Speculation about GR and teleporter beacons


Coolio

 

Posted

So whenever Going Rogue is about to go live, I just thought of unlocking the beacons *of the other side* should then be possible.
As far as I understand the nature of the expansion, our heroes and villains should be able to see the other half of the game.

What I don't know is the way how GR will handle factions.
Heroes and Villains only with a way to turn our coat from red to blue or vice versa?
Or does GR actually introduce a Rogue faction with no strict bonds to good or evil?
If this is the case, I'd guess SG bases should be able to house teleporters for the other zones as well.

Was just thinking if I'd reserve another TP room for GR before rebuilding half the base again.


 

Posted

The truth is we don't know yet, IMO I feel its unlikely that players will be able to change sides in the normal zones. GR will feature a new city by all accounts and I suspect that players will chose a side from there and return to the existing zones...but who knows?




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Posted

With more zones coming up first thing we need is to be able to upgrade the teleporters. The bases get rather cluttered with teleport (rooms) as long as we can only bind two locations to a teleporter. If... If GR holds 6 new zones you will have to add 3 teleporters again.

I dont think the bases where meant as teleport bay only.


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Posted

[ QUOTE ]
The truth is we don't know yet, IMO I feel its unlikely that players will be able to change sides in the normal zones. GR will feature a new city by all accounts and I suspect that players will chose a side from there and return to the existing zones...but who knows?

[/ QUOTE ]
Yes that makes sense.
Kinda easy to keep players out of a *super instance* that don't have the expansion unlocked.
So I take the new zones will have its own infrastructure to get around then.
Still - to be on the safe (and sane!) side, I'll reserve another TP room just in case.

[ QUOTE ]
With more zones coming up first thing we need is to be able to upgrade the teleporters. The bases get rather cluttered with teleport (rooms) as long as we can only bind two locations to a teleporter. If... If GR holds 6 new zones you will have to add 3 teleporters again.

I dont think the bases where meant as teleport bay only.

[/ QUOTE ]
Yep yep,freaking agreee!
Wouldn't hurt to have a TP room 6x6 for 12 teleport pads.
Tired of shuffling TP rooms around ...
And please more than 4 (main) Defensive items allowed!


 

Posted

2x 5x5 tp rooms gets ya 16 tp and 32 beacons.


Nuff Said...
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Posted

[ QUOTE ]
2x 5x5 tp rooms gets ya 16 tp and 32 beacons.

[/ QUOTE ]

In that space I have rooms and floors of fire pits... meeting rooms... 5.1 audio/video systems... dark corridors and an Hangar.

As stated above... Bases shouldn't be a huge teleport room. If you want I show you around in my base one day which is on the biggest plot available.


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Beginner - Encounter a renewed age for the Mook and the Family when Emile Marcone escapes from the Zig!
- Along Came a... Bug!? #528482
Average - A new race of aliens arrives on Earth. And Vanguard has you investigate them!
- The Court of the Blood Countess: The Rise of the Blood Countess #3805
Advanced - Go back in time and witness the birth of a vampire. Follow her to key moments in her life in order to stop her! A story of intrigue, drama and horror! Blood & Violence... not recommend to solo!