Consolidated Discussion - Teleporter improvements


Cambios

 

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I feel that a teleporter with a slightly bigger footprint and a slightly increased control and energy cost would warrant the ability to host more than two beacons..which would cut down on room size, reduce energy/control costs slightly, and be very very convenient.

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Actually, there is no good reason why hero-side teleporters do not standard come with up to 5 beacons attached (or maybe 4). Villains have only 7 or so zones so can make do with 4 teleporters. Heroes have 21 zones so they can not even fit all teleporters in a standard plot, never mind the cost of energy and control involved. This makes it a lot easier to create a moderately functional base at villain side than it is at hero side. Even giving hero teleporters 4 beacons would open up a lot of base building opportunities without sacrificing quite as much functionality.


Nadira


 

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Even giving hero teleporters 4 beacons would open up a lot of base building opportunities without sacrificing quite as much functionality.

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That's why I think a 3 or 4 destination Hazard Porter would should be the way to go - it wouldn't affect Villain balance at all.
Heroes have 9 Hazard Zones right now, requiring 5 porters. a 3-beacon Hazard porter removes 2 of them, that's a whole 2x2 room. (and there are 12 City zones, so that 9th beacon doesn't leave a porter with 1 beacon on it.)


 

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Even giving hero teleporters 4 beacons would open up a lot of base building opportunities without sacrificing quite as much functionality.

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That's why I think a 3 or 4 destination Hazard Porter would should be the way to go - it wouldn't affect Villain balance at all.
Heroes have 9 Hazard Zones right now, requiring 5 porters. a 3-beacon Hazard porter removes 2 of them, that's a whole 2x2 room. (and there are 12 City zones, so that 9th beacon doesn't leave a porter with 1 beacon on it.)

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Of course the better solution would be to give villains 13 more zones, but I do not see that happening any time soon ...

(After all, from a developer point of view it makes much more sense to create cooperative zones rather than villain or hero only ones)


Nadira


 

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No. You shouldn't have to go that far out of your way to craft something.

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Can you come up with a good reason why not?

An advanced telepad would be a highly desirable object for a SG. Having to do a SG mission or TF to get the components to make one doesn't seem that onerous or unreasonable.

Plus if it was in a repeatable mission you'd probably be able to buy it easily enough.

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I have no problems with requiring special salvage for it. I just have problems with require a specific task to get that salvage.

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Again why? If you want an IoP you have to do a special task to get it. I would love to see a decent PvE reason to do the CoP and getting a special component for a dimensional/teleport device seems entirely in keeping with the story.

[edit] "Just because ..." is a perfectly acceptable answer


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

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I have no problems with requiring special salvage for it. I just have problems with require a specific task to get that salvage.

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Again why? If you want an IoP you have to do a special task to get it.

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Because it's insanely hard to balance such a requirement for both small groups and large groups. Gathering badge credit or gathering salvage can be done by any number of people over time, reqiuring 20 people for the COP is a huge pain for the smaller groups. If you make a 6-person trial for this teleporter, you're saying that 6 people in the SG is a requirement for it, and that will annoy groups of 2-5 people.

Now in theory, that requirement works in the COP's favor because you're supposed to defend your IOP in a scheduled raid. You only want large roster groups getting IOPs so that the raids are not lopsided. The large roster was supposed to be an additional requirement for an IOP. (we'll leave out analysis of how sucessful the design was at achieving that and just say "supposed to be", this is far enough of a tangent already, back to porters...)


I'd rather just balance this with the crafting cost. Put it on the Expert table, require 5 Alien Tech, 2 Hardware, 1 Software, and a couple of the advanced or basic components. You also have to consider the placement cost since having 1 less room saves you cash, that's probably worked into the price of this item.

I don't think this is something we need to unlock at all. We're talking about an ability that every SG has already, just making it more efficient. I don't think efficiency needs a huge prerequisite. Just like people talk about unlocking a Wentworth's terminal - seeing how easy it is to walk to Wents, it'd better be just as easy to get a base version, otherwise it's not worth the fuss. If you give the teleporter some challenging requirement people just won't upgrade and will write posts here asking why we got an item that's more annoying than useful.


 

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Well I see your point, we just don't agree.

I would love to see some new missions added to that mission generator and a TF to get the stuff to make an improved telepad would be just perfect IMO.

I would also add that telepads are one of the main things in a base that signify growth to you SG. Add a new telepad and everyone goes Woot! So I think some kind of SG TF to earn the improvement would just expand that.

We will agree to disagree


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

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I kinda agree on both accounts. It SHOULD be easy to get things like that, make it some trivial badge or so on, a mission, make it automatically available but have a decent crafting cost. But on the other end of the spectrum I agree that certain base items should only be made available through an SG TF/SF/Mission, this would encourage SGs working together on a level that at the moment some cannot or do not have a reason to work at.


"You, dear sir, are a legend. "- nelly. "PIE DOESN'T HAVE TENTACLES!"
Bladewing Draconian lvl 30 KAT/SR scrapper
DarkNinjutsu lvl 50 DM/REG scrapper
Dajoji Hino lvl 50 elm/ela scrapper
Bloody Byakko lvl 20 claws/sr scrapper

 

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QR

not super important but Villains now have access to 8 zones via the porters...

and is the RWZ still considered a hazard zone? It sort of is and sort of isn't... It's the only zone open to villains with a lvl requirement, but I don't really consider it a hazard zone since it has a trainer, shops, tailer, contacts, etc...


 

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It's the only zone open to villains with a lvl requirement

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This is incorrect - The PvP zones, Monster Island and The Abyss all have level requirements (though they lack beacons)


 

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It's the only zone open to villains with a lvl requirement

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This is incorrect - The PvP zones, Monster Island and The Abyss all have level requirements (though they lack beacons)

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sorry, to clarify that should have said "It's the only zone open to villains with a lvl requirement accessible via the porters"


 

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I would love to see some new missions added to that mission generator and a TF to get the stuff to make an improved telepad would be just perfect IMO.

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I'd like to see a new teleporter. I'd like to see a new TF. I do not, however, want to see [u]one dependent upon the other[u] because I don't want to have to wait for my teleporter until the Devs code the TF.


 

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and is the RWZ still considered a hazard zone? It sort of is and sort of isn't... It's the only zone open to villains with a lvl requirement, but I don't really consider it a hazard zone since it has a trainer, shops, tailer, contacts, etc...

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The Hollows and Striga have contacts. Striga also has a trainer. Dark Astoria has a Hospital, and the RCS had one, too. FBZ has stores.
The deciding factor for me is the level limit and the increased amount of baddies you see in each mob.

(and IMHO, the only reason to have Icon and Reputation Setters and a Trainer is because it was easier to drop them on the map than to deal with the inconvenience of having to leave the zone while on a mixed team. so I don't think they should dictate if it's "hazardous" or not.)


 

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Thread necromancy - my apologies, but thought this was better than starting a new thread.

One cumbersome thing about beacons is how you place them. Options are most limited in the 2x2 room. To do it now, the only options I've been able to get work are:

1. Remove all flooring from a room then elevate the floor twice for the location the teleporter will sit. Remove the ceiling in the teleporter location. This forces the beacons on the wall of the elevated floor. This is cumbersome because it now means you either build ramps up on the teleporter platform *OR* you jump up to get on the thing. This isn't very elegant and wastes keystrokes.

2. Remove all flooring and ceiling in the 2x2 room. Drop the ceiling to the lowest level above the location the teleporter will sit. Place the beacons on the now exposed wall from the ceiling drop. This is cumbersome because now the beacons are way above where you look and high above your head. This isn't elegant because now you can't easily see which teleporter goes where. And since we need a *lot* of teleporters for the zones (especially hero-side), this is a pain.

Suggestion:
* Allow beacons to be attached to the floor like a tile. Make them small enough that two can fit in front of a teleporter.

I'd also toss out there that I'm in favor of having teleporter pads that can hold more beacons attached to them. I would *not* make them accessible through a task force; for themed Bases or for smaller SGs, it'd be restrictive to letting them access a better teleporter. Instead, I'd do this: make the Medium and Large Teleporter recipes a Supergroup badge that combines exploration and some other facet, maybe a damage taken SG badge or something else thematically appropriate. The recipes would look something like:

* Medium Teleporter -- craftable at the Advanced Worktable. Requires common and uncommon salvage. Allows 4 beacons to connect. If you kept the size the same as the Basic Teleporter, then keep the power usage the same and up the control used. If you up the size, make it a 1x2 square and increase the power and control used.

* Large Teleporter -- Craftable at the Expert Worktable. Requires common, uncommon and a rare or three. Allows 6 (maybe 8?) beacons to connect to it. Uses more control and if you increase the size, more power. I'm thinking you make this one a 1X3 or a 2X2 or something.

Just a few thoughts. Thanks for reading!

- Aular/Ilios


 

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I like the idea of medium and large teleporters being crafted items.

Two suggestions though.

You are still transporting just one person - so power requirements should remain close to the same with perhaps a small tick upwards for scaling.

The entrance portal and reclaimators are both teleporters with albeit limited function. But they are [u]much[u] smaller that basic teleports. I'd suggest that the basic teleport footprint be reduced and the current size be used for the medium teleport instead.


 

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Thinking about this a bit more over the weekend, you could make the large Teleportation device look like the devices in the Portal Corporation. Clicking on the portal would let you select the zones it can transport you to. The mystical version could model after the portals in Oranbega - just scale them to be larger.

I also like the idea of making the Small/basic teleporter smaller in footprint and using the current basic teleporter for a medium teleporter model.


 

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Thinking about this a bit more over the weekend, you could make the large Teleportation device look like the devices in the Portal Corporation. Clicking on the portal would let you select the zones it can transport you to. The mystical version could model after the portals in Oranbega - just scale them to be larger.

I also like the idea of making the Small/basic teleporter smaller in footprint and using the current basic teleporter for a medium teleporter model.

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No offense, but to me, that would make them like stargates.

Just to toss my $0.02 into the mix. I would like to see ...
<ul type="square">[*]Teleporters that can handle more than one beacon as mentioned several times.[*]Teleport Beacons to be designed so they are easier to see.[/list]


 

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Just to toss my $0.02 into the mix. I would like to see ...
Teleporters that can handle more than one beacon as mentioned several times.

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Your wish is granted! They can handle two.


Paragon City Search And Rescue
The Mentor Project

 

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Let's see. A porter the size of the raid porter that could handle eight beacons would be great.

And beacons that take up less of a footprint (wallprint?) so they fit under a porter raised up to the next level (4ft).

More clarity on the beacon would also be nice. I would rather it just say PEREZ in clear print than some ambiguous thumbnail I can't really see until I get right up on it.