Base Items We'd Like To See, Mk. 2
Instead of a base portal in the city zone, how about a building door, like the door to Pocket D.
I'd also like to see a traingin room where when you enter it's like warburg and you go hostile with all non-teammates in 25 seconds. This is what the Arena should have been.
Decoy decoration items, they have about half the health of a normal item, but it shows full health. Example, you see two generators, you start banging on one, after about 750 damage, it explodes, oops that was a decoy.
An elevator door wall hanging, since we can't have multiple levels.
DANGER ROOM
Item name: Danger Room
Originally suggested by: ImagoX
Category: Mission Aux
Customizable? N
Type: Purchased (150,000 + Unlockable Villains)
Description: The Danger Room portal is a holographic room that simulates a larger space (a single roomn approx. the size of a largish mission door room). As in the X-comics we love (or hate) the Danger Room can spawn holographic/robotic/mystical copies of Villains or Heroes that the group have fought in the past. This can be used to practice team tactics, test solo builds, find soloability limits, etc.
Limitations: When activated by the Team Lead, a menu is selected, listing the different room types (sewer, tech base, office, Orenbega, abandoned lot, etc.) and a list of all Named Bosses/AV's that have previously been defeated by SG members WHILE IN SG MODE (important). There would also be a difficulty setting that would control the spawn numbers (easy= Boss/AV plus 2 spawns of Minions/Lt.s, basically the same as you'd have in game, "Challenging= Boss/AV + 3 spawns, up to "Insane" (6 spawns, each spawn re-spawns in 30 seconds (i.e. the Infernal portal). Enemies defeated give NO XP, PRESTIGE, INF. or any other reward- the Danger Room is merely a training tool (very important).
How many can fit in a base? Single
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Return to Base Transporter
Originally suggested by: JazonZ
Category: other
Customizable? N
Type: crafted
Description: Creates a permanent click power for all SG members so they can TP back to base. Would add more value to having zone TPers.
Limitations: there would have to be at least a 15 second count down before you port so this can't be abused as a way to avoid dying in PvP or PvE.
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I want to expand on this idea a little bit. Being able to teleport from anywhere in an open zone to the base would be a really great feature. Characters below 10 or at the level cap have the option to kill themselves as a very useful means of travel - this is immersion-breaking. If we have the technology to beam me up after I rush Hamidon singing Kumbaya and attempting to give him a hug, we should be able to just beam me up and skip the painful part.
How to implement this? It has to be a temp power. Long interrupt time (10 seconds or so) so it can't get anyone out of combat. Maybe a high endurance cost? The animation could be setting out a ring of little beacons and then some kind of teleport animation.
It seems awfully powerful for this to be an unlimited ability available to all SG members all the time. So...put a little price on it so people have to think before teleporting. 1 first-tier salvage component (arcane for the arcane device, tech for tech) buys a character 10 teleports (or 20, whatever). Everyone gets their own little bank account of teleport charges.
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I want to expand on this idea a little bit. Being able to teleport from anywhere in an open zone to the base would be a really great feature. Characters below 10 or at the level cap have the option to kill themselves as a very useful means of travel - this is immersion-breaking. If we have the technology to beam me up after I rush Hamidon singing Kumbaya and attempting to give him a hug, we should be able to just beam me up and skip the painful part.
How to implement this? It has to be a temp power. Long interrupt time (10 seconds or so) so it can't get anyone out of combat. Maybe a high endurance cost? The animation could be setting out a ring of little beacons and then some kind of teleport animation.
It seems awfully powerful for this to be an unlimited ability available to all SG members all the time. So...put a little price on it so people have to think before teleporting. 1 first-tier salvage component (arcane for the arcane device, tech for tech) buys a character 10 teleports (or 20, whatever). Everyone gets their own little bank account of teleport charges.
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Actually I think it would be better if it was a temp power that only gave you "X" amount of charges. After all a temp power is restricted by either time or charges.
Then the question is "How should it be acquired?"
If they intergrated the worktables to make temp powers, then they can use that.
OR
IF it was something that you can buy from the base, then have it cost soo much.
Now the salvage cost and/or the Infamy cost should reflect the number of charges. If this thing costs like 1-2 salvage parts or like 500 infamy you should only get a 2-3 charges out of it. Of course the higher the salvage cost/Infamy, the more charges.
I do like the idea where your "placing" something like if you had the TRAPS pool. Maybe you can place like a beacon (like one of the Tech Light poles or if you wanted to get spiffy have it show 3 and you get a little "glow" between them all. Give it a 5 second interuptable time, which is 1 sec slower then your "snipe" powers.
This would make it you couldnt be abused in battle and if you did try and get it off it would be a luck shot to no t get him in 5 seconds.
Of course this makes the SS away and dropping this a nice plan.
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Actually I think it would be better if it was a temp power that only gave you "X" amount of charges. After all a temp power is restricted by either time or charges.
Then the question is "How should it be acquired?"
If they intergrated the worktables to make temp powers, then they can use that.
OR
IF it was something that you can buy from the base, then have it cost soo much.
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I was thinking a 1-use temp power that is acquired/purchased from the teleport device. When you use the power, you end up standing in the base beside the teleport device so you can immediately click on it and get a new charge.
Sounds a little too much like a WoW Hearthstone to me. Inkeepers, anyone?
I'd make it a craftable for the Worktables, like Raid pylons. Uses up salvage to make, and that way your SG members have things they can craft that won't wreck your base.
I still hope that alot of new decorative items will be introduced in Issue 7.
Infirmary healing tank
Originally suggested by:CaptA
Category: Decorative
Customizable? No
Type: Decorative
Description: A large tank of liquid that would go in the infirmary for healing purposes. Think bacta tank from Star Wars: ESB (the one Luke was in after his rescue on Hoth)
Limitations: None - just a decorative item.
Ah! Thanks for moving that, Ruin. I thought that I WAS posting that on this thread.
"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21
Guide to Base Teleporters
Heh, yes. Wth the recent revival of the old thread, things are getting a bit confusing around here.
<.< no worries there Ryoku01, i7 deffinitly has more base decore ^^;; looks like they fixed the stacking errors too
I am Sleepy! Hear me Yawn!!
Veni, Vidi, Dormivi!
-Alpha Kitty of the Guardian chapter of the Legion of Catgirls
Never forget--Sleepy could conquer the world, if she could just stay awake long enough. =) -Llanwe
!!!!!!
...how do you know this, Sleepy? 0_0
I think it would be cool to have stores in our bases. I know that has probably been mentioned already.
Also, decorative, bridges that dont have to be connected to the wall. I want to make platforms in the center of the room and have pits of fire or arcane crystals below them.
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.
An excellent thread with some excellent ideas. I hope a Dev is reading this and i hope they are going to implement many if not all of these.
Bases brought be back to CoX after a year away ... but keeping players is all about content and giving them what they want. Hope someone at Cryptic is listening.
I'd like to see WORKING bulletin boards in bases, where we can leave messages and stuff for real! Also, lockers would be nice, and showers! Imagine the fun doing the animations for that one? he he
Sharks, with friggin' lasers attached to their heads, is that too much to ask?
On a serious note, I'm digging the "trap room" ideas. I think it's reasonable that trap rooms (or tiles) fall victim to base pathing, as it would be a bit silly to have no way to get around your base without triggering the traps. Traps I'm talking about here aren't so much "items" as they are "traps" That is, trap tiles aren't objects, but rather a triggerable tile (floor/wall/ceiling) that disallows placement upon it, but accepts customization. These are one-shot per raid defense items that are non-targetable or destructable. They acheive their purpose upon being triggered via a sucessful perception check when the tile is moved onto by anyone (attackers or defenders, traps do not discriminate) and stay inactive/that way until the raid is over. In addition, all trap tiles come with a stealthed trap beacon. Defenders can see all beacons (it IS their base) wheras attackers must make a successful perception check. These beacons acheive no purpose other than to notifty the onlooker that this is a FRIGGIN' TRAP. I belive these would allow for some interesting gameplay and positioning questions in raids. Imagine thunderclapping two raiders right under a falling spike ceiling. Glorious!
Pitfall/spike pits - Various designs, spikes, electricity, bottomless pit, laser-shark pit. Once activated the pit remains open and able to kill any player that falls far enough into it. Obviously the cheapest trap tiles as they are the easiest to avoid.
Crush traps - Remember the Thwomps from Mario Brothers? How about the Temple of Doom? The next step up from your pit traps, but still circumvented by moving fast enough. Once activated the trap remains in the used "down" position and retains all solid properties of a wall.
Crush Doors - Looks like a doorway, works like a juicer. Essentially the doorway version of the crush trap, but a bit more expensive as doorways are deeper, and hence more difficult to simply speed through without being crushed. Once triggered the trap remains closed, and thus effectively a wall.
Trigger trap - Think flame jets, acid sprayers, explosives, swinging axes etc. Unlike the turrests these do a single burst of damage and then remain inactive. The most expensive traps, these are unavoidable, however they're also not instant killers, dealing massive AS style amounts of typed damage. Once triggered these simply appear "used" (axe is in "swung" position, acid sprayers dripping a little, Flame jets smoking, etc.) but do not otherwise impede progress.
Oh, also Raid simulation.
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.
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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.
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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.
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Actually I think it would be better if it was a temp power that only gave you "X" amount of charges. After all a temp power is restricted by either time or charges.
Then the question is "How should it be acquired?"
If they intergrated the worktables to make temp powers, then they can use that.
OR
IF it was something that you can buy from the base, then have it cost soo much.
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I was thinking a 1-use temp power that is acquired/purchased from the teleport device. When you use the power, you end up standing in the base beside the teleport device so you can immediately click on it and get a new charge.
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To take this a step further, it could be limited to certain zones. You could say that all hazard, PvP, Hamidon/CoV version and missions would disallow use of the beacon. Allow it for use in standard zones. Just an idea.
-Zilania/Ainaliz/Hell's Saint
I think a cool new item would be windows.
It would be cool to look outside at a city street or a space zone.
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I think a cool new item would be windows.
It would be cool to look outside at a city street or a space zone.
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Add a skyline/clouds in there, and I'm hooked.
Tactical Station
Originally suggested by: DojhromTRW
Category: aux/control room
Customizable? N
Type: unlocked & purchased & crafted
This item is unlocked by successfully completing the IOP trial [perhaps link to a badge]
Description: After taking the Item of power from the Shard, you realized your group has opened a pandoras box of trouble. Noticing the advantage of perception used in the IOP battle, the tactical station came to mind. This item will boost the perception of all defenses in the base as long as the station is manned, powered, and operational. Every 60 seconds someone must recalibrate the system to keep the base defenses fully primed.
This will cancel the effects of superspeed plus another 15 units. This item acts as a glowie that needs to be clicked and will make a small klackon noise if uncalibrated.
Limitations: One per base, price 500k
ArchRex Dojhrom x ?
* Sidus Loricatus: B-NRG2, S-BS/Reg, T-Fire/Ice, MM-Bots/FF, St-NRG2, Dom-Psi/NRG, Cor-Son/Traps, Cor-Ice/Kin, Ctrl-Fire/Kin, PB-LB/LA
* Arachnos Loricatus: Soldier, Widow
* Praetoria Loricatus: B-DP/Dev, Cor-Elec/Elec
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 <Insert Diety Here>", and have the thing creepily look around the room.
Limitations: Only one camera per room.
Mob Statues
Originally suggested by: MourningStar
Category: Decoration
Customizable? N
Type: SG Unlock Badges
Description:When your SG defeats "x" amount of a mob (say 10,000), you get a statue of that mob that can be placed as a decoration.
Example: Your SG has defeated 10,000 Clockwork Cannon Princes, you get a new decoration that would give you a placable statue in your base. Like a Hall of victories type of look.
This would be simple to apply to Bosses, but also for the bigger bases it would be more interesting to have it apply of ALL mob types, but this would require alot more badge and Base Editing space due to the massive amount of minion/Lt/Boss types.
Limitations: None