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Base Usage
This list includes anything that affects a person's day-to-day base usage.
on Storage:<ul type="square">[*]Storage logs have lost functionality when they were merged to only one log per base. Can the log entry include some way of knowing (and filtering on) which storage item the entry applies to? Conversely, this could go to the other extreme with storage being universal for the base and the items merely adding capacity. eg, one collective Enhancement list when you click any Enhancer Table. The current implementation, however, is not efficient being in between those two ideas.[*]Base storage repainting the base upon use can cause crashing, lag, and visual problems.[*]Storage needs to be sortable, or simply default sorted by item instead of by time (such as using the same sort order as an NPC store)[*]Storage permissions don't match how most groups want to use them. Some enhancers should be more secure than others, and so on. (Permission by table would be ideal, a whole tier of more-secure tables would probably give enough flexibility to be useful.) In general, the all-or-nothing nature of the permission, combined with the need to educate new SG members makes it difficult to trust people with any storage permission at all. More storage discussion can be found here.[*]Storage log can be spammed to remove history - should something be guaranteed to exist for a length of time before being pushed off the list?[*]Storage doesn't always remember who placed an item, and definitely forgets it all if you move the storage to a new room.[*]Lack of a way to pool Invention Salvage and Recipe resources among a SG. Thouse should have SG Storage items.[*]Lack of personal storage for Enhancers, Base Salvage and Inspirations causes trouble. Either people try to retask group storage, causing troubles such as wrong expectations about security or headaches with SG permissions. Also, it gives an advantage to a 1-man SG who can actulaly have that personal storage (not to mention easy movement of items between alts), thus actually being a barrier to joining a multi-player SG, which is backwards.[*]Whatever happened to seeing Salvage Storage from a Worktable/Empowerment? (If that idea was dropped, just tell us and we'll stop asking.)[*]Text labels on Storage item interface would help organize items, since groups have many diverse systems for that. (eg, "Magic Enhancers only in here")[*]Why are teleporter rooms unable to hold storage?[/list]
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Base Usage bugs<ul type="square">[*]Upkeep Overpayment - if you pay too early, your next bill for rent will be due 2 weeks earlier than it should[*]Game Client can shutdown while you are zoning to your base with the message ""You have been forcibly disconnected from the server. MapShuttingDown" Details here.[*]Empowerment stations list 15 minute durations, they were changed to 1 hour in the 8.16.06 patch but the text was not updated.[*]What's the status on the Cathedral of Pain and Items of Power? What exactly was broken about it? (Players have some likely causes, but no Dev has ever spoken on it.) Maybe knowing where the problems are, the community can suggest COP/IOP designs without those troublesome parts of the system.[/list]
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Base Usage flaws<ul type="square">[*]Inf->Pres trade-in at the Register is a huge ripoff. A level 50 turning on SG Mode gives up about 150,000 Inf in order to earn 2,000 Prestige, the Register charges 1 million for 2k. Certainly SG Mode should remain the best income source, but the Register should be close, not 500:1. If there's an issue with too much converting, have the Register trade 100:1 to reduce Rent, thus limiting how much you can trade in.[*]Unable to control the direction you face on zone-in[*]Combat Logs is too weak for its huge prerequisite. In fact, with inspiration merging, it's hardly worth the placement cost even if it's earned.[*]Mission Computer needs more use (see wishlist)[*]Most Empowerment buffs are considered insanely weak, and most are rather dull since you can get better effects from Inspirations. Tangent thread on Empowerment, since there's a lot to focus on.[*]Little use for "special" salvage (Alien Tech, Weapon of Mu, etc)[*]Lack of base salvage rarity labels.[*]Lack of concrete information about Salvage drop rates - we have been given similar information for Invention Salvage, Recipes and Enhancers.[*]Base salvage isn't worth selling to stores. Components DEFINITELY not worth it. (Perhaps when we have concrete drop data it will show that 100 Inf for commons is balanced compared to Invention drop rates.) Suggestion: sell base salvage for Prestige, not for Inf.[*]Inability to use the Base features when teamed in a co-op zone.[*]Why do certain zones lack beacons: Pocket D, Ouroboros, FBZ. Is there a reason PVP zones lack beacons?[*]Lack of PVE uses for the huge amount of raid-related base items. Some ideas,
- PVE raids. ie: defend your base against the game's AI. or raid a pre-made base defended by the AI.
- Justify "raidable" items with a PVE usage. For example, give a PVE reason to have to leave a clear path to your generator, such as giving the generator a clickable function.
- Make some items no longer require pathing, such as Control Aux and Teleport Beacons. (Though see the next item.)[*]Teleport Beacons are difficult to distinguish, especially Arcane ones. Even when distinguished it's hard to know which beacon goes to which porter. (Though in fairness, is that second issue more of an architect problem than a dev problem?) Suggestion: Have all active beacons usable from any teleporter (similar to how a storage log works on all tables at once) so you don't need to go searching.[*]Power Liberator / Master Thief is not obtainable. Given questions about how it was earned, perhaps the fairest solution is to change the badge requirement to winning any raid by any victory condition.[/list]
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Base Usage wishlist<ul type="square">[*]Bring other existing game functions inside the base (as was done with functions introduced in Issues 9 and 10) For example:
- Tailor (perhaps combine with the request for a SG Costume system)
- Auction House
- Arena terminals
- Trainer
- Info Kiosk
- Mission Difficult Setter
- NPC Store (to sell Enhancers)
- Mission Doors[*]SG-missions (on mission computer?) Tangent thread started here.[*]Return-to-mission Teleporter was mentioned by the Devs long ago, whatever happened to that idea?[*]New teleporters, either to increase beacons per room, or to simply put more destinations in one click spot. Focus thread here.[*]Storage for Inf (though would it be degenerate since the character limit on Inf is so insanely high?)[*]Ability to zone into your Coalition bases directly from the Base Exit Portal, to make it easy to tour, or to utilize coalition items. (Should be easy to code since the Portal can generate a zoning menu if there are multiple instances to zone to. Just get the other bases onto that menu.)[*]Functionality to use powers in a base. The typical training/simulation/"danger room" setup. This could be as simple as the targetable dummies in the RWZ base, or could be ways to generate NPCs to shoot at (perhaps in a cage similar to the Pocket D arena).[*]More information on the base zoning listing. (eg: icons to show what functions that base holds.)[*]Improved capability to tour other bases. (ie: better than having a team leader act as a "tour guide".) Perhaps a special portal at the SG Register that shows all bases that have been set to public access.[*]More ways to have your base impact your other play. The way that IOPs continually buff you outside the base. The roleplay for any in-base item that continually helps you can be the prototypical "someone's on monitor duty back at HQ".[*]Add a roleplay Title to your base. So instead of the base zoning menu saying just the SG name like Freedom Phallanx, Paragon PD, Wyvern; it could instead say Freedom Phallanx Headquarters, Paragon PD Station, Wyvern Lair.[*]Custom popup text message upon zoning to a base (similar to what missions have)[/list] -
Here's the collected SG Issues, updated for Issue 12. Previous edition was here.
To help organize this list better for the future, please keep these things in mind.
1) Read the list, please. You don't need to repeat or /sign anything, we have the devs' attention already. Though if you have more detail to add to an item, that's always useful - and it would help if you quote the related item when you add to it.
2) Make sure you have the right list. This is only a summary, bigger issues have their own threads. (Particularly requests for new base items, there would be so many they would drown out the bugs.)
3) Consider starting a new thread first. Get some discussion going, then come back later with a good summary of the issue and a link to that discussion. That will keep this thread from getting bogged down with debates like the last thread did.
A personal statement from me,
- This is not "my" list, it's the community's list. I'm just the one who typed it all in one place.
- I am not going to judge the worthyness of an issue, though I may point items to a more appropriate thread.
- I am trying not to prioritize the list beyond the general categories.
- I try to keep items short and sweet. Sometimes I fail at that. Sorry. (I figure the devs will ask if they need more details on something.)
Definitions
Bug - Something that is broken. Things that don't work at all, or don't work as they were intended.
Flaws - Existing things that are not working as well as they could be, or could be improved to better serve their design goals.
Wishes - Completely new additions to the system.
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Chapters:
Base Usage - items that affect all SG members. Includes a large section on storage.
Base Building - items particular to architects and the editor. Includes large sections on doorways, pathing and crafting.
Raiding - both raid preparation and execution.
SG stuff - since bases are a SG feature, after all.
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Anywho, you can still currently slot celerity and unbounded leap +stealth IO's in swift/hurdle/sprint. I just slotted one in my sprint the other day.
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Swift and Hurdle are not Sprint. Slotting Sprint doesn't mean anything about the other 2 powers. Go test that out a bit more. -
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Knockback - Kinetic Crash - Knockback/Damage/Accuracy & Knockback/Damage/Endurance will not slot into Brute: Super Strength/Hurl.
All other attacks in SS currently accept both, in addition to Leviathan Mastery: Spirit Shark.
Will test rest of the IO set in SS powers once crafted.
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does the power say it takes KB sets? -
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Confuse - Contagious Confusion - Chance for AoE Confuse - when placed in Arctic Air (possibly any power), the proc can confuse allied entities. This is problematic for players, as they have been attacked by their own pets.
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sounds like we're up to a list of 5 things that can proc on yourself.
is this a most systemic problem?
what do those 5 powers have in common? -
I'm splitting the list into three sections.
1) Specific IOs that have problems. This will be geared towards "before you buy/craft, you should know..."
2) General problems related to IOs. For example, powers that don't respond to Heal set bonuses, Recharge slotting showing as Slow.
3) Non-functional text errors. "Positrons Blast" vs "Positron's Blast".
This is a draft of just part 1. It lacks formatting.
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Type - Set - IO - Issue[*] Defense - Luck of the Gambler - Def/Rech - This is *not* the global recharge buff, that's Luck of the Gambler: Increased Recharge Speed. To clear up this confusion, the IOs should be better named. Perhaps LOTG: Global Recharge Buff for the global one?[*] DefenseDebuff - Achilles Heal - DefenseDebuff - Does not apply any buff when slotted. (Other defensedebuffs in that set buff properly.)[*] EndMod - Efficacy Adapter - Chance for Disorient - This IO does not affect player targets, so it is useless in PVP. A little history, this had to get the limit because it was stunning teammates in buff powers. Given the percent of EndMod powers that are buffs, is it worth making an IO that's useless so much of the time? Why not just change the IO effect to something that won't cause trouble in a buff power? Any buff to yourself would be OK, it would work in a power regardless of if it targeted you, teammates, or opponents.[*] EndMod - Performance Shifter - Chance for +End - This affects the target of your power, not you. So in an attack, you'll give End to your opponent. While Castle maintains this is by design, with all due respect, that design is counter-intuitive and counter-productive. All other buff-type special IO effects buff the caster - Sandman chance for heal in a sleep power does not heal the opponent, Devastation does not give Build Up to my opponent, Miracle in a Heal power does not buff the Recovery of someone I heal, Steadfast's global defense does not buff others if I use it in a targeted Shield power, etc, etc. This is also contrary to a set that includes Acc, indicating it *should* have a use in powers that affect an opponent.[*] Fear - Unspeakable Terror - Chance for Disorient - This is indeed a 2% chance as stated. It is unknown if this is intentionally low, or a bug. Whatever the reason, 2% is too weak to be useful and it should be 20%[*] Hold - Essence of Curare - Acc/Hold/Recharge - Half the Acc/Hold/Rech recipes actually craft Acc/Hold IOs. Double-check the descrption before you buy/craft one![*] Immobilize - Debilitative Action - Chance for Disorient - This is indeed a 2% chance as stated. It is unknown if this is intentionally low, or a bug. Whatever the reason, 2% is too weak to be useful and it should be 20%[*] Immobilize - Debilitative Action - Rech/Immob - Actually crafts an End/Immob, buyer beware[*] Immobilize - Trap of the Hunter - Immobilize/Range - Actually crafts an Immobilize/Accuracy, buyer beware[*] Invention - Invention - ToHitDebuff - All these IOs show the ToHitBuff icon, not Debuff[*] Knockback - Force Feedback - Chance for +Recharge - Has a rather weak effect given its duration. It's too brief to affect long-recharge powers, and short-rehcarge powers don't get much benefit shaving off half a second of recharge. A longer duration at a lower level would be a lot more useful.[*] Melee - Pounding Slugfest - Chance for Disorient - This is indeed a 10% chance as stated. It is unknown if this is intentionally low, or a bug. 10% is very weak, it should really be 20% like other Procs (such as Executioner's Contract Chance for Disorient)[*] Melee - Touch of Death - Chance for Damage - This is a 15% chance, which should be stated in the text. It is not clear why this chance is lower than every other damage proc in the game. Some suggest it's a balance for the damage type, but that doesn't hold when you consider other rarer types like Psionic are 20%. It's also been hinted it's a balance for being lower level than Makos, that doesn't hold when compared to other low-level procs.[*] Pet - Edict of the Master - Defense Aura - Has a radius of 40', not 20' as stated in the IO[*] Pet - Edict of the Master - Defense Aura - Visual effect fades after 45 seconds, though the power is still active. (This may be intentional, similar to sound effects fading out over time. If so, the confusion about if the effect remains should still be clarified.)[*] Pet - Sovereign Right - Taunt/Placate Resist - Has a radius of 40', not 20' as stated in the IO[*] Pet - Sovereign Right - Taunt/Placate Resist - This IO is considered very weak. Suggestion: Make it Damage+Resist, similar to things like Gift of the Anchients, since the set as a whole adds up to less than 100% Damage Buff.[*] Resist - Impervius Skin - Status Resistance - Does not apply the full 7.5% resist to all archetypes. It seems to be affected by AT modifiers and status resistance.[*] Stun - Stupefy - Chance for Knock-something - Recipe says Knockdown, IO says KnockBack, it is indeed Knockback. Not only is this an inconsistent recipe name, but in general most Stun effects belong to Control and Melee sets - two sets that would greatly prefer not moving around the enemies they stun.[*] Taunt - Triumphant Insult - Chance for Disorient - This IO does not do anything.[/list] -
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having issues with both decimation: chance for build up and gaussian's: chance for build up.
i see them proc in my combat log yet don't recieve the buff. >.>
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If you're exemplared, they give a 0% bonus. At your "normal" level, they operate just fine.
Same with Force Feedback: Chance for Recharge
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anyone have a full list of the procs that cease working when exemplared?
(or are those 3 the full list?) -
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Achille's Heel: Chance for Resist Debuff is debuffing the summoner when used in Acid Mortar.
Deflated Ego: Chance for Recovery Debuff is debuffing the summoner when used in Seeker Drones.
Dark Watcher's Despair: Chance for Recharge Debuff is debuffing the summoner when used in Seeker Drones.
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and someone mentioned Pacing of the Turtle recharge slow in Clatrops hitting yourself.
anyone know if those are still buggy? or did they get fixed at some point? -
so noted.
I'm still leaving it on the list, as I feel there is great issue to be taken with Castle's design.
Every other buff-type IO works on you. Miracle in Warmth does not buff the recovery of a teammate you heal. Sandman does not heal targets you put to sleep. Kismet does not grant +Acc to your teammates if you slot it in a Bubble power. -
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For example, Performance Shifter: Chance for End isn't bugged, but a lot of people have an expectation that it will work differently than it does.
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Well, there's a good example of why it's an Issues list and not a Bug list.
not that I believe it's designer intent until I see a redname post saying so. Supposed private conversations with a dev don't cut it for something as poorly misdesigned as that IO. -
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Impervious Skin: Status Resistance: According to /info, it gives 7.5% status resistance, but the real number display shows 6.98%.
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which archetype are you on?
this is an issue not so much with the IO itself, but with certain archetypes receiving a scaled effect from it based on AT multipliers. -
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I'm sure it's been mentioned but things like the archways need to be redone so that they only have bounding boxes on the pillar parts or something for pathing because you can walk under/through them but the editor considers them to block doorways and things.
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I'd bet it starts getting tricky with things that will be blocking from one angle, and passable on another. For example, you don't want to end up allowing 6 archways across a door rotated so the pillars are all blocking the door.
One solution to that may be to create many new pillars and floatable cross-beams. So they're treated as 3 separate hitboxes, you just need to assemble them yourself. -
Perhaps this is a better example.
What we've got there is a working generator, so the pathing was OK getting it there. It's across a gap, the generator and the hall are at highest level, the square in betwween is at lowest. (I closed off the other 2 squares of the room to focus on the hallway effect.)
I placed 3 Cracked Blocks without trouble. You can see from the floor pattern that the width of 2 blocks is just shy of half the square. So the 4th block does indeed fit - the red hitbox isn't overlapping anything.
From the ledge beyond them you can see are shorter than the jump from the low floor up to the high floor.
This is clearly an example of a jumpable distance - the distance from low floors to high floors has not caused any fuss about difficulty using bases and this is lower.
This is what would be fixed by labeling Cracked Blocks as "walkable".
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I think some objects need to be flagged 'walkable' the same as some objects are flagged to allow items to be stacked on them. If the object is flagged as walkable, then pathing can go over them, as long as the height between them and any adjoining wlakable areas is four feet or less, something like that.
I think pathing currently ignores floor height completely. It just sees a floor, and knows it can move through whether that floor is at 0', 4', or 8'.
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That would be an interesting solution.
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You'd have to possibly worry about two walkable areas a small space apart. You don't want people to get stuck dropping in between them.
Likewise, you'd have to worry about too narrow of a walkway.
In both cases, it's probably a distance similar to the width you need for characters to walk thru. So pathing is done by a series of squares, say 2 feet square. So you couldn't make a bookcase walkable because it's too narrow, but could make large blocks walkable, and could string them together if right against each other.
"Walkable" is a good word for "whatever they did to make stairs not limit pathing". I like. -
well, I'm not sure it's reasonable to expect the pathing code to have accounted for the floating glitch that they didn't even realize was in the system.
maybe when they give us vertical building capability that will include improvements to pathing that account for raised pathways.
as to jumping, I wonder what standard the Devs use to determine "jumpable". Look at something like the 2nd villain respec contact. She's on top of a rock, and one side of it has a pretty good series of steps to make it easy to jump there with no enhancers. I'm pretty sure Sirens Call needs a jump to move from the villain base to the streets. And everyone knows that door in Talos. How deep are those bomb craters in Boomtown?
so I'm sure there's a number somewhere. It'd be nice to know exactly what it is, in feet.
Edit: and, well, duh... it's at least the height difference from low to high floors in the base! (what is that in feet?) so why does it path over that jump, but not path over a similarly high jump like a short bookcase?
Personally, I'm not sure it should be exactly what a level 1 can jump to with no enhancers. It might be better a little lower than that, just to be safe.
Of course, then -Jump becomes a huge factor in raids and likely needs to become suppressable. But since we don't have scheduled raids yet, I doubt it would hurt a lot if they put in jump pathing first and then fixed the PVP implications. (see, I do favor PVE usage, so there)
I wonder if we can get someone like War Witch to stop by here and explain a little about zone design parameters. Then we can respond with ways bases fall short of the zone flexibilities. -
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.....'cause Iiiiiiiiiiiiii ain't got no...boooody!
*shows age....*
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old enough to remember MTV in the mid 80's? -
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View 1
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Unfortunately, due to pathing issues I cannot make the walkway connect A to B.
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That's a great example for me to explain what I'm trying to say about fixing items and not the system.
The system is trying to draw a line across the floor. It runs into your walkway. If the system could draw a line from the porter to the door *over* that walkway, isntead of thinking it had to go around, then that solves your problem without saying "well, that's it, it'll never work unless you delete the pathing line." You can add one item - a square block that reacts to paths the same way stairs do - instead of rebuilding the whole base editor. -
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Just to be clear, all clickable objects must have a traceable route back to the entry portal, right?
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Right.
However, every door of the room also needs to be connected, and there are rooms with no clickables, so perhaps the best phrasing of the rule overall is...
There must be a clear path connecting all doorways of a room; any clickable object needs a path to that door circuit.
The portal then being a clickable object in its own right falls into that rule.
The point with the Generator above (and some other objects) is that maybe the average non-PVP player doesn't see enough reason for them to be clickable.
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... I think this is in part because the editor seems to need a much broader path than an actual avatar, and it is not at all flexible when tracing a path through a doorway. There are only a couple of valid paths through a doorway, despite the fact that its wide enough for many more.
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Good point about the width. I wish we had an actual number from a Dev.
I wonder if the door-to-door path and the door-to-object path could be defined as different widths? Questioning both if it'd be possible to have a narrower path and be workable, and also if it'd even be possible to code the pathing routine with those different conditions. -
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If I build a base, then block the doors of a room so no one can use it, won't I notice this fairly soon, or get that 3am call from my SG mate who would like to use the teleport to the RWZ but can't because I put my latest dinosaur trophy in the way.
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I don't think it's totally unfair to have the game impose a few rules of fair play. It does so in other game aspects.
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All objects flagged for blocking would become destructible in a raid situation, with only 1 health.
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The trouble with that is finding the one green crate that is destroyable. The game doesn't normally mix and match destructable objects.
Now you could simply delete them. But you're still talking about removing editor path code to put in raid-time analysis code instead. Why mess with the system that much when so many other things are broken?
What decorating situations are really so important that pathing needs to be completely thrown out the window? I'd like to see screenshots of someone in the base editor, with an item in-hand, and see exactly what they're trying to do that's hitting a pathing limit they think is so bad there's no way to solve it short of scrapping the entire system. -
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This whole pathing thing is... a bit ambiguous. What I would LOVE to see in the editor is a toggle to show the lines that are being used to determine pathing.
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That would definitely be useful. Combine that with the idea to reveal every object's hitbox at once.
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Maybe color the lines different for raid pathing and normal pathing to really add some clarity. But even with them both the same color, we could get some real use out of seeing the pathing logic. This may even be something that could be done between issues.
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There is no distinction. There is only one type of pathing. The fact that items are called "Raidable" is obscuring the issues.
I guess if you wanted to nitpick 2 types of pathing, you could separate out doorway-to-doorway and doorway-to-object. -
The AES should not block pathing. It's so big it usually ends up right against a doorway. The hitbox is big enough that even if you bring the floor and ceiling togehter a bit there's still enough headroom for the tallest target to walk under it.
The two Arcane Platforms should behave the same as stairs, but currently you can't back them up to a doorway.
I'm not sure about the ceiling-mounted Spike Ring. If it would end up too close to a door, then maybe it needs a bit wider hitbox to form a buffer around it? -
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Duration: 1 Hour Real time
Useable: Every 24 Real Time Hours
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Should be possible given the new Phase Shift. A 24-hour non-deletable power that does 1 hour of buff then 23 more hours of nothing. Then the generator simply doesn't renew it until it's gone - which Empowerment stations are capable of.
I like a real time limit on it, a game time suppression will just lead to people idling in the base instead of logging out.
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Also to the note on bridges: Considering how bridges must currently be mounted to walls (kinda defeats the purpose of a bridge sometimes...) I dont imagine the railings will be an issue.
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I must have been thinking of something else I see floated all the time.
oh well, at least it was an excuse to put forth the consideration for arches. -
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Interesting thought, MadScientist. While +10 End is a HUGE benefit, perhaps something akin to "You benefit from +200% recovery while you bask in the aura of the generator...without being blocked by Line of Sight".
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I think it's important to actually have to walk up and click on it. I don't want to leave an "out" where the phrase "but I don't want to raid..." turns to "but what if I want to surround it and turn that off?"
Now, maybe if clicking it gave you 5 End back? Then you walk up and hammer on the thing after getting rezzed?
though I didn't think alittle +MaxEnd is a big deal if you don't have crazy amounts of recovery to refill it.
Is there a better suggestion for an effect (temp power or otherwise) that wouldn't bog down the idea of "justify my needing a path here" with the details of what the particular justification is?
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Let me clarify the idea I just had about Generators in the middle of that other paragraph...
People ask "I don't raid, why can't I surround my generator with filing cabinets?"
What if that wasn't a rhetorical question saying "why do I suffer pathing from raids I don't have?"
What if, instead, the question was answered with "because you need a clear path to your generator so your SG members can click on it and ____________ "
Fill in the blank with some non-Raid-related benefit.
What I'm saying is this: it may be OK to be stuck with pathing if that pathing is justified by some effect.
The same way you can answer "why do I need a clear path to my Teleporter?" with "so people can use it." The Generator could have some active use to justify the path to it during non-raid times.
I have no idea what. Some temp power buff? (+10 End for 5 minutes? scaled up for larger generators?) or some base-related function like devouring Base Salvage to generate Prestige? -
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I'm at work now, but are all auxiliary items targetable? Do they have to be for some reason to get an AUX item to work with its parent item?
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that's a damn good question. and a good reason it'd be nice to have a Base Dev around when we discuss this stuff.
however, even if the answer is "yeah, it's part of the Aux system", I think that the system then should be overhauled as there's no practical reason to target most Auxes.
Let's examine the targetable objects...
Teleport Main - need pathing to be useful.
Teleport Aux - targeting is a useful compensation for poor graphics, but those graphics should be fixed anyways.
Control Main - not targetable, not concerned with pathing.
Control Aux - most any good raiding base won't risk their entire defense on a destroyable aux making the difference in control. So I see no purpose to justify limiting the room design.
Energy Main - justifiably needs to be targetable in a Raid. Is there a way to reconcile the targeting need for when not raiding? Maybe give the thing some clicky effect to justify the clear path to it? The Startup Generator maybe doesn't have to be pathed to at all, but you could kind of justify that as part of the logic of the startup room being big and clumsy.
Energy Aux - I don't see why these would be a target in a Raid. Smart Raid designers won't have the entire defense network down from one small object, and smart attackers will take out the whole generator first anyways. These can only be a distraction in a raid strategy, nothing really lost if they're indestructable.
Medical Main, AutoDoc, Logs - justifiably needs a path
Robo-Surgeon - like energy, there's perhaps a raid reason the trash the Aux, but would that strategy ever be worth it? Would people just take down the Ring itself? Doesn't seem worth the design constraint. If there's supposed to be a buff to the defense of the rez ring, forcing players to go thru the robo-surgery first, that's not enforced in the way these work.
Workshop - well, RoboFabricators are only related to raid setups, so that's not a concern for fixing general architecture, now is it? And the whole Permanent Destruction thing may end up overhauled before it goes live, so perhaps best to table discussion of these?
What else am I missing? (I'll skip Batteries and Defense.)