Another TP question


Ad Astra

 

Posted

I have been working on my SG base (Hero side), slowly building TP rooms, by the time I am at Base version 2.0 I plan on having 8 pads, with 16 beacons

My question is what zones would you recomend me using (or not using) for the 16?


"The only thing common about common sense is the common lack of it" ---Mark Twain, I think

 

Posted

What level are the characters planning to use the 'porters? Do you TF a lot or do you mainly progress through the zones as they become level-appropriate?

With 16 beacons, you will have all but 6 of the total placed. Some zones are unlikely to even be used, like Eden. Others have a fairly convenient access point in another zone - for example, the Boomtown gate is pretty close to the drop point of the Steel Canyon beacon. Those would be 2 I would skip, along with the Pocket D beacon (at least while the art is still broken on it, espcially if folks have the G vs E Pocket D 'porter).

As far as the other three, it would depend on the level of most of the SG.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

Do most of your toons have the Pocket D or Oro buttons? If so, then you could prioritize beacons to zones other than those...even if you dont use the oro button


 

Posted

In short, without knowing anything I would put
1.) Hazard Zones and
2.) Stringa & Peregrine
on a higher priority.

Why? Because these are the only zones (to my knowledge heroes side) That can not be accessed fairly easily via the Green and Yellow lines. . .

After those zones I would say either Talos or Founders Falls (Quick access to green line) and. . .IDK a zone that drops off right by the yellow line, but you get where I'm going with this right?


 

Posted

I think *from memory* there are 22 zones for base TPs (hero side).

Things to think of when choosing telepads
Is the base just you & your alts?
What levels will be mostly using the telepads?
Who will be using them the most, or who do you want them to be most suitable for?
Will the toons that mostly use the telepads ALREADY have the oroborous portal? (if so, then you could skip telepads for Atlas, PI, IP, founders falls and talos).
Do you have the temp power "mission teleporter"?
Do you like using the purchaseable 'wentworths teleporter power'?
Have you already got the day-job temp power for teleporting to wents?

Then you can be a bit more selective.

If your toons have the oroborous power, then...
I would build the following:

Handy &amp; faster access to these hard-to-get-to zones<ul type="square">[*]Boomtown[*]Creys Folly[*]Dark Astoria[*]Eden[*]Faultline[*]Hollows[*]Perez Park[*]Rikti Warzone[*]Striga[*]Terra Volta[/list]And other zones that aren't attached to oro<ul type="square">[*]Brickstown[*]Croatoa[*]Galaxy[*]Kings Row[*]Skyway[*]Steel Canyon[/list]
At the end of the day, think of the places you go to the most frequently, of those places, which would you actually prefer to use your base to get to? (as in, will speed up how fast you get to that zone in comparison to not using the base).

Happy base building


Quote:
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.