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Wow, a very generous implementation, and an effort to make sure the Vets are rewarded for staying on. Thank you! -
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Added to Player's Guides : BLUE Multi-Base Coalition
-- main purpose: small group coalitioned bases for gaining low-cost functionality
-- side purpose: ideas for small SG bases
-- side purpose: pics! -
For those looking for ideas on setting up a multi-super-group coalition, here's my BLUE Multi-Base Coalition on Triumph Server
The document above has pictures and commentary, but for those only interested in the bottom line, the three "base templates" I used are:
Main Base: 305k
Oversight Center 50k
Combo Unit 25k
Teleport Bay 50k
Telepad 15k
Beacon 10k
MedBay 50k
Rez Circle 10k
Enhancement Table 95k
The Main Base contains the basics that a regular supergroup needs -- medbay and a single telepad. It grows as the SG grows.
Telepad Base: 295k
Oversight Center 50k
Combo Unit 25k
Teleport Chamber 150k
Telepad 15k x2
Beacon 10k x4
The Telepad Base contains the "lowest-common-denominator" telepad needs: teleporters that put you near the train lines and stores. I prefer to have these in separate bases instead of cluttering up the Main Base with telepads.
Closet Base: 305k
Enhancement Table 95k
Enhancement Table 95k
Salvage Rack 15k
Workshop 2x2 100k
The Closet Base is what each SG member can set up for their own convenience, to store/hoard up salvage and enhancement drops. -
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1) Lack of supply. This can actually be broken down into some sub categories and I will do that.
A) Reserves. Reserves are in essence total amount of goods available on the market. The higher the population the larger the reserve, larger reserves turn over faster and larger reserves usually result in lower prices. Red side doesnt have enough reserves to hit the mystical critical population mark. The question is how to get more reserves with out increasing population or merging the markets.
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I agree with this portion. If the devs only want to do ONE solution at a time, I'd pick a solution that addressed this issue.
And, in my opinion, the "black market problems" are just symptoms of a bigger problem -- the low population of CoV players. The upcoming issue 12 may revitalize the population, but it needs to stay at a steadier pace.
The sad part is that I don't think the CoV population will ever hit that "critical population" mark. -
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Sometime last year, I actually had a list of 1-man-SG options. I think I even called the thread "1 man coalition". I'm pretty sure the thread has been eaten up by the forum monster, but I'll try to re-create it and post it in the Player Guides section. -
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I fell for it.
I even copied that last paragraph with the intent to start screaming bloody hell.
I'm so glad I didn't stay up into the early morning last night, I usually check the forums before going to bed ... I might have been the first victim. -
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What happened to the nice stickied list of guides and such on this forum? It's gone from what I can tell.
To answer your question:
1.) You need 15 members in an SG to max out the "free" 300,000 prestige you get (20,000 per member for first 15).
2.) Once you start the SG, get all of those dummy alts into the SG and build your base.
3.) With 300k, you can easily have a base to store enhancements and whatnot. It is very feasible.
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All true.
But you really only need roughly 8 members in the storage-closet SG. 160k prestige is enough for the smallest (1x2) workshop and an enhancement storage bin (holds 100). With 300k, you can have two enhancement storage bins in the 2x2 workshop. -
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This is from a thread on the xp curve smoothing and i was just wondering if it was still on the table or not.
POSITRON said: In Issue 12 (no release date yet, sorry), we are going to have you never dropping below 50% Inf. earn rate when in Supergroup mode. We will look at the impact of that change and base future alterations on that.
Has anyone heard any more on this?
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haven't heard anything about it either. It's really the only SG-base related item that we were expecting to see in issue 12 ... would be a shame if it didn't make it into issue 12. -
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Would be funny if every Rikti Raid was immediately followed by Rampant Street Looting event.
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That would be hilarious!
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Actually, now that I think about it, the Rampant Street Looting event should take place almost at the same time as the Rikti Raid. Perhaps ... once the bombing stage is over and the Rikti are landing their troops, the "street thugs" who would normally be "hiding" during the Rikti invasion would start breaking into stores.
The basic code already exists -- Safeguard missions have the random "Vandals" event, as well as the side-missions that would allow players to find "keys" and enter doors. -
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Meg Mason is located in Cherry Hills by the abandoned water tower on the hill where the Supergroup Teleport exit point is.
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Note to self: get the SG beacon for Hollows.
It will give me an excuse to hang around the area and dropping Speed Boost on everyone. -
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Maybe one of these days. But probably not till I12 and we get some real numbers reported in-game.
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Yeah, we'll hopefully get actual percentages on the powers themselves.
For what it's worth, I just happen to have level 14 numbers for Hover with Kinetic buffs:
Base: 14.32 mph
SB: +7.19 mph
SS: +12.23 mph
Hover: -8.88 mph -
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It would be kind of cool to deal with a larger thug problem.
I mean, heck, they could make an issue out of it where gang fights randomly break out over Paragon.
The thugs, feeling like the heroes and such are paying attention to larger threats, such as the Rikti and such that they see this as their time to strike. Huge Gangwars all over the Isles and Paragon City. Would be freakin sweet.
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Would be funny if every Rikti Raid was immediately followed by Rampant Street Looting event. -
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A shared PvE zone would be cool.
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Ever since Pocket D came out, I've always thought that a shared PvE zone would be coming soon. Perhaps we should all sign a petition to have a permanent shared PvE zone added to the game.
*runs off to suggestion forum*
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Maybe I'm missing something but isn't that what the RWZ is?
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d'oh!!
You're right ... but what I had in mind when I made this specific reply was a low-level shared PvE zone ... maybe something that offered "newspaper/police band" missions as well ...
... and they still have to fix the Team/Search feature so it allows for cross-over searching in these shared PvE zones. -
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I agree with the first aid station, although it removes the 'hook' for my EMT character, an emp/elec that is part of a search-rescue battallion attached to the Paragon Fire Dept. Many hours have I spent in the Hollows, waiting for the call for rez/evac. Now players can do that themselves.
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You did that too? My tank spent a good deal of time starting in his 20s hanging around the Hollows healing and rez fallen heroes (usually blasters) who insist on "fighting a desperate battle against incredible odds". Got the Medic badge this way.
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The SG i belong to Is based around this Whole Idea, except we started in i2 in Perez Park. We Also Hope that the revamp of the zone will make the zone more active so we will have more people to heal and buff. Currently (on infinity) it tends to be about 4 people in the zone at any given time.
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Way back when I first started playing, there were people "parked" at the Atlas entrance who offer their Recall Friend services to anyone in Kings Row. It was one of the things that really drew me into CoH: the uber-friendly and kind people who played the game. -
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I loved this guide two years ago, and I just want to make sure I thanked TopDoc for it!
And I'm also wondering if an update is forthcoming, now that we have Real Numbers and can get a lot of the blanks filled in. -
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A shared PvE zone would be cool.
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Ever since Pocket D came out, I've always thought that a shared PvE zone would be coming soon. Perhaps we should all sign a petition to have a permanent shared PvE zone added to the game.
*runs off to suggestion forum* -
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Will my level 50s be able to go to Meg Mason and do some of the radio mishes? I think that would be kind of cool so we actually have a reason to revisit the zone in the future. I mean, come on, who wouldn't love the unadulterated thrill of excessive use of force on level 50 Hellions and Skulls.
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Yeah, I'd enjoy beating up level 40+ Hellions and Skulls ... but I doubt the Devs would do it. Part of the reason may be related to game design. -
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I'm sure it's been covered in the 20 pages of this thread already, but I do hope that no missions given by non-Hollows contacts give missions in the back of Hollows. I recall one mission door WAY back there that I had to get to with my Grav eons ago. Timed mission, and I was duoed. My friend died at least twice trying to get there, and I died a couple of times in the mission (pre-containment) and had to try to run all the way back from the hospital. Eventually we just gave up.
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In the Dev Diary that was released recently, War Witch did mention that she re-did the way the mission doors are assigned. I'm pretty sure that meant that the doors are now closer to the contacts that give them ... at least for the Hollows. -
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It's kind of stupid that all these changes were at least partially motivated because players were supposedly forced to go to the Hollows to get missions when the devs know full well that all a player has to do is drop the mission from the contact that sends them there if they want to avoid the zone. Seems like they are determined to make this game so easy that it can be played by a retarded monkey.
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Yep. All the player has to do is drop the mission. For that matter, you don't even -have- to drop the mission. All you have to do to complete the mission is visit Wincott and bam, free expees. Then you can go about your normal missiony schedule.
Trick is,
New players don't know that.
You can say all you like about liking a challenge to hone your skills, but a new player, and new subs is kindof important to maintaining a decent size base, is going to run into the hollows like a brick wall and sometimes get discouraged, or at least frustrated. Steeply rising difficulty curve bad. The challenge is still -there-, it's just localized, so you go looking for it, instead of having it dumped on you with hunt missions the instant you walk in the zone.
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QFT! I've been saying that again and again. Glad to see someone else is able to enunciate that point.
New players are herded by their first level-5 contact to go visit the Hollows. And if they went through the tutorial, they are "indoctrinated" to pick up the missions every time they are offered one. It's not obvious that you can skip Hollows content.
I'm still hoping that the Devs change this system. Best solution I can think of (and I'll probably post this in Suggestion Forum): Have the first level-5 contact give you a choice of two missions -- visiting Wincott at the Hollows, or visiting the detective in Kings Row.
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That's....a really good idea, actually. I suggest throwing up a thread on this in the suggestions forum, if it hasn't been done already. Something to point new players to the radio/detective system is a great idea to guide people into that part of the game.
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Here you go: CoH: Mission to Hollows vs Kings Row -
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On the other hand, when you're sent to a Security Chief and you finish that mission, you do get a "go back to the contact" in the Nav window.
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Oh, wait. I think I got that wrong in my post. You get a "go back to contact" message on the other ones only after the hunt mission. Wincott doesn't count because the initial mission is really a roundabout contact introduction disguised as a mission.
Is there anything else like that in the game? I can't recall...
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Your recollections are accurate -- the "talk to Security Chief" missions really are just "delayed" hunt missions; which is why you get the "go back to contact" message.
The "Talk to Wincott" mission is the only "roundabout contact introduction" I know of. It's probably a special code they put into place when they made the Hollows zone. I think it's about time they updated that code to reflect the non-Hollows progression. -
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Otherwise, you can keep pursuing leads with your current contacts. I'll still be here if you decide the fight for the Hollows is something you want to be a part of.
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Oh, I know that's there. Many veterans know that's there. New players probably read it, but most will still click on Wincott's missions because they think that's what they _should_ do. There's no other reminder that they can "keep pursuing leads with your current contacts." That greeting text shows up once.
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That said, anyone who seriously believes the Hollows is problematic because new players are too stupid to see they don't have to do it has a patronizingly low opinion.
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I didn't say new players are stupid.
War Witch (and perhaps, the rest of the Dev team) is interested in streamlining the way that content goes to new players -- their efforts in streamlining the Hollows is a good sign of that. All I'm suggesting is that they look into another suggestion for streamlining low-level content. -
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I'm still hoping that the Devs change this system. Best solution I can think of (and I'll probably post this in Suggestion Forum): Have the first level-5 contact give you a choice of two missions -- visiting Wincott at the Hollows, or visiting the detective in Kings Row.
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Considering this is the way all the other contacts do it, it makes sense. I tend to skip every single "Talk to the Security Chief" mission, especially for Boomtown (but not for Steel Canyon, since I'm there so often anyway).
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I actually realized another problem with the Contact-to-Wincott "mission" ... when you talk to Wincott and complete the mission, there's very little indication that you actually did complete it. If you're observant, you'll see the xp award and the mission disappear from your list ... but most new players don't know to watch out for that.
And there's certainly no "go back to the level-5 contact" hanging in your Nav window.
On the other hand, when you're sent to a Security Chief and you finish that mission, you do get a "go back to the contact" in the Nav window.
Anyway ... here's the thread on Suggestion for Mission to Hollows vs Kings Row -
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That's not what we *really* want because then, just like the KR Safeguard, we wouldn't be able to Flahsback to Meg's mission to pick it up again. We want a temp travel power to be in an *arc mission* so that we can replenish it just like villains can replenish theirs. (Another reason why the Devs hate Heroes!)
Wincott's last mission should give a temp travel power, "Thanks for all you've done for me! If you're going to be helping out Flux or venture deeper into the Hollows, you may want some help to get over the Gulch. I've managed to requisition a Jet Pack for you from the PPD."
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Agreed. It doesn't have to be Wincott ... but having someone give us an equivalent to the Goldbricker's Jet Pack would really help. Having Meg give it out might be a better solution ... she might have better resources than poor ol' Wincott. -
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It's kind of stupid that all these changes were at least partially motivated because players were supposedly forced to go to the Hollows to get missions when the devs know full well that all a player has to do is drop the mission from the contact that sends them there if they want to avoid the zone. Seems like they are determined to make this game so easy that it can be played by a retarded monkey.
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Yep. All the player has to do is drop the mission. For that matter, you don't even -have- to drop the mission. All you have to do to complete the mission is visit Wincott and bam, free expees. Then you can go about your normal missiony schedule.
Trick is,
New players don't know that.
You can say all you like about liking a challenge to hone your skills, but a new player, and new subs is kindof important to maintaining a decent size base, is going to run into the hollows like a brick wall and sometimes get discouraged, or at least frustrated. Steeply rising difficulty curve bad. The challenge is still -there-, it's just localized, so you go looking for it, instead of having it dumped on you with hunt missions the instant you walk in the zone.
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QFT! I've been saying that again and again. Glad to see someone else is able to enunciate that point.
New players are herded by their first level-5 contact to go visit the Hollows. And if they went through the tutorial, they are "indoctrinated" to pick up the missions every time they are offered one. It's not obvious that you can skip Hollows content.
I'm still hoping that the Devs change this system. Best solution I can think of (and I'll probably post this in Suggestion Forum): Have the first level-5 contact give you a choice of two missions -- visiting Wincott at the Hollows, or visiting the detective in Kings Row. -
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Which makes me wonder: why do I see so many characters from level 5-13 hoofing it everywhere? As soon as I hit level 5 I'm in KR on a radio mission.
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Do people not know about the travel power reward, and therefore not do the mission?
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I think there's a "help text" on Safeguards in the leveling-up dialogs ... but honestly, how many new players actually read that?
A new player is more likely to just follow the missions that their contacts give them. In CoV, once you leave Mercy, you're forced to talk to the broker and start working on those temp travel powers. In CoH, your first non-origin contact is usually NOT in King's Row; plus, the first mission your first non-origin contact gives is to go to the Hollows.