Pyrotechnic

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  1. The desk comes with the computer. It's in Other Furniture, I think.
  2. Teleport Suppression Device
    Suggested by: Pyrotechnic
    Category: Defensive
    Custom: No
    Type: Unlocked/Crafted
    Description: A defensive item, much like the field generators, that disrupts all enemy teleportation in the room with the device planted. This, coupled with stealth suppression devices and slow fields, can keep people from leaving the discomfort of your defensive areas too quickly. This can also be used to prevent enemy team members from teleporting their friends out of the area, or teleporting their bodies out to safely rez them.
  3. Yeah, it took me awhile to get it perfected like that. I made some bigger layouts (8x12, 12x12) on test with raiding in mind, then thought about what would be the easiest design to transfer into it. As you can see, it has some raid-worthy features left in it (control and power next to the medical room, with all the PvE base functions towards the other end).
  4. The Iron Vanguard on Protector, back when I was the leader. I got auto-demoted and I'm waiting for the current leader to log back on/get auto-demoted so I can get it back.

    Layout
  5. Oooh, idea. To both give the Mission Computer some actual use and give the raid teleporter use in a PvE base, make it so instead of configuring the raid teleporter to the CoP, you can also configure it to an active mission, so you and your group-members can teleport directly inside your mission instance if you use the raid teleporter. If you're not a member of the group whose mission is configured to the 'porter, it wouldn't let you in, but you could reconfigure the raid teleporter again via the mission computer. This would be especially useful for missions gotten from the mission computer, as you could go mission-running without ever technically leaving your base. You could even have task forces take place outside of Paragon City, where the missions are only accessible through the raid teleporter.
  6. There already is, it's called 'raid pathing'.
  7. The idea is brilliant. I only have a couple of suggestions:
    <ul type="square">[*]Put it somewhere low and non-hazard, so lowbies can get at it. [*]Possibly make it get knocked back depending on how much damage the player's attack does, causing stuff like an Aim + BU + Nova to send it flying. The ball could be a Giant Monster, so everyone does about equal knockback to it despite level.[*]Let it get knocked back if players run/fly/jump into it at high speeds. Alternatively, if able, have it knock back players/mobs if it smacks into THEM at high speeds.[/list]
  8. Thin Walls/doors
    Suggested by: Someone else, I'm just revising.
    Category: Decorative
    Custom: No
    Type: Purchased
    Description: Basically, similar to the placement of pillars, placable walls matching the decor of the room, except incredibly thin. As walls right now are simply huge columns of filled in space, these would serve as thinner dividers to partition off space in a room. The walls would be from the floor to the cieling, and likely come in lengths of one floor tile to one half of a tile, placable at the edges between floor tiles. Selections Would also include wall sections with doors. If placable along sections of floor that are raised on one side of the wall and lowered on the other, it would be nice.
  9. They need to bump it up to 'Elite Boss' too, so that more inexperienced people understand how dangerous it is. I had three Warden 1s and a Pariah Anchorite on him, and he wasn't going down.
  10. [ QUOTE ]
    i like these ideas. i particularly like the standalone apartment in a building somewhere that can also be accessed from the SG base. It would be even more effective and in-genre to have a portal/link that transports the character to the SG base from the apartment as well.

    [/ QUOTE ]

    That would effectively be the 'base portal' for apartments, is the door on the wall, taking you back to the apartment building or the SG base, whichever you came from. If there would be multiple styles of doors, that'd be cool too, like maybe an open doorway with a portal in it
  11. My take on personal apartments:

    Firstly, it can't be a 'room' in a SG base that the one person gets to edit. Issues with raiding, issues with base size. Just not happening. HOWEVER, you could add a new wall-mounted base item that, when clicked, brings up a list of personal rooms in the base, and whether or not that player allows access to his/her room to the general public. Failing that, you can add in an apartment building somewhere on the city maps which does the same thing. Likely, both should be implemented, so people with no SGs can have their own space too. The 'personal space' door in the SG base would just link up to this more universal system.

    Now, for how such apartment style rooms would work. Firstly, NOTHING that uses/generates control/energy. That's what SG bases are for. An apartment would only allow decorative items, storage items (smaller and less fancy looking than SG items), and any new 'personal apartment' items that might be introduced, like the costume dresser someone mentioned above, or a display rack with all your badges. As for sizing and stuff for the personal apartment, I suggest having no 'create room' tab, but instead having nothing but a 'plot size', where the entire plot is essentially one giant decorative room, allowing them to split it up into even smaller sub-rooms if they so wish. As everything in the apartment is designed for only one person, all storage items would only be accessible by the player who owns the room.

    Thirdly, this system could mesh well with the invention system coming out, and with systems already in place. Personal apartment items could be crafted both at the universities (or wherever the invention system takes place), or at SG worktables, possibly with 'inventions' being craftable at SG worktables too, which would solve a problem of SGs not having any use for keeping worktables around. These recipies would be for things previously mentioned (personal salvage, inspiration, and enhancement storage, costume dresser, etc), and would require much less salvage than a crafted SG base item due to only one person getting any use out of it. You could also give more incentive than accolades to collect badges, as certain badges could reward the player with 'souvenier' items, like a deactivated council Mech Man or clockwork to decorate your apartment with.

    Altogether, this implementation of an 'apartment' type system would allow for personal space customization and functionality without making SG bases less important. Personal apartments still wouldn't be able to do anything that SG bases can (multiple-player accessible storage, teleportation, rezzing), but would still provide something useful and fun for the player. It would even give SG bases more value than they had before. You could use the SG worktable instead of walking all the way to a university, or enter your apartment from the base instead of walking to the building in some city-zone. I don't see any negetives from implementing something like this.
  12. Randomly Generated SG Base Missions
    Originally suggested by: Pyrotechnic, as far as I know.
    Category: Control Aux
    Customizable? N
    Type: Unlocked/Crafted
    Description: For when the new telepad beacon comes out that teleports you to an active mission, I suggest the mission computer dispense randomly generated door-missions (like the newspaper) only accessible through the telepad beacon, allowing a person to run missions without leaving the comfort of their own base. This would also give people more reason to spend time in their base.
    Limitations: To avoid having the mission stuck in your mission log should you lose SG membership/access to a telepad with a mission beacon, the missions could all be timed, like the PvP door missions.
  13. [ QUOTE ]
    Coalition Base Beacon
    Originally suggested by: SuperChris
    Category: Aux, Transport
    Customizable? No
    Type: Unlocked, Purchased
    Description: A beacon allowing travel to a Coalition Base. You must have permission to enter the base, yatayata. Unlocked by forming a coaltion. Item ceases working (and is flagged with red or something) if Coalition is broken.

    [/ QUOTE ]

    I would actually prefer the they make the base portal inside the base work like it does outside. That is, you could go from the base you're in to any other base you have access to by either coalition or group leadership. However, instead of the base you're located in showing up at the portal, the location you entered the base network would be listed instead.
  14. Dimensional Focus Device
    Originally suggested by: Someone else, I don't know.
    Category: Entrance Room Auxiliary
    Customizable? N
    Type: Crafted/Unlocked
    Description: The device would be an attachment to the entrance portal, letting you ignore the set 'Spawn Points' in zones that you zoned to by exiting through the base portal, dropping you wherever you died if you got to the base using the Reclaimator. As spawning where you died can sometimes be an unwise thing to do, and lead to yet more deaths, the item would be toggleable. That is, you could manipulate it like you can manipulate telepads and worktables. Once manipulated, the item would either activate or deactivate itself, letting the person exiting the base choose whether to teleport to the destination zone's spawn point, or to instead teleport to where they entered the base from.
    Limitations: Only one per entrance portal, only placeable in the entrance room. Can not be turned on or off by non-SG members.
  15. Randomly Generated Base Missions
    Originally suggested by: Pyrotechnic
    Category: Control Auxiliary
    Customizable? N
    Type: Crafted/Unlocked
    Description: This is less of a new item, and more of an improvement to a current one. Basically, I'd like to see the base Mission Computer/Oracle give out randomly generated door missions, like the newspapers in CoV do. While you could just have it use the missions the person already has access to in those zones, I would prefer if these missions didn't require you to enter a zone outside your base. For example, if I got a mission from the Mission Computer to kill all the CoT in the mission at level 38, then I could click the raid teleporter and have my mission show up as one of the destinations I could port to, and be in a mission map full of level 38 CoT.

    This would not only give people more reason to spend time in the SG bases, but give PvE Supergroups a reason to get the raid teleporter. Recently, I went around looking for supergroups to raid my base, and found NO ONE with a raid teleporter.
    Limitations: The same as normal randomly generated missions. Only three to choose from until you zone.
  16. Surveillance System
    Originally suggested by: Pyrotechnic
    Category: Control Room Auxiliary
    Customizable? N
    Type: Unlocked / Crafted / Purchased
    This item is unlocked by the amount of time enemies have spent Held, Immobalized, or Sleeping due to abilities used by SG members in SG mode.
    Description: Due to a show of increased interest in controlling others, the Supergroup has unlocked a way of making that control a bit easier.

    Basically, there are two parts to this suggestion: The Surveillance System itself, and the cameras. The Surveillance System would be a control auxiliary item that can be manipulated, just like the Mission Computer. The cameras themselves would be cieling-mounted and destroyable during raids.

    When the Surveillance System is manipulated, your character would be able to remotely view all the rooms in your base that have security cameras placed within them. Cameras that have been destroyed would yield static, showing that the room's surveillance had been attacked. This could be used not only for entertainment purposes, but to monitor sections of your base from the relative safety/importance of your control room during raids. This could be incredibly useful for much larger bases, so that you could see where the attacking force was without doing patrols.

    For technology themed versions, it's just a terminal with a large screen and cameras, like warehouse missions have near the entrance. For arcane, you can call it "The Eye of &lt;Insert Diety Here&gt;", and have the thing creepily look around the room.
    Limitations: Only one camera per room.
  17. The Iron Vanguard only started a few months ago, so we're still early on, 8x8 starter plot included. Most of the base can be seen in the one layout shot:

    Layout

    The lights in that shot are actually turned up quite a bit. In reality, the base is fairly dark, with light mostly coming only from the actual light fixtures/computers all around the base. Now, to include the most asthetically pleasing room in our base, the entrance:

    Entrance

    This shot is actually accurate in lighting quality.

    Starting in the bottom right corner room of the layout shot and going clockwise from there is the Energy Room, Control Room, Entrance, Teleport Room, 'Repair Center' (Medical Room), and then our M'edia Viewing Room' (5x5 Decorative Room). Although, the screen is quite small due to Plasma screens being the biggest you can buy. Also, the decorative room is quite temporary, as we're selling it to make room for a 3x3 teleport room to hold our raid teleporter and third telepad once we have enough prestige for it.
  18. [ QUOTE ]
    I think a cool new item would be windows.
    It would be cool to look outside at a city street or a space zone.

    [/ QUOTE ]
    Add a skyline/clouds in there, and I'm hooked.
  19. [ QUOTE ]
    This would allow the SG to simulate an actual raid by allowing a raid team of SG or coalition members to raid the base without risk of actual loss to test base design.

    [/ QUOTE ]

    Coughinstantraidcough.

    Although I would like to be able to have one group of people from my SG raid another group of SG members without having to shunt them out into another SG. Plus, practicing in-SG wouldn't reveal defensive base secrets to anyone else we want bagging rights over.
  20. Bottomless Pits
    Originally suggested by: Pyrotechnic, as far as I know.
    Category: Wall Height Feature
    Customizable? No
    Type: Available
    Description: Currently, we can have sections of wall to fill the two top-most sections of a location, the two bottom-most sections, and the middle section, which completely fills in the specific square location as a wall. What I'm suggesting is another slab of floor beneath those sections that, when removed, makes the square a bottomless pit, descending into whatever color of room lighting the very bottom of the tile is set to. The practical side of it is that anyone who fell/flew into it would pass beneath a layer of pure color, as to make their body dissappear, and die without recieving debt. You would then get the standard "Go to Base" or "Go to Hospital" prompts, or get someone to TP Friend your body out of the hole so that you can revive yourself.

    This would not only add to the theme of a base that was an airship/cave/anything with a pit, but could be useful in base defense. If most of your base defending team had flight, you could make a person have to go the long way around the base to get to a room, while the fliers could take a shortcut through a pit-room.
    Limitations: The pit is considered an obstruction to raid pathing, so you can't have only fliers and teleporters being able to access major sections of your base. Only bridges (see next suggestion), columns, and wall-based items would be placable inside the pit area.

    Pits Bridges
    Originally suggested by: Pyrotechnic, as far as I know.
    Category: Locking Placable Decorative Item
    Customizable? No
    Type: Available
    Description: Like how you can place columns on specific areas and have them expand to fit the area, bridges to gap the bottomless pit would be placeable in the same manner.
    Limitations: Only placable in bottomless pits, only in specific locked locations, just like columns.
  21. I just want a variety of decorative/raid-functional doors, and ramps from the bottom floor level to the top one, two levels higher. Anything beyond that is just a nice bonus.
  22. I'd love to see the ability to make all archetypes on either side from scratch, too, even if it requires a copy of both CoV and CoH on your account. This would also give more reason to buy both games. If you get CoV for CoH, you get bases, but if you get CoH for CoV, you get nothing.

    I don't see why I can't make a Ranged Damage/(De)Buff character without having him start out evil. If I wanted to make an Archery/Trick Arrow character right now, I have to make a corruptor. The closest to that with a hero is Trick Arrow/Archery. What's so evil about a defender who happens to be better with his normal arrows than his trick arrows? Conversely, what's so excedingly heroic about being better with the trick arrows instead?
  23. That's Miyuki he's using. Were it arcane, everything would be made of stone.
  24. [ QUOTE ]
    [ QUOTE ]
    As of right now, no one really has a permanant workroom unless they either want it for decoration or use it for repair items. The storage thing would give the workroom a reason to exist for longer than the 10 minutes it takes to craft something.

    [/ QUOTE ]Umm, ours is VERY permanent. Oh before we could afford all the tables (and the control for them) we'd swap between the 3 sizes to make our items. While not required, a permanent workshop does add to the overall "niceness" (if that's a word) of the base. Still I wish there was an..."end game" for those of us building a base that will NOT be used for raids. You know, for people who want nothing to do with PVP.

    [/ QUOTE ]

    And I repeat...

    [ QUOTE ]
    As of right now, no one really has a permanant workroom unless they either want it for decoration or use it for repair items.

    [/ QUOTE ]
  25. As of right now, no one really has a permanant workroom unless they either want it for decoration or use it for repair items. The storage thing would give the workroom a reason to exist for longer than the 10 minutes it takes to craft something.