Basic Telepads or Raid Telepads?
Basic telepads are the single most useful feature of bases currently. Having raid telepad is up to you, but it wont fit to the 2x2 room.
shortcuts:
perez -> skyway, galaxy, atlas, steel
for high lvl people crey's folly -> crash site -> portal corp at peregrine
The rest are as they are, striga, hollows, etc. useful in their own way.
Goonies telepads are being used constantly
ps. you arent just 'flung' to a given zone, you will always exit at same spot.
Got the big room right away when I saw that there was a limit to the amount of anchors a given telepad could have
Okay - by "flung" i didnt mean tp'ed randomly into the zone, but rather that it seems to be some pretty random places we exit to in CoV - I would have expected to exit at the base portals really.
On a different note, it would be awesome if SG members was given an accolade-style power when telepads are installed that would allow them to gate into the base from any given location in the zone they are currently in - sort of emergency rescue It would of course have to have some sort of cool-down period.
Actually I was kinda disappointed to discover that this was not in fact how the telepad functioned
Telepads much better, i mean if you need to go about 50 miles and cant be bothered to run/fly/jump/tp, you can just take a shortcut and cut off about 30 miles!
Ah well - guess we have to start saving up for those anchors then
[ QUOTE ]
Got the big room right away when I saw that there was a limit to the amount of anchors a given telepad could have
[/ QUOTE ]
Erm, the 3x3 room still allows only 2 teleporters of any sort... Goonies currently have one 2x2 room with 2 telepads and one 3x3 room with raid porter and 1 telepad.
[ QUOTE ]
Having raid telepad is up to you, but it wont fit to the 2x2 room.
[/ QUOTE ]
Actually, the Arcane Raid teleporter fits fine into a 2x2 room. The Technology one doesn't.
[ QUOTE ]
[ QUOTE ]
Having raid telepad is up to you, but it wont fit to the 2x2 room.
[/ QUOTE ]
Actually, the Arcane Raid teleporter fits fine into a 2x2 room. The Technology one doesn't.
[/ QUOTE ]
Ours did not no matter how many different angles I tried. It looked like it would fit, but it didnt.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Having raid telepad is up to you, but it wont fit to the 2x2 room.
[/ QUOTE ]
Actually, the Arcane Raid teleporter fits fine into a 2x2 room. The Technology one doesn't.
[/ QUOTE ]
Ours did not no matter how many different angles I tried. It looked like it would fit, but it didnt.
[/ QUOTE ]
Could be the doorway abstructing there, one door = no problem, 2 door... doesn't leave enough room.
@ShadowGhost & @Ghostie
The Grav Mistress, Mistress of Gravity
If you have nothing useful to say, you have two choices: Say something useless or stay quiet.
Will they change the technology one to make it fit the 2x2 room ?
Or to state it differently, was the difference in size made on purpose or is it a gremlins that went through ?
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Having raid telepad is up to you, but it wont fit to the 2x2 room.
[/ QUOTE ]
Actually, the Arcane Raid teleporter fits fine into a 2x2 room. The Technology one doesn't.
[/ QUOTE ]
Ours did not no matter how many different angles I tried. It looked like it would fit, but it didnt.
[/ QUOTE ]
Could be the doorway abstructing there, one door = no problem, 2 door... doesn't leave enough room.
[/ QUOTE ]
It was propably that, as the tp room had two entrances.. I hate the doorway obstructing madness.. juggling rooms around until I could fit them all on plot isnt all that fun.
heh i enjoy that minmaxing the plot type stuff, ah the heady days of doom2 editing
@ExtraGonk
We had teleporters but they didn't get a great deal of use and I think we deleted them and fitted a raid teleporter so we could participate in raids. It has been gathering dust after a couple of initial tests. Recently put the teleporters back in and have made careful note of the locations it spits you out. Worth noting the Mercy beacon will take you from the fort (where the base portal is) to Mercy itself (where the second arbiter and store is) this saved me a little time with a low level character.
Port Oakes puts you outside the SG registrar (good for paying that rent)
Not got the CAp or Sharkhead beacons attached.
Nerva puts you on a small island between the Ferry and the Longbow base.
St Martial takes you just outside the Golden Giza.
I placed the beacons based on ease of access, travelling between St Martial or Nerva and Mercy or Port Oakes takes a few ferry trips. The link between Port Oakes, Sharkhead and St Martial through Pocket D made the sharkhead beacon seem unneccessary, and I probably used some similar rubbish logic to decide against the Cap beacon too.
Ah - nice tip - definately going to put the Port Oaks one in, as its quite a trip to pay the rent
[ QUOTE ]
heh i enjoy that minmaxing the plot type stuff, ah the heady days of doom2 editing
[/ QUOTE ]
ITs not minmaxing im talking about, have you tried to move rooms to new locations? Problem is that every room must be connected to the rest of base with at least one corridor at any time. This means, moving room B away from the chain of
A-B-C would first require moving room C away. But what if there isnt a good place for it? Most of the rooms in question are pretty filled with deco items and I'd really rather not sell items first, so they could be placed.
Theres lots of annoying things in room movement that I cannot adequately explain, so I wont try. Lets just say I needed to come out of editor couple of times and yell AArrgh.
PS. I have to admit that managing Goonies base satisfies the resource allocator in me
well, if it makes any diff, i can tell u that a huge base is impossible to move rooms in... mostly cos decorations also plays a messy part in relocating rooms.. and sometimes even when there is no logical explanations, u still cant place the room as u whish.. i have a transport room i cant move, to any other location, since the editor refuse to accept it, for unknown reason (not chain-continuity/doorways/object-obstruction) so just get use to it =)
had the same prob, then found out that even when the editor said it was a good spot to move our 4x3 TP room to, it seemed a watercooler was blocking the door so we couldnt place it. Yet that "1 spot needed between rooms, even at corner" rule kinda ticks me off.. basic plot is 8x8 = 64 spots where you maybe can use bout 30 max (well, bit exxagerating there)
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
[ QUOTE ]
Yet that "1 spot needed between rooms, even at corner" rule kinda ticks me off..
[/ QUOTE ]
Worse even, imagine a 2x2 room. The corridor can be either left or right, but if you try moving the room somewhere, the new corridor is automatically placed on the left. Even if the room you are connecting to has something on the left blocking the corridor placement, and if the right side would be free. You have to first remove the block, move the room, then move the corridor to the right side and then put the deleted item back. In short, the room moving doesnt behave very intelligently if anyone understood my meaning.
This is even worse if the blocking item happens to be a salvage item such as two telepads in a 2x2 transport room. Aarrgh. You cant delete it as you'd lose salvage. You cant move telepads inside the room cause there is already a corridor on the OTHER side of the room blocking telepad movement. So I need to build another transport room somewhere, move the telepads temporarily there, move the original room, move the corridor, then move telepads back and then delete the temporary transport room.
I recently rearranged the rooms in Goonies base because the 8x12 plot was pretty much full. It resembled one of them 2D puzzles where you move pieces one at a time until they form a picture. It COULD be made easier o_O
yeah i know the prob, been redecoratin my VG base to fit in a 3x2 control room cause we already hit the control cap for the 2x2 one. but seeing it also had a 4x3 TP room in it (its on the 8x8 plot btw), it was bloody annoying moving those rooms around, had to make multiple sketches on paper first before i could move it around, and even then i had to put all items in the middle of the room before i could move the rooms (and thus removing my beautiful *ahem* room layout).
Base editing, decent addition to the game, but it could be oh so better
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
Spent ages trying to move the Knights of Injustice base around then when I got the stuff where I wanted it it didn't really work and I just couldn't face having to move it all back.
Going to suggest a holding area for salvage items and the ability for same room types to overlap A 4x2 workshop that could hold 4 tables would be nice hell even three tables if they didn't want to make the 4x4 workshop a total waste of space. Actually I'll wait until the Issue 7 base features are revealed as hopefully they will have tweaked the engine anyway.
minmaxing as in, making the most from your plot and the required steps to make that maxed plot work.
i'm curious to think how moving rooms could be done better, with wall or any decorations theres not much of a better way of doing it, unless you're looking at forced item overwrite so it doesnt matter what you have on that wall thats now a door, it just gets deleted.
maybe a way would be to have a room bin that all room items are dumped into when you move the room around so that you can at least tell what the room contained when it overwrites the decor with a doorway.
things i'd like to see are: actual doors and the ability to add things to the room doorway squares so that differences of floor hieght are not always having to contained in the room.
when you apply style changes to the base, if you have items on the floor it doesnt alter the floor/ceilings to teh style you picked.
A conflict resolve list, thats easy to see whats going on, rather than just refusing to do the action, it'd do the action and show you what you just broke and prompt to resolve it.
one thing i did recently with our base (which is on the basic plot) is change the two teleporter rooms into one big teleporter room holding all four pads and all the beacons, this made the base structure work a lot better than before.
we dont do raids or owt though so our priorities are telepads>Hospital>looknice>workshop
@ExtraGonk
How about detaching base editor from real time, so you could place rooms temporarily anywhere, but you couldnt finish editing until everything was in order, and then changes would be applied all at once. If you'd try finishing with something illegal, base would just stay the way it is.
yes, that just reminded me i thought it was really odd that the base editing was done in realtime with the player as the pointer.
@ExtraGonk
I rather like the real time aspect. It means that while one person makes the changes the rest can make helpful suggestions/mock/bicker.
Dead Calm's Defender Manifesto
[ QUOTE ]
I rather like the real time aspect. It means that while one person makes the changes the rest can make helpful suggestions/mock/bicker.
[/ QUOTE ]
Although even that isn't easily done, since going into the editor closes your chat box. Granted it's easy to pull back up, but then it's a pain to find a location for it that won't get in the way
Well, on my 1024x768 screen at least
My SG just got the Transportation Room added, but now the big question is what type of teleporters to add. I know the difference between the two types (basic and raid), but I was wondering what other SGs have of experience in this area?
What teleporters are you using?
The basic telepads seems nice at first, but since you are just flung into a given zone they lose a bit of their appeal, and I was wondering if any SGs are really using them?