you don't even have to be within light years of the target. You don't even need to be within the same galactic arm as long as you have target coordinates.
    Targeting planets is easy since they rarely change direction or even leave their solar system. Death Stars move on the whim of their commanders.
  13. Quote:
    Originally Posted by Golden Girl View Post
    Well, actually, it does - only the port is even bigger this time
    No it isn't. I'm looking at my plans and they clearly show that you are wrong.
  14. Quote:
    Originally Posted by Golden Girl View Post
    That still doesn't stop the infiltration problem
    Sorry GG but we are devout followers of the How to be an Evil Overlord.

    http://www.eviloverlord.com/lists/overlord.html
  15. Quote:
    Originally Posted by Symar View Post
    Then how are you going to let out the exhaust?
    You're assuming our Death Stars are the same as the flawed MK I model from "A New Hope" when in actuality we have the completed versions of the Death Star from "Return of the Jedi" which didn't have that design flaw.
  16. Quote:
    Originally Posted by Schismatrix View Post
    *files paperwork making my planet the same as Forbin's planet*
    Really now? RAWR!
    *flails like a muppet*
    *Waits for Schismatrix to finish moving in then sends him a welcome to the planet gift basket and a holo-recording that says . . .*

    Dude. I have a

    DEATH

    STAR!
    What do I need a homeworld for?








    Goodbye Schismatrix
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, I think ParagonWiki and the online Guide to Guides that Zombie Man made are the way to go. The game evolves too fast for a printed manual to ever hope to stay current, but an online resource which can be updated as changes take place can stay perpetually current, especially if updated officially. The developers already seem to endorse ParagonWiki by putting it in the loading tips, after all.
    You're probably right. Even tho the Wiki and stuff are great tools, I have an old fashioned preference for things I can print and read like a book.
  18. Quote:
    Originally Posted by Gaming_Glen View Post
    Not my planet, I have the cool sword which I will use to reflect back your Death Star's beam and your little Death Star will go BOOM!
    Unfortunately you forgot to take a few things into consideration when you reflected the beam back with your sword.

    1. The rotation of your planet
    2. The movement of planetary bodies near your planet
    3. The vast distance between the Death Star and your Planet

    Which when combined caused the reflected beam to be slightly off and as it returned it struck the Moon orbiting your world (instead of the Death Star) causing it to explode. The explosion sent a piece of debris half the size of the moon crashing into your world and still caused your world to blow up
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    I haven't bought a box since 2005, so probably. But even so, an I14 manual is still very out of date and excludes systems, powersets, locations, enhancements and lists a lot of things that have changed, most specifically the difficulty and sidekick system.
    Agreed. I would love to see them do a detailed up to date free online game guide along the lines of the old Prima Game Strategy Guide. The manuals contain just the bare bones minimum information.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    I know, Forbin But I'm pretty sure that if you travelled back to, say, September of 2004, you can find pretty much the exact same post somewhere around Suggestions and Ideas.
    My apologies for misunderstanding what you were implying. I must have been having one of my denser moments.
  21. Quote:
    Originally Posted by Sukothai View Post
    What good are these (Demon Pet, Clockwork Pet, Red Cap Pet, Rikti Monkey Pet, Robot Pet) if you can't use them in battle?
    They serve the same purpose as Capes, Auras, Titles, Emotes, and Base Decorations. They are just for fun. If you can't figure out how to have fun with them then don't use them.
  22. Quote:
    Originally Posted by Thirty-Seven View Post
    This is so frustrating. No one's sign changed... as long as it is the western zodiac we are speaking about! Geez. I am still a Scorpio, cuz I was born on the 20th of November. As I will be next year too.

    News Flash:
    Nothing has changed.


    Oh good... cuz they didn't.

    Your just jealous cuz some of us have Death Stars and all you got is a fist.
  23. Forbin_Project

    Jet Packs FTW!

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Confused. Aren't there already jet packs? I thought the issue is that they just aren't a standard costume piece, or can't/haven't been tied to fly animations like jet-boots have.
    Jetpack costume recipes are what I would like to see. Costume recipes are a wonderful way of adding flexibility to what after 6 years have become boring travel powers.

    Just like wings we could have a variety of recipes to choose from

    Jetpacks
    Hover Discs
    Flying Carpets
    Broomsticks
    Helicopter Backpacks
    Flying Boards
    Roller Blades
    Skate Boards
    Pogo Stick (I'm spitballing for SJ)
    Unicycle