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If "fun" involves waiting around like a doofus, then no, I clearly don't understand fun. I'd rather take the boredom of Aim + Build Up + Nova or Aim + Build Up + Fireball + Fire Breath or Aim + Build Up + Frost Breath + Freezing Rain or, hell, Aim + Build Up + anything. Time Bomb is one of the slowest, least impressive ways to kill things thanks to how overbalanced it is, and that's from someone who took, slotted and still uses Time Bomb with great regularity. It's a slower, more complicated, least visually impressive way to achieve what almost any other Blaster can achieve.
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The two pictures above are from Darksiders, a game with a very... "Particular" sense of style and design. The reason I bring it up is because Darksiders designs almost all of its characters as very, very big and very, very chunky, and this is no better demonstrated by the two pics above, those of War's Chaoeseater sword and that pistol that I don't know the name of. I call it "the gun."
Why bring that up at all, you ask? Well, there has been an ongoing debate here in City of Heroes on the subject of "bigness" pretty much for as long as I can remember, predating even BABs thoughts on the subject. Zombra, when he was still here, used to have a jolly good time making fun of me for wanting to use BIG costume items, like the Large Robotic gloves, the Enforcer boots and so on, and would constantly mock my unceasing complaints that broadswords for women just weren't big enough. And yet when this comes up, a lot of people seem to feel that too large ANYTHING just wouldn't fit the game.
Historically, and I know the guy will hate me for bringing it up, BABs has expressed unwillingness to put in really big weapons into the game unless they had the proper animations to reflect such weapons' weight. After all, a big weapon swung around lightly feels like a flimsy prop more than like a lump of iron with a handle. I actually used to agree with this... To some extent. But the more I play games with a less... Compulsive outlook on my own tastes, the less inclined I am to agree with this, and for reasons very simple: It just looks awesome from where I'm standing.
Back to Darksiders, and the reason I brought it up: The game has balls, if I may say so. What other games would depict with some sense of moderation, Darksiders just drops on your screen in a fireball and screen shake. What other games would try to limit and make more believable, Darksiders makes almost grotesque. The game, for those unfamiliar, revolves around the player character War, one of the four horsemen of the apocalypse, involved in intrigues too complex to explain here, basically going around killing various flavours of demons, and some angels here and there just to show he doesn't take sides.
War is already a pretty big guy, about twice the height of an ordinary human, and bulky to an unnatural extent. On top of that, he wields a sword that's actually taller than he is, a handgun that's about as long as his forearm, and has a cloven gauntlet that, judging by the zombies running around, is twice the size of a man's chest just in itself. By all accounts, this should be ludicrous, and indeed many reviewers have described it as such. But then on the other hand, it is also completely glorious from where I'm standing.
In a way, popular culture in general and the City of Heroes community in particular have trained us to develop an almost compulsive feeling of... "Refined taste," I suppose. We aren't supposed to like dumb things, we aren't supposed to like simplistic concepts, we aren't supposed to like a six-year-old's view of masculinity. I don't know about other people, OK, but at least for me, that is the case. I've always been a fan of the simple, basic, unrefined concept of raw brute strength, but have always attempted to temper this desire in order to appear more... I don't know. Intelligent? But having played a few specific games recently and otherwise having been exposed to certain concepts, I'm slowly embracing the fact that I may well just be a dumb guy who likes dumb, simple entertainment. In fact, I'd sooner be the dumb guy having fun than the smart guy to whose ideals nothing ever measures up. And I've been both, so I know what I'm saying.
Darksiders was, in a sense, a cleansing experience for me, because I adored everything about that game, and realised I wanted to bring as much of that as I could in City of Heroes... Then I realised that I can't. There aren't any swords nearly big enough, with the possible exception of that one Rularuu's Bane which I've already used before. There aren't any glove options big enough, at least not in the way War's left hand is big - his has a large hand with large fingers, whereas our gloves all have relatively the same size hands with only bigger forearms, which isn't quite the same. The very concept of what War represents in terms of character design is something at, here in City of Heroes, is more or less considered bad artwork for lack of proportions and lack of artistic restraint. It also runs afoul of BABs problem with large weapons swung lightly, something I have grown to vehemently disagree with in the face of evidence from other games.
And it's not just swords and armour that "the bigness" concerns. At least for them I can make the argument that the bigger the melee weapon, the harder it hits. But this concerns all areas of design, more specifically that of guns. The pistols we have right now, for instance, are all fairly small, with all of ONE big variant - the match compensators, which are both low-res and low-poly models and are also untintable AND EVEN THEN aren't actually all that big. And this carries on to rifles, bows and so forth. The only really big rifle we have so far is the Redding Rail Rifle, and that's just long, not big. Techbot Alpha has gone on to suggest bigger cannons, and to that extent I'd agree, but I feel regular weapons too can receive implausibly big options already in them, just for the sake of being there.
I guess the point of all of this is, and to put it as a question: How do you feel about the concept of "bigness," as defined not just by absolute size, but by looking bulky and having out-of-scale big weapons? I suspect many people wouldn't care for such options, and that's just fine and dandy, but would you actually feel it detracts from the game to actually have such options? Would you feel it detracts from the game to have a sword that stands taller than you are, to have a handgun that's bigger and longer than most rifles? How do we, as a community, feel about this?
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Something that made me laugh out loud was the description of War, the second horseman of the apocalypse, from revelation:
Quote:To him was given a large sword, indeedWhen the Lamb opened the second seal, I heard the second living creature say, "Come!" Then another horse came out, a fiery red one. Its rider was given power to take peace from the earth and to make men slay each other. To him was given a large sword.
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I considered putting this in the All Things Art thread, but I actually think I want a bit more of a discussion on this topic and less so to make an actual suggestion, though that's also on the agenda. I'll be posting some pics, so if they end up stretching the horizontal, I'll probably have to split this into two post. Let's see:


Yeah, they stretch the horizontal. Give me, um... An hour to compose the rest of this in a separate post, please. -
Something to note about going -1x3 or -1xAnthing:
1. You are going to get insulted for your difficulty choices and accused of farming pretty much half the time you so much as mention your difficulty settings in any form of complaint. I don't know why that is, but be prepared for it.
2. When the Incarnate system eventually rolls around, provided it's like it was in Going Rogue Beta, then enemies of level 49 (-1 to a level 50) will not drop the Incarnate Shards required to progress in the system. Only level 50 enemies will.
I say these things because I managed to catch an enormous amount of flack for just this reason in GR Beta when I complained Shards weren't dropping for a legitimate difficulty choice. -
Quote:They "stuck it in there" for people like me who already bought the pack expecting something completely different so that we got a little more value for our money. Geez, people, can't you keep the bittermuch out of at least a few threads?Doing me a favor by sticking a much-desired costume part into a Booster pack that many people weren't otherwise going to buy? Shoehorning a non-thematic costume piece in the name of making a few bucks while thumbing their noses at the playerbase? See the OCR/Marketing thread about how the newest team is losing the hearts and minds of the most devoted fans.
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And the "snow" aura looks weird, like my screen is getting bad reception. Maybe we can rename it to the "static" aura? -
You hunt greys and rely on a 6-minute, 24-second activation power to do it? Don't you have, like... AoEs? I suppose you could have brought in a level 50 Corruptor, but on the high chance that this is a Blaster, it seems like a rather poor way to hunt stuff, like taking a Regen Scrapper and using Self Destruct and Revive.
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Fast-recharging, not fast-animating. At one point, Castle described it as a power Forcefielders would want to spam for this precise reason. However, my experience with Repulsion Bomb is from only a year ago.
Incidentally, what does this have to do with anything? What I suggested had to do with Repulsion Field, not Repulsion Bomb. If my unimportant off-hand comment was wrong, ignore it.
It very much describes Power Push exactly, but I seem to have forgotten what Force Bolt is. I don't know why I remember it being so slow when I played when its stats are indeed better than those of Power Push, at least for knockback. Perhaps playing it on a Mastermind had something to do with making the power seem less useful than it was.Quote:That doesn't describe Power Push at all. In fact, what you've described is Force Bolt as-is. So congrats, you got what you wanted!
In that case, I withdraw my suggestion and instead choose to be perfectly happy with it.
What described was using the Hand Clap animation, so I assumed you were talking about using the Hand Clap model, as well. The Hand Clap animation somehow hitting people at a distance just... Doesn't feel like it makes sense. At least with forcefield casts, you're pointing at your target. With Hand Clap, you're just facing in a very broad general direction in which things are happening.Quote:Nowhere did I suggest making Repulsion Bomb not ranged. What I suggested was removing the projectile and making the power instant-hit like Levitate or Fossilize.
You can speed the power's cast without speeding up its projectile. "Agonizing" is an unconvincing argument, considering you're not rooted while the projectile hits, and it calculates to-hit on execution. -
I wonder if people who clamour for "a new engine" actually have any practical concept of what that even means. I keep saying this over and over again, that even if we got "a new engine," nothing would change, because the old game would have to be re-exported into the new one. Not only will that not fix anything in and of itself, it will break some things.
Easy example: Play Half-Life, then play Half-Life: Source. Notice the difference? Me neither. Well, OK, let's be fair, there are four:
1. Ragdolls, for what that matters, exist in Source where the original had pre-animated corpses that blew up more often than not (something I still miss).
2. The "Tranquilliser" Crossbow pins people to walls instead of, uh... Tranquillising them, like the Rail Crossbow in Half-Life 2.
3. The floating barrels at the end of On A Rail and the start of Crush Depth have been replaced with the Half-Life 2 blue plastic drums.
4. The cliff face in Surface Tension has some degree of 3D background, where before it was all a 2D painted skybox.
The game's graphics are still as bad as they were in 1998, all the questionable level design is still there, all the low-poly models, all the low-res textures. Everything. There's a reason why Black Mesa: Source was started - because Valve's port of Half-Life to the source engine is, in a word, "***." No-one who isn't Blizzard will ever bother with putting a brand spankin' new engine in an old game, because that just means having to basically make the game over from scratch, and most people use that opportunity to make a sequel, if not a wholly unrelated new game.
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As far as "underwater" environments go, I'd go as far as to support an underwater city, as long as water is on the other side of a glass wall most of the time and no battle takes place actually IN the water. There's far too much potential ugliness that has no point in being solved. -
Quote:Interesting design, but the dialogue physically hurts me to read in that "accented" speech. I still think the Blood God is pretty cute, though, for a chimera... ThingI only added it this past weekend. It's the first picture of Chaos-chan, drawn by Mr-Culexus. He's also got a few pictures on DeviantArt that make a sort-of short comic. How Chaos-chan serves Khorne. Where the waffle-eater comes from.
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I hear it's amazing when the famous purple stuffed worm, in flap-jaw space, with the tuning fork, does a raw blink on Hiri-Kiri rock! I need scissors! 61! La-Li-Lu-Le-Lo! La-Li-Lu-Le-Lo! La-Li-Lu-Le-Lo! Your mission is to infiltrate the fortress Galuade, rescue the hostages and neutralize Metal Gear before its assembly is complete. Variety Level 13 Rescue Meryl, the 'Return of Genola.' Mind the gap. President Baker should be somewhere to the south of where you blasted through the wall. Hurry and save him before the terrorists discover his code. Kawanishi-Noseguchi, Kinunobebashi, Takiyama, Uguisunomori, Tsuzumigataki, Tada, Hirano, Ichinotorii, Uneno, Yamashita, Sasabe, Kofudai, Tokiwadai, Myoukenguchi.
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Or "perfectly good." Or good, come to think of it. Any power which can sink my endurance faster that I can react to it cannot be "good" in any definition of the word. If anything in Forcefieds needs "fixing" it's Repulsion Field, and I'd really start with that. I don't know what the power was intended to do, but in its current incarnation, it does one thing primarily - draining my endurance for very little tangible effect. On a Mastermind that doesn't actually have to do anything in some cases, it's manageable, but on anything else, it's just insulting.
If we're talking about area denial, Force Bubble is a far superior choice, with a higher tick rate, a constant repel effect and a much larger are of effect. Oh, and no 1.25 endurance cost per target twice per second. Corner five people with the thing and you're down 2*5*1.25 + 2*1.07 = 14.64 points. I cannot tolerate a toggle which costs me over 10 points of endurance per second.
If I had my way, I'd turn Repulsion Field into what Repulsion Bomb used to be - fast-animation click AoE knockback on almost no recharge and very little cost. That way, you could time your own pulses for when you needed them to conserve energy, because that's what people do now anyway.
As far as Force Bolt goes, I'd prefer to see it get the Power Push treatment, i.e. little damage, lots of knockback and a very short recharge. It works for Power Push, it ought to work for Force Bolt.
I have no problem with Repulsion Bomb as such, but I wouldn't mind seeing its animation (and that of Neutron Bomb while we're at it) sped up at least by half. It really is too slow, but its actual effect isn't half bad, and I prefer to see it remain ranged. -
Quote:It'd take more than that to convince me picking Devices was not a mistake, but that's neither here nor there.Time Bomb? It's next to useless, except maybe solo. I'd trade it for something like the Arachnos Omega Maneuver bomb or an Orbital Lance anyday. It might make me actually consider Devices, rather than remembering every time why I avoid it.
I agree with you that Time Bomb is very rarely taken and even more rarely actually used. At 9 seconds of setup and 15 seconds of countdown, that's longer than some entire spawns last, and that's IF you manage to tag enough NPCs with it, which is far from guaranteed. Solo, it works for toe-bombing as a quasi-nuke... Kind of. It still takes two other powers and bloody ages. On a team, no-one in their right mind is going to sit on their hands for 24 seconds when a good Blaster can spawn-kill most things with direct damage. Fire/Fire comes to mind, just off the top of my head, and Ice/Ice doesn't do too bad, either.
Tripmine's design is questionable, but at least it works more often than not. It really doesn't matter what you do to Time Bomb. As long as it remains the boat anchor of the set, people will skip it and people will forget they took it. I love the damn thing and I keep forgetting I have it on anything but AR/Dev. On my Archery/Devices, I'm better off just using Rain of Arrows + Explosive arrow. It does about as much damage for much less hassle.
So, yeah - give me Orbital Lance even if it hits less hard. I know people would complain about the downturn, especially those who do what I do and toe-bomb, but seriously - as situational and slow to recharge that power is, I dare say those would be few indeed. -
Compound reply before I go to bed. Keep up on the quote authors, because I intend to do some serious quote editing.
Quote:1. It's close - Yami is more "darkness" than "black", but the Wind of Darkness has its own ring to it. Not sure if that fits what you're going for, though.I made Rikimaru as a half-joke back in the day, trying to see if I could make myself play a Ninja Mastermind, a prospect that had felt incredibly silly to me until then. Drawing inspiration from Naruto's concept of a "ninja wizard," however, I managed to produce a serious character, but one that ended up only halfassed.Quote:As Halfflat mentioned, it actually translates to "Rikimaru of the Dark Winds," which is still pretty awesome.
All of that is to say that if I can find the proper concept, then I can "fix" the rest of the character to fit this. I can't make Storm Summoning powerd black or even very dark, but I very much CAN work with Dark Wind as well as with Black Wind. That's what I meant to express with Black Wind to begin with, anyway - darkness, evil, malice, demonic power. "Dark" more in concept than in actual appearance, though actual appearance being black would have helped. Currently, he has red winds, but we'll see how that goes.
Quote:2. I'm not that sure. I vaguely feel that "shinikaze" would me more like "dying wind" than "Wind of Death", but "Shinigami" is definitely "death-spirit". Also in that vein, it'd probably be "Shinigaze" as a compound, just like "Shinu" + "Kami" gives "Shinigami".Between possible connotations of ripped-off names (and in this context, it's twice as bad because I don't know the language) and possible connotations of having to change a consonant to a name I like significantly less and which is much less recognisable (and I did read that that's not a hard and fast rule, but still), I think I'll pass on this name and pick the previous one. The drawbacks of it, not least of which is its length, are just too many. But don't see this as a loss. I eliminated one of two possible names, so I already have a winnerQuote:One of the characters in Bleach has a Zanpakutou named "Kazeshini," the wind of death/killing wind/reaping wind, however you want to translate it. If you name a character Shinikaze, some people are already going to think you're ripping off the name.
This is probably going to sound really weird of me, but reading that name in my head just reminds me too much of Beni and even kind of of Benny. I know it's a stupid reason to cite, but there you go. My mind works in mysterious ways. Hope I didn't ruin it for anyone.Quote:Benikaze is another excellent suggestion. It sounds pretty bad-@$$ to me!
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I dare say this concludes my request, and I couldn't be happier with the result. I got a name I liked that struck me from the moment I saw it, it means pretty much what I want it to mean, it fits within the name field... And I like it!
Thank you, guys, for your help. I couldn't have done it without you.
Some day I have to wonder if I really do have a knack for designing characters at least I absolutely adore, or if we just have too awesome a community that continually helps and inspires me. I'm leaning towards the latter. Half of those guys I could never have made alone. -
Quote:What you bring up is the concept of set cardinality where different subsections of the multiverse are examined as different sets. It's an interesting topic on an academic level, but I would be highly reluctant to bring it up in anything short of advanced mathematics environments, which most public forums simply are not. It's very much explicable and describable, but in a way that I guarantee would alienate most of its target audience, myself included, as a point of fact, as I'd need to brush up on my general algebra before I felt confident enough to truly participate.A multiverse with identical universes is at least an order of infinity larger than one that does not for each of the infinite copies available. Since the human brain can't really cope with the idea of one infinity, multiplying infinity by infinity to the power infinity is getting deep into the realms of 'ouch my head'.
On principle, however, yes, I agree with you completely. Assuming infinite copies of each universe among an infinite set of unique universes does produce a multiverse with a much higher cardinality than a multiverse which has one and exactly one instance of each unique universe, as most people assume the City of Heroes multiverse to be. It makes for far more interesting fiction by virtue of being far less predictable, but it's less predictable because it's harder to grasp, and that in turn makes it more alienating.
I'd probably keep off the concept of infinite copies of each unique universe as explanation for much of anything unless strictly necessary, as I thought was the case with Infernal and as I was proven completely wrong. -
To avoid large quotes, let me do this - on the subject of more skin:
I will break tradition with myself and disagree. One of the cool things about the ninja in Naruto is that a lot of the time, they look like ordinary people. A girl in a dress, a dude in slacks. Nothing out of the ordinary. Only if you actually look closer, you notice they're wearing chain mail under their clothes and they have suspicious puches on their belt and wait! What's that? A forehead protector with an insignia?
What I like about this one, especially the original, is she looks... Fairly normal, unless you look closely and notice the chain mail. In fact, I'd suggest you go Tights with the mesh pattern and go grey over black to imitate DENSE chain mail. I'll see if I can't come up with something of my own when I get back home.
However, I will say this - while I enjoy seeing ninja who have no real protection and rely mostly on their skill to protect them, having this lady dressed in chain mail under her clothes, rather than bare limbs, has a bit of appeal to it, and it's that kind of appeal she would need to stand out.
By the way - I would really suggest using the Martial Arts pack robes. They look significantly better. -
Demos in general are incredibly sloppily handled in this game. Their biggest boasting feature is "they exist" and that's about it. At the very least, I'd like to see an interface for playing them back like an actual video and the ability to control at least the orientation of the camera.
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Quote:The benefits of Time Bomb are unquestionable, but achieving them is what's highly uncertain, and very cumbersome, to boot. As I see it, there are two ways to use the power: Bomb on Caltrops + pull or Cloaking Device + Smoke Grenade + Toebomb. In both cases, the powers required to achieve the effect are part of the same powerset as Time Bomb, so they don't really represent a powerful build choice, especially considering Cloaking Device and Smoke Grenade are largely poor power picks anyway. And while I realise I'm arguing for less complexity and more dumbing down, Time Bomb is simply out of context with the rest of the game. It's a single power that requires three separate power picks to achieve a single function. And that's not power picks to IMPROVE its function. JUST Time Bomb on its own is completely worthless because you can never hit anything with it. Why pick something so elaborate when you can approach the same result with just AoE Blasting with less setup time?In other words, the bomb requires you putting yourself in direct harms way for questionable results.
The Lance would require a sniper time (I'd really reccomend NOT 7-8 seconds, thats somewhat boring) to target and then...BOOM.
As for warmup time for a possible orbital laser, the current Time Bomb has an animation time of 9 seconds and Long Range Missile Rocket has a cast time of 5.87 seconds, itself. If you're looking for a long-range, high-damage AoE, long windup and a high cost, as well as significant recharge are the prices you should be prepared to pay. In fact, let's compare:
Time Bomb
Cast: 9
Cost: 26
Recharge: 6 minutes
AoE Range: 20 feet
Damage: 278.05
Long Range Missile Rocket
Cast: 5.87
Cost: 22.75
Recharge: 4 minutes
AoE range: 20 feet
Damage: 155.78
Both have the same are of coverage, but Time Bomb deals more damage at the cost of recharging longer, costing more and casting longer. And at the cost of being almost unusable in actual practice and on a team. I'd be willing to see a power in-between those, if not equal to Time Bomb, which is placeable with a reticle, only on the ground, and at a range of about 40 feet (that's the range of the reticle, AoE would still be 20 feet). Even if it's functionally weaker, the ability to use it more often would more than make up for that. -
Can we actually use dopelgangers in the Architect now? Been a while since I made anything.
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So you'd think, but everyone I've teamed with on this mission treated it like a rush for the boss, ignoring dead end rooms, chambers off the beaten path, corners and other locations where enemies might be, but you don't necessarily have to pass through to get to the "end" of the map. In one room my team blazed through, I found two hostages in a room off to the side that they'd have missed and then had to backtrack for, and in another I found a hostage in a hole in the ceiling.
I've done this mission dozens of times and only had to backtrack twice, both times to locations I remembered I'd forgotten to check when I came up short. Yes, it's a long and involving process, but it's a large mission.
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That's not to be a dick and criticise you in particular. But in my experience, many people suffer for not exploring side rooms, and then go ahead to curse the missions for having them. -
Quote:Personally, that's one of my most favourite missions, and I'll explain why. Every time I get on a team doing this mission, I get to listen to people whine and complain like babies, ignoring my reassurances that it it'll be just fine and that I'll help them through it. Sure enough, they rush ahead and I have to mop up behind them, usually finding on average 10 mystics that they missed because they didn't look. By the end when it's all over, it's satisfying to see their bewilderment as to how this wasn't as difficult as they thought it would be this time and being unable to understand why.Rescue 21 Magicians from the Circle of Thorns
Had this one on Carni for months and months (it was before we could drop missions), could never find the last one.
After a while I just started to wish the CoT would get a move on with their damn ritual. I mean ingame they had those magicians hostage for YEARS!!!
It's one of my favourite missions because it actually requires you to explore all those little rooms that most people just assume hold nothing of interest. There's nothing hidden in it. You just need to look. -
Quote:The map was very hard to follow, is all, and the original Descent's shot on shiteo graphics (even for its time) made everything more confusing than it had any reason to be. Descent 3, by contrast, had maps that looked like actual buildings (as opposed to Heretic caves), your ship auto-levelled to the horizontal (the stupid thing!) and the map was more spaced out with easier controls for rotating it. Besides, the levels were more linear. Pity it's using a pre Half-Life engine.Heh. I remember this one custom map, I think it was called Chinese Box, where you started in a small cubic chamber with a small cube simply consisting of six doors in its middle - except each of those doors led to its own {hyperspatial?} network of tunnels. I have to admit, though, trying to find my way around most Descent levels was frequently frustrating.
I actually revisited Descent 3 recently, and it's still a pretty good game, despite the fact that I'm constantly battling my ship's tenacity in auto-levelling itself, or the fact that mouse look for this game sucks on toast. The mere fact that I can come into a room look around, exit through the ceiling and come into a long vertical shaft with tunnels off the side from time to time sells me on that game. It's non-planar, and proud of it. -
I agree with this idea completely. And considering I basically don't care about bases in the slightest yet still fully support this suggestion, that should say something about how good it is.
Technical cost aside, this idea has literally no downsides. I like it!
