Base Transporters? CoH vs CoV. CuppaJo's Response


13th_Stranger

 

Posted

I sent CuppaJo a PM about the Base Transporter disparity between CoH and CoV. I basically explained that in CoV, the base transporters go to every zone, and in CoH the base transporters only go to the Hazard zones. I claimed that a common criticism of CoH is the excessive travel times, therefore a good idea would be to give base portals the ability to go to more zones in CoH. This would have the effect of making CoH bases more useful, and cutting down on travel times between missions.

His response was:

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I am not sure why the difference - I will pass it on to the devs as a suggestion that they make them work the same. Would cut down on travel time wouldn't it?

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With her permission, I'm letting you guys know of her response.

So three cheers for CuppaJo! Heres to hoping that its possible .


 

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With his permission, I'm letting you guys know of his response.

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Her, not his.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Fixed!


 

Posted

It's all good, I'm just saying

As for base transporters, those would have to first become affordable to me and my not so numerous friends before I could have an opinion on the matter.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

While I would like to have more zones open to the CoH telepads, trying to have a base with telepads to all those zones would be expensive and unwieldy unless they took away the 2-beacon limit to the telepads. There are a LOT more zones in CoH than in CoV...


 

Posted

Still, you could pick the ones that would be most useful to you. It's not prohibitively hard to build and power two teleport rooms (4 teleporters). If it was to any 8 zones in the game, that'd still be pretty decent, and a significant step up from where it is now.


@Mindshadow

 

Posted

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It's all good, I'm just saying

As for base transporters, those would have to first become affordable to me and my not so numerous friends before I could have an opinion on the matter.

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well sam, if your on virtue, you can join my sg, were only about...2 months away from having working teleporters...maybe.


Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.

 

Posted

Since this is a newer thread than t'other one -- I might as well voice it here.

I'm guessing that the design of the Heroes' beacon network was intended to address one of the most common complaints about the relative unpopularity of the Hazard zones: their relative inaccessibility.

The problem being that it's not the only problem underlying those zones' unpopularity -- see the new Shard transit network for further evidence of that problem. In contrast to redesigning spawn nodes or map geometry -- it is one of the quickest and easiest ways to address that problem.

Two cents and all that.


 

Posted

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It's all good, I'm just saying
As for base transporters, those would have to first become affordable to me and my not so numerous friends before I could have an opinion on the matter.

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well sam, if your on virtue, you can join my sg, were only about...2 months away from having working teleporters...maybe.

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No, Victory almost entirely. But the whole point is that I don't like large SGs, really. And because of that, I need not apply for a base.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I keep telling everyone, the Dev have forbidden the bases to ever be of any real use to anyone. They are time wasters, fluff, and SG destroyers and nothing more.

<.<

*Hides the thread from Sleepy_Kitty*


 

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His response was:

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*cough* Not fixed just yet

Yes, btw, a Teleporter that goes to Atlas and Peregrine would be awesome.

As for the cost, built two transporters and you'll never be more than one or two jumps away from the zone you need.


 

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I'm glad one of the Red names listens to ppl...maybe I should start sending stuff to her...


 

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As for the cost, built two transporters and you'll never be more than one or two jumps away from the zone you need.


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I got tired of switching out beacons among just 2 telepads, so I ended up adding enough telepads to support all the currently available beacons. If they add beacons for all the other CoH zones, I'd probably start switching them out again, but I'd rather they just upped the beacon limit to 4 per telepad or something.

Either way, it's not a dealbreaker. It'd be nice to have beacons to zones we actually want and need to go to more often than Faultline or Boomtown.


 

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This would come in handy, right now the ones we seem to use the most are (1)Perez Park, since it connects to 4 zones, and (2)Striga.

(3)Boomtown, (4)Faultline, (5)Crey's Folly, and (6)Dark Astoria are there mostly for completion's sake. Dont think that many folks use it.

You'd think (7)Hollows would be a good telepad to have, but it drops you in the most horrible place ever for a Hollows player.

Hmm. Assuming they do open up telapads to all zones, and you can only afford 8 locations. Which would they be? In order ot relevance.



 

Posted

Teleport beacons for all CoH zones?

Yes. It's in our internal QA right now, making sure they all work right. (So it's a patch or three away from the Training Room server).


Positron
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I daresay, woot.


 

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Yeeey!


 

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[ QUOTE ]
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It's all good, I'm just saying
As for base transporters, those would have to first become affordable to me and my not so numerous friends before I could have an opinion on the matter.

[/ QUOTE ]
well sam, if your on virtue, you can join my sg, were only about...2 months away from having working teleporters...maybe.

[/ QUOTE ]

No, Victory almost entirely. But the whole point is that I don't like large SGs, really. And because of that, I need not apply for a base.

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my sg is just me and two friends with our various alts. Its taken probably a good 2 months to get where we are now, which is an energy room with a power generator, a control room WITHOUT a control device, a insp holder and a salvage racck. We have a good 400,000 plud prestige to go before we have working teleporters.

it can be done, it just takes a loooooong time. Its also in adviseable for anyone without a finance character. My main has 30 million infl, so he can support my other characters, since i play in sg mode 100% of the time.


Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.

 

Posted

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Teleport beacons for all CoH zones?

Yes. It's in our internal QA right now, making sure they all work right. (So it's a patch or three away from the Training Room server).

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Curse you, Positron! Now we'll have to go get exploration badges, and thus xp, in the city zones, while in SG mode.

Will your depredations on our playing time never cease?

Btw, please don't put Beacons in the PvP zones. I can just see some SG using a few characters to lure a larger group to the center of the map, where suddenly 10+ reinforcements Telepad right into the combat.

Pocket D is handling KR/Talos/FF pretty well right now. Certainly I don't base portal to Dark Astoria from Atlas, just to get to Talos quicker.

Hey, here's an idea: make the dropoff point in the City Zones be adjacent to the SG portal and/or Police Drones. SG Portal is probably better, because people Heading to Peregrine Island probably are going to Portal Corps, and if they want Ghost Falcon, base portal to Talos to the ferry is available.

We're only running 3 telepads right now: all of the 7 hazard zones except faultline. Perez is a great central location to hit 4 lowbie zones, and Pocket D handles KR.

I suspect we might keep the hazard zones, and add a pad for Skyway/Brickstown, since Bricks and Perez are covered. With enough excess prestige I guess we could put together enough power/control to complete all telepads, but really, gotta add in the rez booth and such first.


 

Posted

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Teleport beacons for all CoH zones?

Yes. It's in our internal QA right now, making sure they all work right. (So it's a patch or three away from the Training Room server).

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Yippee!! Now to go find some SGs to join... >.>


 

Posted

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Teleport beacons for all CoH zones?

Yes. It's in our internal QA right now, making sure they all work right. (So it's a patch or three away from the Training Room server).

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Fantastic!!! Now open bases up to those who do not have CoV and we have ourselves a winner.


 

Posted

Sweet.

Now how about a comment on Rez Chambers & Base TP'ers and if they should port you back to a mission door if you you died, and rezed in the base.

If no? Why not?


 

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I daresay, woot.

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I will second that woot with a w00t of my own


 

Posted

[ QUOTE ]
Teleport beacons for all CoH zones?

Yes. It's in our internal QA right now, making sure they all work right. (So it's a patch or three away from the Training Room server).

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Wow! I just assumed you guys decided that you didn't want us to have them, and never considered asking for it. This will make bases so much more useful in CoH.


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Posted

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(3)Boomtown, (4)Faultline, (5)Crey's Folly, and (6)Dark Astoria are there mostly for completion's sake. Dont think that many folks use it.

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My 44 actually get a lot of use out of the Folly beacon. It's a bit of a hike from the Bricks tram to the CF gate, and my missions in that zone tend to be more or less in the middle, an inconvenient mile from both entrances... coincidently(?) this is right where the beacon drops me.

Dark Astoria also gets used if I happen to get a mish there or just feel like checking for Adam in a bored moment. Boomtown never really got enough missions to bother, especially since the Green Tram in Steel dumps me one superjump from the gate, and we all know how much activity Faultline gets (though add the trial and a portal on the far end might actually be useful, especially for the unfortunate speeders).