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Posts
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Joined
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It seems a lot of the security / personal storage concerns could be alleviated with a secondary mechanic to the vault system available in bases and out in the zones.
Enhancement Storage.
This would provide secure storage for folks in large super groups. It could have a similar volume metric as salvage does in them currently.
<shrug>
Just a thought. -
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The flippers do nothing to help and only exacerbate problems of supply and pricing.
I would much rather that 80k disappear into the ether than line the pockets of another flipper on his way to the Billionaire's Club.
And again, I say, if 80k isn't a decent amount of influence, then the flippers and marketeers should have no problem with 1-5k prices for Luck Charms rather than the general average of 40-50k per.
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This might be semantics and is almost certainly off topic; but who in their right mind would try to make a decent profit, let alone billionaire status, by flipping luck charms?
I'm just saying that I don't believe "marketeers" have much if anything to do with the cause of inflation in value of that particular piece of salvage. That dubious honor, I'm afraid, goes to the Skuls and the Fr3aKs. -
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Is it really that big of a deal for the larger base builders to go out, flashback a few low level missions and/or spend the a pittance in the WW for these things?
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No, it isn't; and that's assuming they can't get the needed salvage from conversion of existing base salvage anyway.
I've looked at this whole thing six ways from Sunday, and I can't for the life of me figure out what all the lamenting is about.
Personal prediction, there won't even be widespread salvage shortages on the markets. There's too much base salvage piled up out there that's just ripe for conversion. I wouldn't be at all surprised if the opposite were true, and we had a short term salvage surplus. -
As I understand it, those items will be placed at old prestige values. So, that may or may not be the way you want to do this.
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and now base building requires a PhD, its own instruction manual and hours on the forums
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I seriously am missing something.
Before: If I wanted to craft something, I would bring up its "recipe" and it would tell me I needed x number of whatevers. Then I would have to search through untold lists of recipes for the component, and try to figure out what magic combination of base salvage would be needed to produce the needed number of components. One wrong click, and I would be short a salvage because thirteen of my "lit" recipes used the same salvage bit. Eventually, I would have the correct components, and I could make my teleporter.
Now, its basically like a IO, right? I look up my teleporter, and it tells me I need x,y, and z invention salvage bits. I collect them, and I make my new toy.
That's it, right? -
Am I the only one that doesn't think all this sounds all that complicated, or horrific?
The crafting is different, sure, but once the conversion process is over, things look to my eye like they will be simpler than before. Basically it looks to be on par with the current invention system implementation.
I'm also not tracking on the doom and gloom regarding "pricing". I could nuke my current base to nothing but an entrance and a storage room with a couple salvage racks and still come out with piles of invention storage after I had rebuilt.
I also don't get the cries about no more "free" rent. ~2000 prestige is less than 2 solo radio missions at level 50. I can handle that.
I must be missing something. I need to read more. -
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My tree had already been floated, so there were no desks underneath to support it's original position. Therefore, it automatically chose the nearest "available" surface... on the floor.
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One thing I discovered, is that if you grab something by accident, and then realize said accident before you actually drop it, you can hit escape to "let go" without disturbing the item's original location (floating or otherwise).
Doesn't sound like that would have helped here, but it has saved my bacon a couple of times. -
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I finally got around to dolling up my coalitioned alt-SG transportation hub.
Here's the overview, interior 1, interior 2, interior 3, and interior 4.
GoGo free prestige.
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I likes itHad somthing similiar in the past, but the no Workshop kept me bothered. Hated having to rezone into SG with workshop.
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This is getting a bit beyond the bounds of this thread I think, but technically this IS a small supergroup.
Here's the reinvention of my transport hub, to include a workshop. (catalyst for the growth was due to Mr_Apocalypse's Guide to Magic Doors)
Here's the overview of the new and improved eye candy in my wife and I's "sister" base.
We actually don't even use the teleporters in this base anymore. Our main base has grown to where we don't need them. I figured I had to have some purpose for the alt base though, right?
I like to think of it as our main base's garden. -
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I finally got around to dolling up my coalitioned alt-SG transportation hub.
Here's the overview, interior 1, interior 2, interior 3, and interior 4.
GoGo free prestige. -
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I used that "Magic Desk" technique I read about, and made a 6x4 grid of gray straight counters, and plopped the entrance on it, then removed them, and put the arcane symbol under it.
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You inspired me BrawlerMoth. A fun side effect of using the Ionizing Plate widget: you get a violent screen-shaking effect everytime you zone into your base. -
That entrance is brilliant. Very subtle. It took me a moment to even notice what you had done.
Nice work.