Decorative base items we want... and exist!


0th_Power

 

Posted

How about those Roman column, wall, trim and floor patterns for our bases.


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Posted

Have pools been talked about? or maybe even NPCs or is that going to far? Ya know like a NPC janitor or NPC secretaries or something...maybe? lol


 

Posted

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Can we get a couch that's not sea-green? It's the closest to "comfy " looking place for a character to rest.

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The interesting thing about that couch is the texture for said couch is.....grey. The model has the color inherent into it, in some way that I've long forgotten how to do as I did something similar in NWN for a futon mod

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Like so many others have suggested, I really think that being able to unlock or purchase NPC's to place within your base, such as guards that do nothing but stand there (as they do in the RWZ), or a secretary to sit at your base "front office" desk (if you have one) would make the base seem much more alive. Or some guy walking about tinkering with this and that.


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I so want to drop an npc in with some simple setup commands that only run when someone is in the base, similar to the "living" simple scripts NWN used. So they'd amble around a room, and tinker with things, like sit at a desk, then 5 min later head over to water cooler & fiddle with it, then back to desk or to nearby plant etc..

Of course being able to paint triggers down on floors or areas they had to stay in would be just pure bonus but that's a base editor overhaul right there

Still I'd like to drop a tailor/trainer/whoever in and being able to designate their look would be great too. Like design the character in the costume editor and then drop them into the base Maybe with editable missions we'll be able to use the same kind of interface for these base style npc's and simple text.

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Has anyone noticed/mentioned that the floors in Atlas City Hall are so shiny they are reflective? A very cool detail.... dunno if it could be done on one of the decorative tiles......

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These reflective floors and the one in Pocket D are an illusion. They're actually the ceiling geometry under the floor and a shiny surface to emulate a highly polished floor. There was once a bug were you could teleport under the floor and see the reversed geometry.

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My characters in Lord of the Rings Online are reflected in areas where the floor is reflective, so it /is/ possible in an MMO environment. Not sure what kind of load it would put on things during a raid

I'm just happy the request fit the OP's criteria

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That's a much newer game engine then CoH, so not surprising that it supports that and CoH doesn't have that functionality in it.


Back to Items

ANY item that can show up as a glowie in missions should be included in base editor, along with any that spawn in for NPC's that you see on the streets like Food Vendor Push Carts.

This includes the new suits of armor in Cimerora, the booktable with lamp, the lamp, urns, treasure chests, angled top chests, circular alter, trash cans (on fire and not), supradine lab carts, statues, caskets....for that matter ANY item that propel can throw, and that's a big list, could be added to the editor.

All the rugs and wall hangings in the carnie warehouse map, any of the fountains. Wall mounted stone face fountains in CoT missions (though those are more geometry then placeables) All the stuff in Azuriza's office and the nearby offices. Great shelves, cases, objects, machinery. All the items in the back room of wentworths and outside the Black Market trucks. The hanging dance cages from Pocket D


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

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Posted

Blank doors, like the ones in indoor missions, s wall details.


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Posted

Personally I think we're wasting our time even bothering to post in these threads. I mean, how many years have the devs just ignored bases? For how many years did they just pretend that bases didn't exist?

How about this suggestion that I made months ago: If it exists in the game then I should be able to put one in my base. Everything. Every single thing that appears in missions every thing that appears outside in the zones, if it will fit in a room that is. Ok, no skyscrapers in my base, fine. But everything that exists in game that can fit in a base room should be in the base editor.

Everything.


 

Posted

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Personally I think we're wasting our time even bothering to post in these threads. I mean, how many years have the devs just ignored bases? For how many years did they just pretend that bases didn't exist?

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Well... this was because of the 15 people. We've been promiced base lovin' with the new folks in the house. If we don't tell them what we want, then we'll have no cause to complain later if we don't get it.

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How about this suggestion that I made months ago: If it exists in the game then I should be able to put one in my base. Everything. Every single thing that appears in missions every thing that appears outside in the zones, if it will fit in a room that is. Ok, no skyscrapers in my base, fine. But everything that exists in game that can fit in a base room should be in the base editor.

Everything.

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lag. lag. lag. lag. lag. lag. lag. lag.

You want a database of thousands of items to choose from. You want to screw around with that while editing bases? You want to click to place an item and wait 4 minutes while the base is updated? Then click to place another item and wait another 4 minutes? You want to stop, get up, make a sandwitch, and drink a beer every time you zone into your SG base while waiting for it all to load?


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Posted

<QR>

Zub: Yes



Edit: It shouldnt cause more lag than we have now with 900+ objects in a single room as scafolding for some of our magic desk projects.

Filters can be put in place to shorten those load times during editing. Rather than the tabbed method. Give me a drop down window that lets me pick from (just an example, not even really a suggestion here), Objects: Street: Small: including trashcans, phone booths, boxes, mailboxes, newspaper stands etc...

Or Objects: Street: Large: Cars, Trucks, Dumpsters, etc etc

But, more or less I agree with Peregrine here, there's little reason to not give us the items that can be placed reasonably. Because if they give us say half, you know within 5 posts someones going to say "but where's this item that we asked for and exists"

Itll really need to be an all or nothing deal when and if it happens. Or at least 90%...Id be happy with it...i know others wont.


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Posted

Catwalks ala the Council bases. Rope bridges are nice if you have a magic base, but...


 

Posted

Hmmmm..... Upstairs and downstairs....technically....can.... be done using magic desks. Good luck!!

And of course this would be functional.... but.... why can we have doorways but not have any doors?


 

Posted

[ QUOTE ]
Personally I think we're wasting our time even bothering to post in these threads. I mean, how many years have the devs just ignored bases? For how many years did they just pretend that bases didn't exist?

How about this suggestion that I made months ago: If it exists in the game then I should be able to put one in my base. Everything. Every single thing that appears in missions every thing that appears outside in the zones, if it will fit in a room that is. Ok, no skyscrapers in my base, fine. But everything that exists in game that can fit in a base room should be in the base editor.

Everything.

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I am just doing a little villainous scheming here.

Would it not be possible.......
if we could have a whole lot of people cancel their subscription and tick the little box that mentions not enough base options. And then people can just reactivate again.
And then perhaps we could get through to them if they suddenly thought they were losing a few hundred (LOL) players. MWAHAHAHA!
It's really simple to cancel then reactivate.... I actually accidentally cancelled the other day LoL!!!!
Whether many people would be willing to do this though......
And then I am not even sure if the good ole' devs even thought to put in a tick box to do with bases. Although I am almost certain i saw it there.


 

Posted

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I am just doing a little villainous scheming here.

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Well seeing as Positron recently mentioned that changes for bases are coming I don't know that doing this makes any sense.

Of course even if changes weren't coming I don't believe it would make any sense either.

The devs are going to do what they're going to do. I honestly believe that anything we have to say isn't going to make much of a difference. Think I'm wrong? How many people have asked the devs to buff Invuln? How many years have they ignored bases? How long was the Robo-Surgery broke? How long have people asked for the Cathedral of Pain to be fixed?

The forums are a great way to comunicate with the devs, they've made that plain. And they are aware of the things that we the players want. But realize that they're going to do what they're going to do. The recent protest against the EM nerfs should have made that clear to anyone who's paying attention.


 

Posted

[ QUOTE ]
[ QUOTE ]
I am just doing a little villainous scheming here.

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Well seeing as Positron recently mentioned that changes for bases are coming I don't know that doing this makes any sense.

Of course even if changes weren't coming I don't believe it would make any sense either.

The devs are going to do what they're going to do. I honestly believe that anything we have to say isn't going to make much of a difference. Think I'm wrong? How many people have asked the devs to buff Invuln? How many years have they ignored bases? How long was the Robo-Surgery broke? How long have people asked for the Cathedral of Pain to be fixed?

The forums are a great way to comunicate with the devs, they've made that plain. And they are aware of the things that we the players want. But realize that they're going to do what they're going to do. The recent protest against the EM nerfs should have made that clear to anyone who's paying attention.

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Thanks for this info. I am still relatively new, as of Issue 11, and I had thought that the devs tended to just ignore all base construction posts which is what some people had led me to believe. That comment about Invuln is perfect evidence of what you are saying too as even I in the past few months have seen countless pages on the web related to people pretty much complaining about Invuln. I have also seen where devs have admitted that Invuln could do with some work. I am led to believe from all this that the devs have good reasons from not acting upon this and I guess we can take it for granted as to the work that they do do for us.


 

Posted

there is a level 50's carnival mission where you go into the base - they have beer cans, angled rugs, couches in various colors. large colorfullt material draped columns that would all be great in game base design


 

Posted

[ QUOTE ]
The forums are a great way to comunicate with the devs, they've made that plain. And they are aware of the things that we the players want. But realize that they're going to do what they're going to do.

[/ QUOTE ]

You are right on this point...and it was a painful lesson for me personally to learn. I have played CoX for hours at a time just about every day for just about four years (no real life here to speak of). I spent three years just [u]reading[u] the forums in the hopes of grasping the major game issues and hoping that I did not come across as ignorant when I finally did post (did not work... sometimes I come across as ignorant anyway). I don't claim to be an expert but I figure I know as much about this game as I do about most anything. And I jumped into this whole forum deal ready to make a lot of things that were (are) "wrong" totally "right".

My "entering argument" was that CoX is a "great game", the devs are a bunch of super smart people hard at work and my input was only going to make a great thing even better!

Anyway, my point is (and this really isn't a "slam" of devs per se... more of a statement of fact), I've come to the conclusion that the [u]best[u] you can do is hope you can have some influence on positive change. Occasionally you do...many times you don't.

For example...you would think that it would be pretty much a "no brainer" to incorporate some of the decorative items that are in game into bases (let's say everything in Pocket D since I hear about pool tables, pinball machines, barware, etc. a lot). My latest hope is that the I14 architect tools will have much of this kind of "stuff" and that it will be available for bases. Will it happen? Only the devs know and they ain't saying.

The fact is my priorities are not necessarily the dev's priorities. What I (even "we" as in many players) want is not necessarily what is going to happen...immediately, "soon" or even at all. But many of us keep plugging away at the "influence positive change thing" anyway... and when it does "work" it's a thing of beauty indeed. I've come to celebrate those times.


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Posted

I want swinging gates/doors/etc. You know the ones I mean. I think they would look great in a base in the doorways


 

Posted

Rather than post an image that the link will go dead later, I'll when possible post a /loc


Vanguard base opens a lot of items I would like to see in bases...

Computer Center /loc 321.8 -1188.0 -2648.5
Computer reel to reel and tower /loc 321.8 -1188.0 -2648.5
also would like Longbow computer terminal, and square tower/server
Railing, catwalk /loc 317.5 -1188.1 -2578.7
Caution tile and/or pad /loc 319.9 -1195.0 -2605.7
air duct /loc 307.9 -1173.3 -2431.2
Practice dummies /loc 240.2 -1190.0 -2388.7
Shooting range (targets, Railing, blocks, booths & paint lines/lanes) /loc 237.6 -1191.9 -2440.7
also would really like the Villain side hologram range items more so
Weapon case /loc 218.5 -1192.0 -2408.3
Cell doors /loc 205.0 -1182.9 -2408.4
Medical equipment(s) /loc 224.0 -1192.0 -2296.4 & 332.7 -1187.5 -2113.2 & 317.9 -1188.0 -2073.0
Chair Row /loc 350.2 -1176.9 -2121.3
Repair bay (with and/or w/o HVAS) /loc 439.0 -1190.6 -2255.9
Mechanic Diag tools /loc 447.9 -1192.0 -2292.0
Tool Boxes ans shelf /loc 487.1 -1192.0 -2254.5
Stairs (long) /loc 268.1 -1188.0 -2352.6
Various Pipes that run vertical and horizontal /loc 293.0 -1188.0 -2199.9
Bunker Blocks /loc 293.0 -1188.0 -2199.9
projector screen /loc 444.1 -1202.0 -2413.1

No Functioning NPC /loc 255.8 -1188.0 -2321.0 & 442.4 -1191.0 -2273.4 & 222.8 -1191.9 -2440.0 & 339.2 -1188.0 -2653.9

Vanguard DPO in Atlas Park:
Window /loc -133.7 -94.0 469.3
Double doors closed /loc -153.1 -94.0 470.8
Single Door closed /loc -60.1 -112.0 550.3
T.V. /loc -37.4 -105.9 491.8

Paragon City Hall:
Door pad /loc 235.3 -768.0 -645.8
Double doors open /loc 30.7 -784.0 -819.2
More Hospital/lab gear /loc 128.0 -784.0 -929.0
Computer stuff /loc -93.2 -784.0 -892.5 & -89.8 -784.0 -944.5 & -100.6 -784.0 -921.4
Restricted area (laser sensors, Rotating warning lights, Security drop down bars, & column(s) /loc -109.3 -784.0 -907.1
Circular column with blue lines, circular dome above elevator and laser sensor w/o laser lines /loc -148.4 -784.0 -895.0

AE Building:
Welcome desk /loc -624.9 -4.0 -630.8
--inside the Creation Studio--
Computer terminal and computer pads /loc -602.8 155.0 -626.1
Glass /loc -571.0 155.0 -615.1

Atlas Park PPD Station:
Scanner Doorway /loc -1283.4 -101.9 -2070.1
Machine /loc -1344.0 -101.2 -2096.9
Closed Door /loc -1314.8 -102.0 -2123.4
Wall lockers/mail room/vault room innards /loc -1372.0 -102.0 -2017.0
straight back from loc is a weapon rack /loc -1429.5 -102.0 -2132.4
Window /loc -1429.5 -102.0 -2132.4


Train Station (Atlas Park):
Map Zones /loc 640.0 74.0 -1413.4
Community Information terminal (even though now non-operational) /loc 741.1 43.0 -1320.5

Peregrine Island:
Fence, caution cylinders, Razor/Barbed wire fence /loc -1167.6 0.2 -3072.9
Cement wall /loc -1135.6 -0.0 -3094.5
Sand Bag Barricade (corner and wall) /loc -1681.7 -0.0 -3547.1

Portal Corp 110:
large Desk system /loc -1681.7 -0.0 -3547.1
Scanner/metal detector /loc -1267.8 -208.0 -3654.5
--Down Elevator--
large Door closed (plus arch way for said door) /loc -1333.5 -575.6 -3701.7
also since it exist open version
power cables (both hanging and floor) /loc -1430.6 -576.0 -3797.1
Ramp block(s) (both sloped and rectangle) /loc -1399.8 -576.0 -3850.6
Ramp /loc -1406.9 -560.5 -3855.2
Tech balcony (support beams below preferred but optional) /loc -1468.7 -544.0 -3783.7

Fire Base Zulu:
generator or horizontal circular column with blue lines /loc 6038.3 1128.0 1032.8
Portal (either functioning or non-functioning) /loc 6024.5 1130.5 1039.4
Ramp and bridge /loc 5912.0 1124.0 823.5

Pocket D:
Bar stuff (shot glasses, mugs, and taps) /loc -66.2 0.0 -777.6
Pool Table /loc -129.3 0.0 -867.5
Trash cans /loc -85.6 0.0 -832.2
juke Box and pinball /loc -143.5 0.0 -805.9
open vault door /loc -221.2 0.7 -769.7
Dance lights /loc -178.9 52.5 -958.5 & -178.7 52.6 -1056.4
Speakers /loc -115.4 0.0 -1074.0
Dunno what to call it but we have in base the above version /loc -117.0 0.0 -1062.4
Lighted ramp /loc -132.6 8.6 -1057.0
Lighted Tower and dance cage /loc -31.4 0.0 -1103.7
Floor Hatch /loc -168.8 0.5 -777.4
More Door Key pads /loc -122.4 0.0 -739.0

Grandville:
Red Glass /loc 2765.0 -342.5 2595.5
--in Patron building--
Terminal /loc 2707.3 -1042.5 694.0 & 2888.5 -1047.3 887.2
Dunno what to call all these but they look great (machine, terminal/pad, large monitor, and angled glass) /loc 2857.8 -1033.2 967.0
Floor dome w/ red lights /loc 3010.6 -1044.0 883.3
Maintenance Pad (door to right from main chamber) /loc 3010.6 -1044.0 883.3
--Spider City--
pulsating tower /loc 2712.1 243.4 613.9
turbine /loc 2451.0 270.8 884.5

No /loc atm:
5th Column plethora of computer terminals
Longbow Base submarine entrance parts.
Plethora of vehicles both military and civilian available ... to include helicopters
Jail cells... though many of us have already make shifted jail cells access to proper ones would be great imho

MAIN NOTE(S):
Personally most of these things I would like to be independent. Example 1. Computer terminals, towers, etc. I would like to be able to place in any room, not just a control rooms. Example 2. Door pads and the like I would like to be able to place on a desk, block, partition, etc. and not just a base wall

I realize most this stuff is Tech side, and some will gruff that their is no Arcane equivalents. Their may be, I just am not that into it to have seek them out. If not maybe that is something that the Dev's can work on as well..if a big enough demand.

NPC, can't stress enough the value of making a static base become dynamic or at the least dead and dull to looking alive. Would be lovely to have NPC that actually function like a field corp rep and a Base Rent pay person, but just having for example a couple black camo troops standing at the door of my prison room would be awesome (imho). Or some tech and or doctors and nurses in lab and medical facility. Could be a wide range of faction and groups to just generic. Vanguard Base and Pocket D are shining examples of how they bring a place to life... even if they do nothing but stand there.

This is all in addition to what others have suggested and mea culpa for any repeat suggestions.


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Posted

Holy necro-thread, Robin!




-np


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Posted

Quote:
Originally Posted by NinjaPirate View Post
Holy necro-thread, Robin!




-np
lol not my fault (totally is) I was reading another post that had a link in it lol. Figured rather than make yet another thread, I'd add to an existing one


"Does that mean the game is "no fun"? Nope...In other words: meh, it beats hell out of doing the dishes. But it's no where near as fun as it was."-ScionofSatan

 

Posted

a wise choice overall.


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