List of Teleport Beacons
the vidiotsmaps site has all the beacon badges listed there as every beacon unlocks a badge of sorts im almost certain that city info termainal has a full list as well
as for the tp rooms once you can aford it go for the buger secure rooms they can hold 6-8 elepads as well as guns with plenty space for messing about
There isnt a problem on earth that cant be solved with the proper aplication of hi explosive's
Darklords of the Underworld/Lords of Light forums [url="http://www.armleg.com/dlotu"]www.armleg.com/dlotu[/url]
Scotlands Bru ill/emp troller lvl 50
Monster Bru SS/stone brute lvl 50
Carman thugs/dark mm lvl 50
There are 21 Paragon City Beacons in all:
Atlas Park
Boomtown
Brickstown
Crey's Folly
Croatoa
Dark Astoria
Eden
Faultline
Founders' Falls
Galaxy City
Independence Port
Kings Row
Peregrine Island
Perez Park
Rikti Crash Site
Skyway City
Steel Canyon
Striga Island
Talos Island
Terra Volta
The Hollows
If you can afford them, the 3x4 and a 5x5 teleport rooms enable you to fit 12 teleporters in all - thats just enough for the 21 Beacons plus a Raid teleporter for future use.
The Intrepid's / The Institution - Union Server Hero / Villain Supergroups
glad somebody dun the moth for heros i havent botherd with that side yet since our base there is stil on the smallest plot lol and there is only 7 beacons on villains so nice and easy to deal with
There isnt a problem on earth that cant be solved with the proper aplication of hi explosive's
Darklords of the Underworld/Lords of Light forums [url="http://www.armleg.com/dlotu"]www.armleg.com/dlotu[/url]
Scotlands Bru ill/emp troller lvl 50
Monster Bru SS/stone brute lvl 50
Carman thugs/dark mm lvl 50
What's teleport beacon?
I see that teleport pad requires it.
How to I connect teleport pad to some zone teleport beacon?
[ QUOTE ]
What's teleport beacon?
I see that teleport pad requires it.
How to I connect teleport pad to some zone teleport beacon?
[/ QUOTE ]
Teleport Beacons are earned by someone in an SG getting all the location badges in a zone while in SG mode.
The beacons can be attached to the teleporters by placing them next to the teleporters in base editor mode.
Defiant 50: Blonde Justice inv/ss; Lady Aminta emp/elec; Sierra Colt merc/traps; Tess LaCoyle elec/elec (blaster); Powerstorm elec/elec (brute);
Union 50: @Steel Dancer WP/DB; Blast Pulse Fire/Rad (corr); Bitter Twilight Earth/Psi (dom); Compassionate Emp/Psi;
Freedom 50: Incandescent Blaze ElecAm/Fire;
There are 21 Paragon City Beacons in all:
Atlas Park Boomtown Brickstown Crey's Folly Croatoa Dark Astoria Eden Faultline Founders' Falls Galaxy City Independence Port Kings Row Peregrine Island Perez Park Rikti Crash Site Skyway City Steel Canyon Striga Island Talos Island Terra Volta The Hollows If you can afford them, the 3x4 and a 5x5 teleport rooms enable you to fit 12 teleporters in all - thats just enough for the 21 Beacons plus a Raid teleporter for future use. |
At the time that was posted, Pocket D did not have a beacon. However, you are correct that there are now 22 beacons.
Ugh, I remember when there were 6.
"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21
Guide to Base Teleporters
The thing that amazes me is that we even NEED teleport pads+beacons for zones which already have Base Portal Entrances. I mean ... seriously! Why can't we just use the Blue Pillar in the Entry Room to go to any zone (red or blue side) which has a Base Portal in it and spawn at the Base Portal in that zone ... just like using the Trams and Ferries and Flyers?
Inside your base, when you click on the Entry Portal, you'd simply get a list of zones (red or blue side) which have Base Portals in them. You'd only need Teleporter Pads and Beacons then for the Hazard Zones which DON'T have a Base Portal in them.
Limiting the "necessary" beacons to just Hazard Zones like that would convert the Blue Side Beacons list to:
- Boomtown
- Crey's Folly
- Dark Astoria
- Eden
- Perez Park
- Striga Island
- Terra Volta
- The Hollows
Redside would be even easier to deal with. Since there's a Base Portal in EVERY Red Zone, and no Hazard Zones on Redside, villain bases wouldn't even "need" a single Telepad at all ... until Paragon Studios decides to release some Hazard Zones for Redside.
This is just one of those "simplify, simplify, simplify..." ideas I've had kicking around in the back of my head for quite some time now. I mean ... we've "merged" all the Trams and Ferries and Flyers together to make zone travel so (trivially) easy now, that you almost have to wonder why Base Travel has been overlooked in that process...?
This is just one of those "simplify, simplify, simplify..." ideas I've had kicking around in the back of my head for quite some time now. I mean ... we've "merged" all the Trams and Ferries and Flyers together to make zone travel so (trivially) easy now, that you almost have to wonder why Base Travel has been overlooked in that process...?
|
I'll add this to the growing list of suggestions for Bases.
"Comics, you're not a Mastermind...you're an Overlord!"
DEFINITELY!!!! Bases should allow SG members who have "gone rogue" to collect exploration badges and collect beacons that would allow the Sg to add TPs to opposite zones (for those who can enter).
Having your SG access and prestige earning capability END when u switch over is stupid. No one ever heard of a double agent?
Founder of The Obsidian Oath as Briarthorne
You know, I actually hadn't thought of that angle ... where using the Entry Portal to exit to chosen non-hazardous zone (as if you were at a Tram or Ferry or Flyer) would actually HELP players who are Rogues or Vigilantes in ways that no other travel option could (because they're all Red/Blue locked). It would also help go a good bit of the way towards making SGs and Bases more Red/Blue agnostic.
The thing that amazes me is that we even NEED teleport pads+beacons for zones which already have Base Portal Entrances. I mean ... seriously! Why can't we just use the Blue Pillar in the Entry Room to go to any zone (red or blue side) which has a Base Portal in it and spawn at the Base Portal in that zone ... just like using the Trams and Ferries and Flyers?
Inside your base, when you click on the Entry Portal, you'd simply get a list of zones (red or blue side) which have Base Portals in them. You'd only need Teleporter Pads and Beacons then for the Hazard Zones which DON'T have a Base Portal in them. Limiting the "necessary" beacons to just Hazard Zones like that would convert the Blue Side Beacons list to:
Redside would be even easier to deal with. Since there's a Base Portal in EVERY Red Zone, and no Hazard Zones on Redside, villain bases wouldn't even "need" a single Telepad at all ... until Paragon Studios decides to release some Hazard Zones for Redside. This is just one of those "simplify, simplify, simplify..." ideas I've had kicking around in the back of my head for quite some time now. I mean ... we've "merged" all the Trams and Ferries and Flyers together to make zone travel so (trivially) easy now, that you almost have to wonder why Base Travel has been overlooked in that process...? |
This is such a good idea it should have its own thread in the suggestion forum. I wonder if any of the developers have even considered adding this.
You forgot Cimerora in that list.
Mostro - Mr Methane - Beast Lightning - Akrasia - Contraindicator - BattleBomb - Norsewind - Poundy Hammer - Fatron - Mysteriesque - Chiisai Tora - Goth Claw - Mach Barrier - Bearly Human - Prototype Alpha - Crabbly - Puffy Morpheus
Guys, so far our base is looking really good... BUT... (isn't there always) I'm trying to find out if we have all the tp beacons available. I think from memory we've got 18 destinations but is that all of them?
(I'm at work right now so can't check for certain)
Also, it seems that to have any economic teleporting, we need to have individual rooms of 2 basic telepads. Is there any way of doing this more efficiently?
cheers
Thelonious Monk