Samuel_Tow

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  1. Quote:
    Originally Posted by rian_frostdrake View Post
    Overall, while i do hope we start seeing some more story content soon, this was a very important issue for me, maybe the most. it significantly changed a number of my characters for the better, both in their thematic feel and their actual gameplay, so i do feel invigorated, moreso than i have for a very long time. And it proved that a 5 year old game still has the development team skill and willingness to expand in meaningful ways in the face of fresh competition, in many ways surpassing them in the area of power customization. In my opinion, this was exactly what this game needed at this time. now bring on going rogue i guess. I am hoping that that is where all the story and costume work has been going and that it will kick me on my butt again.
    I have to agree with this. I see these additions as adding value to the game in a much bigger way than a few more story arcs ever could. Oh, sure, us old farts will ***** and moan about wanting more stuff to do, but when was that ever not the case? Me, I AM personally a lot more excited about playing the game now than before, specifically because I now want to play ALL my characters, where before it was always "Ugh... Not this guy. Maybe later. Eh, I played her recently" and so on.

    And, really, this makes the game better as a general thing. A new player to the game isn't going to complain that the Coming Storm hasn't come yet, but you can bet your left leg that at least some people are going to look at the ability to customize your powers in such a serious way and love it. Before you know it, we'll be taking this for granted, like, oh... Capes, body sliders, auras, weapon customization, paper/scanner missions, Peregrine Island and so on and so forth. This makes the game better.
  2. So far, I haven't had a chance to try it out. I've been too busy torturing myself.

    Here's the paradox, though - I specifically picked a character to play who WOULDN'T need customisation before I16, because it bugged me to play someone who should be customised, but couldn't be. Except, now I like playing that character so much I'm not sure I'll be able to get much out of the Issue for some time still
  3. Here's an interesting question. I have the older version of the editor. Will that self-update to the new one, or will I have to re-download it altogether?
  4. Quote:
    Originally Posted by Eisregen_NA View Post
    You have a very limited idea of how social animals operate. Elephants make for some of the strongest examples here because they seem to have some of the most developed social traits, but they're not alone in their behaviour. Elephants have been recorded to provide food for animals who couldn't feed themselves. Even if it was from birth defects which would never allow for them to provide for themselves. They've also been recorded to show comfort to dying herd members, staying with the individual until it's passed.

    The reason for this is emotional, quite simply. This is probably a step up on the cynicism ladder from denying the existence of absolute morality, but it also makes for even stronger conditioning. If you get a positive internal emotional feedback out of something, you're more likely to do it. The herd member with the birth defect might not be able to feed itself but it can provide gratitude for being fed. Gratitude, expressed in any number of ways, feels good to receive. Therefore it's in the other animals interest to provide triggers for the handicapped animal's gratitude.

    And then there's the fact that the animal isn't possibly quite so useless. It might still be able to mind the herd's young while the others rove and forage for food. It might be able to assist in other ways. Just as with humans, specialization is not uncommon with social animals.

    None of this is weighed down by any type of moral imperative.
    Morality is about as relative as "Your money or your life!" is a viable choice. Yes, technically speaking, you can view morality as relative and use that relativity to justify any number of apparently amoral decisions. In fact, people have tried to do just that to me on many occasions, and there is a certain point beyond which I will stop arguing and simply say "No, that is not acceptable in any way, shape or form and I'm not interested in hearing arguments justifying it."

    Morality may be relative if viewed against the backdrop of the vacuum of space. But we don't live in perfect isolation, we live in a society. A society with certain morals, be they good or bad. And we, as people, hold our own view of the morally right and morally wrong, which doesn't always mesh well between us. I happen to be one of the most intolerant people when it comes to questions of morality, because I've no respect for views that see my morally wrong as their morally right. I may be a bit more receptive of seeing my morally right as their morally wrong, but I've dealt with "relative" morality long enough to know that by far the most use it sees is as an excuse bad people use to justify being bad.

    Relative morality only works in theoretical philosophy. In actual practice, morality is only as relative as it is acceptable in the given situation. And, honestly, I happen to believe there is such a thing as right and wrong, and I've no interest in accepting other people's views above my own for no reason other than because they have the right to hold them. Which, ironically, is pretty much on topic for the thread. I am not interested in entertaining the notion of evil morality justifying the killing and oppression as depicted in the Rogue Isles simply because they may hold a different world view from my own. What I see is deplorable evil, and something I've no intention of accepting any justification for.
  5. This again, huh? I'm with the Goat (for a change): the game has options. If you want to farm, get on sewer teams, get on scanner teams and otherwise hotwire the lower levels, go right ahead. I choose to do the content, myself.
  6. Quote:
    Originally Posted by Starhammer View Post
    We'd have these people with Combat Jumping actually jumping around in combat like spidey or nightcrawler, or other hard to hit acrobatic type supers...
    Unfortunately, what you'd get is one of two things, neither of which is good. Either people will grab Hover on top of Combat Jumping and be in the air all the time, or they'd jump in place. Besides, having a mechanic that requires you to move to protect yourself is a bad idea in a game where everything you do roots you, and for 1-2 seconds and up. We already have enough of an impetus to pick faster-activating powers, and I'd honestly not want to have any more.
  7. When I'm at work, I surf the forums, and I occasionally work, too.

    When I'm home, I'm currently playing Red Faction: Guerilla. I LOVE this game. Just yesterday I drove an APC into a building and when I came out the hatch, I was on the second floor. Another time, I made my own entrance to a wall with the lovely power hammer, only to find out I killed an EDF soldier who was apparently leaning on it. Oops? And then instead of climbing on the second floor to shoot a bunch of soldiers, I used explosives to collapse the ceiling and bring the whole second floor down to ground level. I also used a huge chimney, blown up with precision, to destroy a large structure.

    I just love how this game feels. Doors? Who needs doors when you have a HAMMER?!? That huge rampart protecting that fortress? All it does is slow me down a bit as I hammer through all four layers of it, plus whatever struts are inside holding the thing up. That building with the heavily-guarded, entrenched entrance? Don't need it. A flat section of wall will do. On the roof and you need a way in? Who needs hatches, just hammer at your feet and go. In fact, I had the misfortune of accidentally hammering a roof exactly where the single support pillar connected, snapping that, which caused the whole roof, with me on it, to collapse in.

    Fun times.
  8. Samuel_Tow

    The Blue Walls

    Really, with the Coralax being half sea creatures, half land creatures, precedent does exist for creating amphibians. They could leave the water and walk on land, they'd just need to spawn in the water to begin with. Might make some of those humongous stretches of featureless ocean a bit more interesting.
  9. Samuel_Tow

    Blaster Balance

    Personally, if there's one buff I'd give Blasters and not be ashamed one bit is a buff to Snipers up to 3.56 scale damage (up from 2.7 now). Right now, a Snipe is not worth the time it takes to animate. Unless I want to pull, I have no use for a Snipe, because my regular attacks do more damage in less time. A Snipe's DPA is terrible, and that's assuming you use it as soon as it recharges, which isn't possible with an interruptible power.

    To me, Blaster Snipes pay the cost of performance they don't really need. Their recharge is faster than you typically need or want it, and while the range is good, the damage isn't worth it. If Blaster snipes underwent the same treatment as Dominator Snipes, with associated balancing, I'd say Blasters would be just about right.
  10. Quote:
    Originally Posted by Miladys_Knight View Post
    I did that in an older game that Blizzard put out. You had the option of going "Hardcore". 1 death and you were done. Couldn't play that character, transfer items, or gold. You were done with that one and it was time to reroll unless you just wanted to use a dead hardcore character to chat with.

    and yeah, I played that way.
    Ah, good old Diablo 2... Was there ever a worse game that was still so damn popular?

    Yeah, I remember the Hardcore option in Diablo 2. I heard you had a better chance for unique drops with a Hardcore character or some such. Me, I never had a use for it. I died all the time. Of course, that's because my characters were gimped, but then the game really did invite gimp builds with its unsupportive system.

    Personally, I don't enjoy playing games and fearing dying in them. I fear death and injury in real life, which makes me both a wimp and a coward. I enjoy being able to avoid being that in a game. In City of Heroes, I play the game like I have fun - just go for it and don't worry about anything. I enjoy being able to chance the odds, to go out and do stupid stuff, to skirt the edges of what's reasonable and, yes, even to flip out and kill stuff from time to time.

    I could play Blasters strategically and carefully. I could pull, I could divide, I could hit and run. I could play them like squishies. I don't want to. I play my Blasters like I play my Scrappers - aggressively, offensively and with an eye for the kill. If I have a choice between pulling a spawn one by one and exploding the whole spawn at once (which is usually possible), I'll pick the latter every time, despite the fact that I WILL eat an alpha whenever I do that. If I die doing so, provided I died because I made a mistake, then that's how things go. If I can resurrect on top of that, all the better.

    Mistakes will happen. They're half the fun.
  11. Quote:
    Originally Posted by Vanden View Post
    They're not.
    So you're saying that the alternative to Eagle's Claw is not the same animation as Stun?
  12. Quote:
    Originally Posted by Miladys_Knight View Post
    I liken it to building an automobile without safety belts, air bags, and crumple zones so that you have to have insurance.

    If I had those things I wouldn't need the insurance except in those rare cases when I drive off a cliff while doing a stunt or those times when another motorist hits me and pushes me over the guard rail.
    Um... Car insurance is also there to pay for the damages. Once your crumple zone crumples, that's where insurance kicks in even if you didn't get hurt. And besides, City of Heroes isn't really like driving on the roads with a safety-built car. It's more akin to, say, driving at high speed while doing stunts as flying mutant aliens shoot at you and Mad Max is constantly trying to run you off the road while you're trying to disarm a bomb on the passenger's seat. You could probably try to ensure everything will go right, but chances are something will go wrong, and having an extra continue always helps.

    If I would be making a comparison, it's like playing a video game and scoffing at extra lives because, if you're good enough, you won't need them.
  13. Quote:
    Originally Posted by Soundtrack View Post
    The only time I don't like having a self-resurrection power is when I fall in the middle of the mob where they normally stand. If I know I'm going to die, I do my best to run as far as I can away from their standing point so that when I use the power, I don't stand up within their aggro range. (Especially if there is no teammate with Recall Friend).
    Ah, but here's the thing - a COOL self-rez you WANT to use in the middle of a big spawn I haven't yet used Rise of the Phoenix, I got a great kick out of Soul Transfer. I always wanted to use it on as many enemies as I could, not for the heal, but for the fun of sticking it to whatever killed me. Honestly, having a violent self-rez makes me more willing to die. Instead of running or healing, I will die, just so that I can get up and keep going. It's like an extra life
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    Yeah there's several powers that are like that. Fallout, Vengance, all the self rez, all the ally rez, etc.
    Rise of the Phoenix was actually a power in Fiery Aura at launch, before Epics were introduced in I3, which were then largely put together from existing powers with minor alterations.

    Personally, I enjoy self-rez powers. I wouldn't mind it if every set had one. I don't understand why people keep complaining about them. Yes, they are powers that you can only use when you die. Well, you WILL die sooner or later, no matter what, so it makes sense to have a power to use them. It's kind of like complaining about heals because getting damaged means you're weak and not surviving well enough. Personally, when I die I'm angry because I've failed and because I have to walk back from the hospital. With a self-rez power, I'm not actually defeated until I'm dead AND I can't use my resurrect power, and the situations when I die twice in a row or twice very fewquently are quite infrequent. And especially with Rise of the Phoenix doing so much damage, I have to say I like the power.
  15. Now, I'm of two minds about this.

    On the one hand, I LOVE the huge hulking monster feel of Granite Armour. If anything, I find it isn't huge and hulking enough. In my mind's eye, it's a 50-foot-tall monster That's a big part of what's good about the power, honestly, and it would kind of suck to lose it. Granted, I hate the specific model used, as I don't enjoy looking like a Quarry, but a different, UNIQUE model would be really cool. In fact, if we can get the model to be customizable, I would like that as the best solution.

    On the other hand, I think I can work through this. Provided the new animation for Granite were as covering, as big and bulky and visually as heavy as the old one, then I might be able to deal with it. The BIGGEST thing for me is that it does NOT look like Rock Armour. Rock Armour is incredibly small and uncovering, akin to stone slabs here and there on the body. If Granite Armour is going to change, I want to see something either fully-covering or something that only exposes the head. If it becomes too small and light, it would just ruin the feel of the power.

    And if you do want to make it smaller and lighter, see if you can't talk to Castle about removing the movement penalties
  16. Quote:
    Originally Posted by AzureSkyCiel View Post
    All in all, despite Sammy's well worded argument, I still find myself leaning int the "for" column, if only because unlike him, I have not done all of the level 50 content on either of my fifties, I know plenty out there have not.
    See, the problem with content is that it's always finite, and as such really cannot support infinite or near-infinite end game in any good way. You can stretch a little content to fill a LOT of progress, but you will encounter one of the following three rotten problems:

    1. It's insanely slow. If it's missions, they're on HUGE maps, kill-alls and instead of doing this once, you do it several times per actual mission. Look at Unai Kemen's To Save a Thousand Worlds for an example.

    2. It's stupid repetitive. If it's a mission, it's good, it's tight and it's entertaining. The first time. The problem is you have to run it a million billion times over and over and over again. See: Paper missions, grinding for Vanguard Merits.

    3. It's absurdly hard. The reward is there, the mission isn't too long and it's even kind of good. Except you can't do it. You try and you fail and you try and you fail. Even if, eventually, you come up with a tactic that kind of works, you're still going to suffer many failures due to something not working right. The old Hamidon is a perfect example, and the Recluse Strike Force comes close.

    There really is no other way to make enough content to make an endgame that lasts even a moderately long time for players, especially when you consider that people view end game as something that should take years to progress through. The current level 50 content is about enough to last even an average player a week, maybe two. It just isn't enough to support an end game on its own without resorting to one of the above, and none of the above are actually good things.

    I really don't believe I could get behind an idea for end game REWARDS without a non-repetitive, non-grinding end GAME.
  17. Quote:
    Originally Posted by SingStar View Post
    Yeah, sure, there's an age rating on the game, it can't be too bad without loosing it, but omg I'd love a real, good mature MMO that don't give a rat's behind about what the "general public" would think!
    Again, we can make a game that is sufficiently super-villainy while still giving a rat's *** about what the general public thinks. That's the heart of the idea - giving player villains a means to be the supervillains of comic book and cartoon lore without turning into GTA jerkasses. And even on that alone, I would support it.
  18. The big thing with mixing sets like this is AT modiiers, something everyone seems to forget when making these suggestions. You can give a Scrapper a Blast set, but with an 0.5 ranged damage mod (which is LESS than a Mastermind's), that Scrapper will simply outright suck. Considering that melee sets, in general, have higher damage attacks and a regular Scrapper's melee damage mod is 1.125, a ranged Scrapper would be doing less than half of his damage with powers that do less than his attacks on top of that.

    Even worse, giving, say, a Blaster a defence set is a total waste, considering how low the various buff and debuff modifiers are on a Blaster. He'd still be doing Blaster damage, obviously, but at the cost of a secondary which doesn't do much at all.

    And let's not forget Castle's direct refusal to port Energy Melee over to Scrappers until changes were made to it. Precedent exists to proove that certain sets are just broken (be they broken bad or broken good) in the hands of certain ATs. Simply opening all sets to all ATs willy-nilly is going to case people to either gimp themselves or make ridiculously overpowered tank mages.
  19. Quote:
    Originally Posted by StratoNexus View Post
    Honestly, if you intend to open most fights with Breath+Ball, Hot Feet becomes very suspect. The end cost on it is so obscene (but I am not saying its not worth the high end cost) that I hate to have it and not be using it every second I am actually engaged in a fight. The end cost is also hard to maintain without IO bonuses, although without Blazing Aura or Tough or the leadership toggles or Stealth, you are in a much better situation than I have ever been with Hot Feet and endurance.
    Honestly, it's just more effective for me. Has always been. Both the damage on the powers and the AoE range Fireball and Fire Breath are better, and I can do cast them out of range of those nasty swords and fists. Fire Sword Circle, specifically, is barely 10 feet, and I'm almost never able to hit many things with it, whereas Fireball hits are quite a bit easier and Fire Breath is just obscene. Besides, after a Fireball + Fire Breath combo, running into melee and dropping a Fire Sword Circle will kill most things, thereby saving me from the aggro.

    I will still admit that I will miss the limited mitigation granted by Hot Feet, but the power's cost is just too back-breaking and, ultimately, I have to go out of my comfortable playstyle to make use of it.

    Quote:
    Are you the type to stop playing a character when you get to 50, or do you continue playing after 50?
    As opposed to grinding for Inventions? I would have to say I'm the former. I won't delete my characters, of course, no will I abandon them completely, but when I DO play my 50s, it's because I enjoy taking them out for a spin from time to time to take part in all the content that has been added since they hit.

    Quote:
    I am very surprised you enjoy Combustion so much. Very few do and even though I leveled to 50 with it on my first blaster and even though I have it on my AR/Fire, I still can't say I am fond of it as far as effectiveness is concerned (but I really, really like the way it looks, I kind of wish I could make FSC look like it does).
    I like Combustion because of its AoE range. Fire Sword Circle is faster and hits harder, true, but its range is so small it usually misses a lot of the enemies I'm aiming for. Combustion, on the other hand, almost always hit.
  20. Quote:
    Originally Posted by IanTheM1 View Post
    It's a difference between 0.67 and 1.17 seconds, assuming that Spec-Ops Brawl and Rifle Butt have animation times equal to their activation times.

    If there's some way to speed up the animation or something, I'd love to see this added.
    Given that some of the alternative Martial Arts and Super Strength animations seem to be sped-up variants of older power, I don't see why not. And, yes, I would VERY much like to see the assault rifle butt replace Brawl for Assault Rifle.
  21. Quote:
    Originally Posted by Mr_Grey View Post
    One does Moral Relativism a disservice by comparing it to selfish behavior. If one takes something from another person without asking and without compensation, it is a simple act of theft. There's no moral question about it. If he's so detached from social understanding that the other individual has a vested interest in the object, he should also feel no concern about the reprisal that's about to bop him on the back of his head.

    But therein lies the rub! You see, he does feel concern at being punished for his theft! "What right did he have to punish me? It's not like he was still using this!" THIS is where Moral Relativism lies! It's all in perception of the current situation. Of course it's easy to look back on atrocities committed in the past and say "That was NOT right!" but in the moment? In the moment, we make decisions based on what we feel is right.
    That depends on what you define as "morality." If you mean to say a person is moral just for HAVING morals, regardless of what they are, then I have to disagree. Evil morality is a pretty cool way to write villains to the vein of "They hurt me, so why should I feel bad about hurting them?" or "They are cattle. They need to be led." but, ultimately, I wouldn't call that morality. I would call that a LACK of morality.

    I will never disagree that views on what is justified can differ, but I cannot and will not accept that acts of evil as clear and unashamed as we commit in City of Villains can pass for any sort of morality, however misguided. What we have in City of Villains is a LACK of morals and a disregard for morality as a whole.

    Call me crazy, but I refuse to consider a man who believes it is his right to kill whoever he chooses because the laws of the jungle allows it "moral."
  22. Quote:
    Originally Posted by Calash View Post
    Honestly I don't see the reasoning here. Why argue against more choices in the game? The best argument against it that I can think of is that it would require the addition of a new PP, requiring an additional 3 powers to be added to the game and to match the theme of the swinging.
    There's your problem. It has problems and I, personally, see no upside. I'm not going to support a proposition I see no upsides to. You don't have to take it as an objective deconstruction of Swinging, but I don't have to support it just for the sake of supporting it.
  23. Quote:
    Originally Posted by MrQuizzles View Post
    Honestly? I thought the opposite. I thought his proposed drop rates were too high. You almost definitely defeat upwards of 500 foes (a large portion of which aren't just minions) in a single ITF.

    This is endgame progression we're talking about, it's not something that's meant to come quickly.
    But that's the root of the problem. It's not end game PROGRESSION. It's end game CONTINENTAL DRIFT. In other words, a horrible grind, and worst of all, without any new content to cover it. I am firmly against any system that just throws more rewards on the fire and expects you to replay missions you already have over and over and over again to get them. And on the same character, no less.
  24. Quote:
    Originally Posted by Samson_Sledge View Post
    It's as though you have something to hide,like,intentional poor teaming habits that make it bad for everyone else?
    It's as though your idea is stupid. Inventing imaginary hidden agendas and ascribing traits to other people that they don't have, just so that you can then argue against and successfully defeat a position they never took is very much the definition of a straw man. Feel free to keep trash-talking, just as long as you're aware you're not actually talking about anything or anyone who actually exists.

    Quote:
    Heck,even on this thread,all I hear is "No" to teaming!
    Then you need to learn to read. Next!

    Quote:
    Wouldn't you agree that lack of teams,or teaming is destroying the game too?
    No. When I want a team, I can usually find one. When I don't want a team, I don't need one. Some of us don't like teaming or feel it is the only way to play. Deal with it or go to hell.

    Quote:
    Sure you all have rights to do as you wish in the game,whether it be nest,or whatever,but sooner or later you guys might find yourselves crying and complaining about not having a certain accolade for example,and certain accolades,like the respec trials,require,well golly!
    A TEAM!!!!!
    I do enjoy the opportunity to use this word: balderdash. Hasn't happened, will not happen. Most of the things that require a team I don't care about, and the things that do require a team I can get one for on relatively short order, and that's entirely through strangers. On top of that, I have friends who play the game, and I can always ask them for help. There hasn't been a time in the past several years where I've found myself needing a team, but unable to find one, and this has certainly never been because the people I asked re


    Quote:
    ...and for all my critics out there,(May the high one bless you : )
    Give me your best shots.Knock me over with your powers of criticisims and witicisims,and humiliate me freely.You have that right....

    but..if it is okay with all of you...i still find myself...not caring..what you all think : )
    Zip up, pal. Your ego is showing.
  25. Kelenar, I would like to congratulate you for being one of the VERY few people who view evil as something more than just killing civilians and killing your contacts and generally being an always stupid evil jerkass for no apparent reason. Seriously, I opened this thread thinking "Not another suggestion to kill and rob bums!" but I was pleasantly surprised. Very pleasantly, and I congratulate you on bringing a suggestion that is not only quite good, but in fact very in-keeping with the source material.

    Let me just get one negative aspect out of the way before I get to the positive: I really don't like the second idea. Spawning events by player actions SUCKS! I like neither Rikti nor Zombie invasions, so whenever someone happens to trigger one of those, it just ruins my fun for a while, or forces me to switch zones. Inconveniencing other people isn't really something I can get behind, specifically since unlike redeeming Halloween Salvage or completing a high-level TF, these are missions that I can foresee being done a lot, and indeed missions which can allow a villain to grief the hero-side. Not a good idea, in my opinion.

    To go to the positive side, however, I LOVE your idea of an Evil Genius inspired turf or island fortress. Especially the island fortress, mind you. If anything, that's what base building should have been like all along, in my opinion. I love the progression aspect of starting with, say, a barren jungle chock-full of ghosts and monsters, clearing it out, building it up and eventually turning it into a base of operations. Personally, I'd stray away from having TOO fine a control over your environment, definitely not going into as heavy a micromanagement as placing individual trash cans. Personally, I like editors that strike a balance between power and simplicity, so I'd actually stick to something more along the lines of Tribes, where you can place entire pre-fab buildings, kind of like in an RTS. If you want, say, a tower of evilnessnessness, you just have to make room for it and stick it on the terrain.

    I'm not sure I'd be willing to attach any kind of practical gain from this, like teleporters (helicopters, jets, etc), medical bays, inspiration dispensers and so forth, though if these are unlocked by specific lair-related missions, rather than by plain old grinding prestige, then I would very much get behind this.

    It really comes down to the missions, though. If those are made well enough, I think this has a lot of potential, even for relatively little customization, if it comes down to that. Let's look at, say, a jungle island and how that would work in my mind:

    1-5: Earn it. You go on a mission where you actually find, buy or take the island, but that's it. You unlock the consistent instance and you can go there and streethunt, but enemies would just keep respawning.

    5-10: Claim it. You go on a mission to create your first outpost and take over the bulk of the island. This removes enemies from the beaches and clearing, as well as from the majority of the island, but it still leaves the powerful monsters lurking in the forests. You can't do much there yet.

    15-20: Secure it. You go on a mission to set up an actual outpost with supplies and personnel, possibly stealing said supplies and proving yourself to said personnel. Monsters hidden in the woods still exist. You can place small encampments, but no big buildings.

    20-25: Conquer it. You go on a mission to assert your dominance over the entire island. You raid the monsters out of the forest, root out a hidden base or two, stock the island with some serious firepower and can now begin to build larger buildings that have an actual benefit.

    25-30: Prepare it. This is where focus shifts. You won the island, but now you go on a mission to start building up your grand master plan. This needs... Stuff, let's say. Machines, magical artefacts, experts, more soldiers and so forth. And what better way to get than than to TAKE it? Or, alternatively, make it.

    30-35: Keep it. You're finally big enough to warrant attention, and you have to keep what you have by guarding it against rival villains and heroes. You go on a mission (possible more, possible repeatable) where you defend your island from attack while your plan is in motion.

    35-40: Use it. Though your plan is still not ready, have a serious staging ground from which you can now begin to launch your own assaults on your enemies. Go on missions where you attack other lairs of other people (NPCs) and take their stuff to get bigger and better buildings to make.

    40-45: Finish it. Your grand master plan is almost ready, and your enemies know it. Alternate missions to gather resources to finish it and defend your island while it is happening.

    45-50: Success. Your plan is complete, and it is time to unleash it. Protect your fortress while it activates, then go out into the field to put it in motion or mop up what's left. All in instances, obviously.

    Something like that

    *edit*
    I should not that I'm much more interested in the missions themselves and with seeing the lair improve than I am with my ability to customize it, honestly. As a first step, I wouldn't at all mind a selection of lairs that progressed and were built up like the towns in Heroes of Might and Magic. You don't really get to choose what goes where or how it looks, but you still choose to build it when resources permit.