More SG Beacons per teleporter?
We've heard that Teleporters might be getting an aux attachment to tp u back to mish door after defeat - I don't remember seeing anything about more zone attachements though - but the name "Basic" Teleporter gives hope of there being an "Advanced" version one day [img]/uk/images/graemlins/laugh.gif[/img]
ahh woot radio hilights:
[ QUOTE ]
8. PLans to add bigger teleporters to hold more beacons. No ETA.
[/ QUOTE ]
Defiant
Proud Member of the Liberty Legion
Venture - Emp/En Defender
Seph - Kat/SR Scrapper
Blizzard - Ice/Storm Controller
Legionelosis - Rad/Rad Defender
I'm pretty sure I read somewhere that they are planning on making it possible to connect more beacons to teleporters--maybe an 'Adanced Teleporter'?
@Cha'ron:
Cha'ron-lvl50 Controller
Votary-lvl50 Scrapper
Logan W-lvl50 Scrapper
Destrer-lvl50 Tank
Panade-lvl50 Defender
@Tellur:
Tellur-lvl48 Controller
www.theultimateinferno.com
We're going to need something like that, otherwise half of every base would just be taken up with teleport rooms [img]/uk/images/graemlins/tongue.gif[/img]
@Golden Girl
City of Heroes comics and artwork
You don't need half a base full. If you pick the right zones, with 7 beacons you can get nearly every zone in COH (except the Shadow shard ones) within a one-zone hop of your teleporter.
+ Kings Row (Covering Galaxy City, Warburg, Indy Port (middle), Pocket D, Skyway, Yellow train line)
+ Steel Canyon (Covering Siren's, Perez Park, Boomtown, Indy Port (North end), Atlas, DO/SO Enhancements level 15-20)
+ Skyway City (Covering Hollows, Kings Row, Talos, Faultline, Atlas, Bloody Bay, Yellow train, DO/SO Enhancements level 15-20)
+ Talos Island (covering Striga, Dark Astoria, Skyway and DO/SO Enhancements 25-30)
+ Founders Falls (Covering Pocket D, Talos, Eden, SO Enhancements level 30-40)
+ Brickstown (Covering Indy Port (South end), Creys Folly, Eden, Green train (and thus Croatoa), SO Enhancements level 30-40)
+ Peregrine Island (Covering Rikti crash site, Talos, Firebase Zulu, SO Enhancements level 40-50)
That'd leave The Hive, Recluse's Victory and Terra Volta as the only Zones not accessable within a one-zone hop. The Hive and Terra Volta are certainly both rarely visited, and all three would be reachable fairly quickly via a two-zone hop. (Kings Row > IP > Terra; FF > Eden > The Hive; Skyway > Atlas > RV)
Just been re-evaluating my TP rooms in light of the new Beacons.
Bought a bigger TP room (Secure 4x3) it fits 4 teleporters with 2 beacons each (8 beacons for the slow ones out there ). 1 room = 4 TP = 8 beacons. Cost 740k
The room cost 600k and took up large amounts of space and didn't allow me to put a second one anywhere with my current set up (that I had to shuffle round anyway).
But I worked out that I could have 4 smaller TP rooms fitting 2 TP's each at half the cost and get more beacons in anyway. 4 rooms = 8 TP's = 16 beacons. Cost 880k with room to spare
How does that figure?!!? Sometimes less is more
"Like War_Hero said, leave it as it is, it toughens up the softies." - Naz Nomad
Union Heroes
War Borg - Leader of The Paragon Knights
Union Villains
McCabe - Co-leader of The Rogue Knights
Defiant - Supreme Hero
you can get to pretty much any zone with a one zone hop anyway. the idea of teleporting is being able to go strait to the zone you want to visit...
Defiant
Proud Member of the Liberty Legion
Venture - Emp/En Defender
Seph - Kat/SR Scrapper
Blizzard - Ice/Storm Controller
Legionelosis - Rad/Rad Defender
[ QUOTE ]
Just been re-evaluating my TP rooms in light of the new Beacons.
Bought a bigger TP room (Secure 4x3) it fits 4 teleporters with 2 beacons each (8 beacons for the slow ones out there ). 1 room = 4 TP = 8 beacons. Cost 740k
The room cost 600k and took up large amounts of space and didn't allow me to put a second one anywhere with my current set up (that I had to shuffle round anyway).
But I worked out that I could have 4 smaller TP rooms fitting 2 TP's each at half the cost and get more beacons in anyway. 4 rooms = 8 TP's = 16 beacons. Cost 880k with room to spare
How does that figure?!!? Sometimes less is more
[/ QUOTE ]
2 small tp rooms with 2 telepads each is indeed cheaper. On the other hand, secure teleport room is the cheapest room to allow defense items (2). All other such rooms cost in excess of 1 mil, but secure tp room cost 600k if I recall correctly. And of course fitting a raid telepad into those small tp rooms is a pain.
[ QUOTE ]
And of course fitting a raid telepad into those small tp rooms is a pain.
[/ QUOTE ]
Very true, for this alone, you'll need a slightly bigger one
"Like War_Hero said, leave it as it is, it toughens up the softies." - Naz Nomad
Union Heroes
War Borg - Leader of The Paragon Knights
Union Villains
McCabe - Co-leader of The Rogue Knights
Defiant - Supreme Hero
We've heard that Teleporters might be getting an aux attachment to tp u back to mish door after defeat -
__________________________________________________ _____
This is called the base portal works for me :P and is a bug apparently
By the way, why does the 3x3 teleport chamber only hold 2 telepads? What's the point in it, when that's the same capacity as the 2x2 teleport chamber?
@Golden Girl
City of Heroes comics and artwork
[ QUOTE ]
By the way, why does the 3x3 teleport chamber only hold 2 telepads? What's the point in it, when that's the same capacity as the 2x2 teleport chamber?
[/ QUOTE ]
As a guess and judging by other comments on this thread, the bigger room may be able to hold defensive items. Untested though.
"Like War_Hero said, leave it as it is, it toughens up the softies." - Naz Nomad
Union Heroes
War Borg - Leader of The Paragon Knights
Union Villains
McCabe - Co-leader of The Rogue Knights
Defiant - Supreme Hero
The 3x3 room is able to hold the tech raid teleporter, or the arcane raid teleporter plus another teleport chamber.
I think they'll put in a craftable teleport item which'll take more than 2 beacons. Would be lovely to have the zones consolidated onto 2 or 3 teleporters, instead of having LOOOOAOAAADDDDSSSS in the hero base.
[ QUOTE ]
[ QUOTE ]
By the way, why does the 3x3 teleport chamber only hold 2 telepads? What's the point in it, when that's the same capacity as the 2x2 teleport chamber?
[/ QUOTE ]
As a guess and judging by other comments on this thread, the bigger room may be able to hold defensive items. Untested though.
[/ QUOTE ]
Nope, need to be secure teleport room for defense items. Sec.tp room DOES hold 4 teleporters though (and is the cheapest room to hold defense items).
The 3x3 tp room holds only the same two tpers that the 2x2 room does, but you can only fit the tech raid teleporter into the 3x3 room (I suspect devs just goofed that one up). More room for the same price however isnt bad, which you will figure out when tryin to make connecting doorways.
Do not underestimate the importance of room size and shape, both small rooms and big rooms are important when trying to fit them to the same plot
[ QUOTE ]
Do not underestimate the importance of room size and shape, both small rooms and big rooms are important when trying to fit them to the same plot
[/ QUOTE ]
True, just wish they'd make it easier to move rooms in a base when editing, rather than having to delete a load of items and or/rooms in order to re arrange the base.
Defiant
Proud Member of the Liberty Legion
Venture - Emp/En Defender
Seph - Kat/SR Scrapper
Blizzard - Ice/Storm Controller
Legionelosis - Rad/Rad Defender
[ QUOTE ]
True, just wish they'd make it easier to move rooms in a base when editing, rather than having to delete a load of items and or/rooms in order to re arrange the base.
[/ QUOTE ]
Hear hear,
Going back round again reforming salvage made items to rearrange the base is frustrating and salvage costly. As is setting out your room to perfection only to have to move it at base upgrade, spinning it round and having it all look out of shape coz a door now backs on to your set piece...
Maybe a room limbo option is required. Your moved room is held in limbo while you amend a new layout and then the original room can be added back on. If you forget to add it on, a message appears, warning you that this room will be lost if it is not re-attached.
"Like War_Hero said, leave it as it is, it toughens up the softies." - Naz Nomad
Union Heroes
War Borg - Leader of The Paragon Knights
Union Villains
McCabe - Co-leader of The Rogue Knights
Defiant - Supreme Hero
I agree that moving rooms is a royal pain in the *rse. One reason is because the game does not intelligently move the doorway to the spot where it would fit. Always have to remove blocking objects even if there were free space on the next square.
Having enough prestige and plot to buy 'holding rooms' to hold the salvage items while I move the room is one option. Shouldnt be needed imo.
Once again I just see there being an "oddness" in regard how the Devs treat the salvage produced items, if we could keep it indefinitely without placing it why can't we return it to this state? Right up there with "If we made it why do we have to pay for it?" IMO.
[ QUOTE ]
I agree that moving rooms is a royal pain in the *rse. One reason is because the game does not intelligently move the doorway to the spot where it would fit. Always have to remove blocking objects even if there were free space on the next square.
Having enough prestige and plot to buy 'holding rooms' to hold the salvage items while I move the room is one option. Shouldnt be needed imo.
[/ QUOTE ]
Echoed over here, it would be much easier to design a base if you could add your doorways after putting your room in and create some holding rooms to put your salvage-made items in. The current base editor is quite unfriendly unless you're totally revamping your base from a blank canvas.
another irritating one is that not only do you have to have to clear items from the edge where the editor wants to place the door but you also cant delete/move a room if doing so breaks the continuaty of the base. Meaning if you want to replace that room in the middle acting as a corridor hub you first have to change the doors on all the other rooms, drop in the new one, and then move it back to how you wanted it.
A much better way would be for you to do it how you wanted but for the editor to prevent you from exiting if theres a continuity issue...
Defiant
Proud Member of the Liberty Legion
Venture - Emp/En Defender
Seph - Kat/SR Scrapper
Blizzard - Ice/Storm Controller
Legionelosis - Rad/Rad Defender
Agree with the above 3 posts, pain in the bum the way we can't actually pool our resources atm, I have been in situations where I've had to upgrade plot to make mroe control rooms to save forged control items to refit a control room blah blah blah, costs millions at the 1.% Mp mark or so.
As for teleport rooms, I have no objection to have 3 tp rooms with 15 beacons and a raid pad in our hero base right now, although I would like to see an option enabling an SG of our size to fit all the beacons on less pads, or something else to allow us to expand in a less linear way on the same tier of equipment. Might be... fun... ya know
Plight
That is a tur problem, and one that **** me off a lot.
Three simple (IMHO) things would make the base edit too a lot better than now:
1. The commitiment of the design happening only after you finish creating it. So you can move at will rooms around the base prepering the new layout and make it happen only after. For example, I wanted a diferent design for my base from the current one, a design that was valid, but I couldn't move my current to that in a valid way, withouth losing Salvage-created items.
2. Corridors!!! I wanted my base to look like an office building floor, but there is no corridor...
3. Floors. Make some plots that have more than one floor with a stair somewhre. This would make for much more organized and beautiful bases. You could even, on this plot put an elevator to move between floors that you need permission to enter. So you can make a "social" and a "group-only" areas in your base.
Heck the ability to withdraw salvage-built items from the base and take than back to you would be good enough.
i have to agree as someone reasonably new to making bases, i have ended up having to destroy items ive placed and then only told later that they dont work or broken.
I run a reasonably small sg because i just cant get people to stay dont know why.
So salvage is not necesarily at a premium but it is frustrating when i go "cool made somthing" deploy it with the prestige only to find it doesnt work due to lack of control.
I do think teleporters need a rethink and most of the current base situation needs to be overhauled i dont think its working out as its meant to.
What with all coh zones now having teleporter beacons are there any plans to enable base teleporters to have 4 auxiliry items so that we can fit all teleporter beacons in one room?
I remember reading something about this but cant remember the details.
Defiant
Proud Member of the Liberty Legion
Venture - Emp/En Defender
Seph - Kat/SR Scrapper
Blizzard - Ice/Storm Controller
Legionelosis - Rad/Rad Defender