Offline Supergroup base builder tool: "Blueprint"


Jade_Angel

 

Posted

So I had an idea and I don't THINK it's been suggested before, but... here goes, anyways.

What if there were an OPTIONAL tool available for download, that let you design and edit bases from the comfort of your desktop, whether you're offline, out of game or in-game! You can effectively save a base from the in-game editing tools, or design one from scratch and upload it to your own base. The "Blueprint" program is aptly-named, and you have the free range to do anything you could do with Blueprint that you could do with the in-game base editor! It would be a fully dimensional simulation of the actual base editor, starting with the (n)x(n) square room and letting you design a base around a certain amount of prestige. However, you will lose items/rooms if you go over the actual amount of prestige you can spend on your base.

In effect, various base builders belonging to a SG can upload their "Blueprint" into one big pool of blueprints to choose from, and whoever is designated as "Lead Builder" (by default, the current SG leader or 'Super Leader' at the time; however, the current leader/Super Leader can choose someone that isn't themselves to be designated as "Lead Builder", or pass a Lead Builder tag onto any SG member belonging to a rank with base editing priviledges), and Lead Builders can view blueprints from the pool, or even view and then download a blueprint to their PC.

For sudden changes upon confirmation, which accepts the new blueprint and uploads it to the base design, players would be forced to "reload" the base zone instead of being kicked out or what not.

You can also save your current base prior to Blueprint edits and tool around with it offline or out of game!

Footnotes and summary points:
*Blueprint is a program that lets you edit and design bases out of game or when offline
*Blueprints can saved and sent as a .cxb (City of Heroes/Villains [CXB] Blueprint) file outside of the game, via email/IM service/file trade site and what not (I.E. AwesomeBase.cxb)
*Lead Builders can view and save .cxb from the Blueprint Pool
*Any member with base editing priviledges can upload .cxb to the Blueprint Pool
*Anyone with an active subscription to City of can download the Blueprint program to tool around with bases

Any thoughts?


<[V]>IRTUE Player
Active 50s: Malevolency: (50+3 SS/WP Brute) / Sky-Scar (50+1 Robots/Dark MM) / Venomvein: (50+1 Crab) / Warlocked (50+1 BS/Shield Scrapper) / Some 50s Inactive

 

Posted

I wouldn't argue with this, in general. A few random meandering thoughts, however -

1. If this solves the "teleporter shuffle," I'm *all* for it. (By which I mean, you have the Prestige for the next highest room up, but not the space. You can delete the teleporter rooms, of course, but without someplace to put the porters - or any built, or in-use storage object, for something harder to replace - it's a bit frustrating since you have to rebuild them. (And for something like, oh, a salvage bin or enhancement bin, you can't "rebuild" what's in there.) Being able to put down a design and have it just *switch* to it would be nice.

2. There would have to be some indication of power/control, of course (given it's an offline version, it should be able to simulate and calculate the usage anyway) as well as pricing.

3. Using it online within the mission builder wouldn't be bad. Just call it a base editor upgrade.

4. I can, potentially, see it causing some angst in some groups - just like the superleader did, though that seemed to die off quickly. OTOH, there's been the occasional "Architect rank" (which would have to take your "Builder" title, or "Base architect" title) thrown around, which I wouldn't argue with seeing. It should also be able to be opened up to multiple people - if nothing else, for the sake of alts.

5. I don't really see a reason to restrict it to active accounts. It could be a sales "hook" - and unlike the costume editor, I can't see issues with copying "copyrighted bases."

6. <nitpick> The game can handle larger file extensions. (See .customvillaingroup, .storyarc.) For clarity, why not just use .baseblueprint or .blueprint or something similar? Less likely that it'll be hijacked by another program that way.


 

Posted

Heya, and thanks for the thoughts. Additional inquiries and thoughts help me hammer out the idea some more! Let me toss some answers back at your questions.

1. That was basically how I planned to have it work, if I am understanding you correctly. I may not be, since I'm pretty tired. Rofl, anyways - now that I think about it, maybe it would ask you what you want removed or something...

2. Yeah, I figured it would basically replicate the base editor and have little number scores to indicate prestige/power/control cost and what not.

3. In my head, I figured you could just load up the program while you game, but that would be a good idea for people with older PCs, to have an in-game version as well. Good thinking.

4. Oh yeah, like I said - you can designate the "Base Designer" tag to multiple people. Maybe it'd be like a web of sorts, where Base Designers can tag other designers too, if the SG leader allows that option and the likes.

5. This is true. The only thing I was thinking, was to think like a dev - I'm not sure if they'd allow people to just download it for free, but it could be a nifty marketing tool -- like "Hey, base editing is awesome in this game, I'll have to buy it and try it!"

6. This is also true! .cxblueprint should work pretty well, IMO. I was just throwing out that name as an idea.

Thanks!


<[V]>IRTUE Player
Active 50s: Malevolency: (50+3 SS/WP Brute) / Sky-Scar (50+1 Robots/Dark MM) / Venomvein: (50+1 Crab) / Warlocked (50+1 BS/Shield Scrapper) / Some 50s Inactive

 

Posted

  1. Make it stand alone offline editor. Have no direct links to the in game editor.
    1. Except that the in-game editor loads/saves the same files.
  2. My personal choice would be to fix the in-game editor first so that its able to save room/base layouts.
    1. Add an in game test mode, possibly through AE consoles that allow anyone to load up the saved BaseBlueprint to look at bases, these would be functional in the sense that you could walk around and all the items would be visibly functional. Although it would be like visiting someone else's base so no interaction.
    2. Allow player interaction with the .pigg files. Or release a base art pack which would include all the models/textures/etc for base editing.
    3. With the pack release a basic - not much better than the in-game - editor that allows you to load/save BaseBlueprints.
    4. That would allow a player generated offline editor which would remove the essential need for Dev generated updates.
  3. However if not the above.
    1. Ignore the ranking issue in SGs, that can be solved by people it doesn't need a code solution.
    2. In game editor must be able to load and error check offline edits.
    3. And be able to suggest fixes for missing items.
    4. Personally I think that the online editor should be able to generate a list of available items (a checksum) which it adds to the save file. When the offline editor reads that check sum it can (dis)allow items that you can't place.
Pros:
  • No more base editing lag... that little hiccup each time you move/place/delete something. Especially if doing a huge base.
  • Hopefully stop the client hanging if in base edit mode for long periods.
  • If there could be a fan made alternative (my personal wish) expanded editing tools for doing things that the Devs don't have the time to add.
  • If anyone can play with Base editing, it will be a hook to get the Sims Generation into the game.
  • It would also mean that people who are just beginning to edit can look at examples of people who are masters in the craft.
Cons:
  • Dev time spent on a minority activity, that currently not many have the time/prestige/SG for.
  • Sure there are others but none spring to mind as yet.
This was something I have been thinking about for a long time. While this is a wish list something to address the annoying lag spikes for placing and object would make me happy. Even setting the editor to check changes when you hit an apply button would be better. Having it save the whole thing into a save file would be awesome and allow IMO much better precision and control.

/signed.


 

Posted

Just a few points -

Quote:
Originally Posted by Lost Ninja View Post
  1. Make it stand alone offline editor. Have no direct links to the in game editor.
    1. Except that the in-game editor loads/saves the same files.
  2. My personal choice would be to fix the in-game editor first so that its able to save room/base layouts.
    1. Add an in game test mode, possibly through AE consoles that allow anyone to load up the saved BaseBlueprint to look at bases, these would be functional in the sense that you could walk around and all the items would be visibly functional. Although it would be like visiting someone else's base so no interaction.
    2. Allow player interaction with the .pigg files. Or release a base art pack which would include all the models/textures/etc for base editing.
    3. With the pack release a basic - not much better than the in-game - editor that allows you to load/save BaseBlueprints.
    4. That would allow a player generated offline editor which would remove the essential need for Dev generated updates.
Having the on- and offline editors be the same - linked, as it were - would, to me, be a better solution. Same interface, most likely, same resources, but one gets to be used when there's no link to the game. Plenty of time to fiddle with stuff in a safe environment (IE, no impact on the actual base.)

We both agree the in game editor needs *help.*
Quote:
  1. However if not the above.
    1. Ignore the ranking issue in SGs, that can be solved by people it doesn't need a code solution.
The issue with this, to me, is having "too many cooks." Having someone just come along and say "Ooh, I know what would look great" and redo hours or days of work. Yes, there's a base editing permission now - and that should stay for minor edits (for example, "If you're high enough rank, go ahead and add another enhancement bin if we need one" or the like.) But allowing someone to overhaul the entire base - that should be more restricted. At least to me.

Besides, they've already shown with storage the willingness to add finer-grained control - to the point of making individual racks, bins, etc. available to only certain ranks.
Quote:
Dev time spent on a minority activity, that currently not many have the time/prestige/SG for.
Which could be a way to grow that activity - and how many people don't have an SG base? It would let more people become involved, after all. It helps the "time" problem, as you dont' have to be hooked up to the game (if work allows it, bring in a laptop. On a trip? Play with the base while someone else drives/the plane's in the air, etc.) Prestige isn't really an issue - yes, it can be slow building for some, but being able to say "Hey, guys, stay in SG mode, and we can do THIS" could be a heck of a carrot. And SG... well, level 10.

Also, if the devs ever follow up on the "individual apartments" idea, well - yet more use for it.


 

Posted

Quote:
6. <nitpick> The game can handle larger file extensions. (See .customvillaingroup, .storyarc.) For clarity, why not just use .baseblueprint or .blueprint or something similar? Less likely that it'll be hijacked by another program that way.
Hell, any non-brain-dead application from after the DOS/fat16 era should have no issue with >3 file extension length (emphasis on 'non-brain-dead' and 'should' ). Back in the early days of fat, file names had two parts, an 8 character filename, and a 3 character extension hard coded into the format of the file system (i.e. they were 2 different fields with fixed lengths, and the '.' actually didn't exist!). With modern file systems, file extensions aren't treated specially, it's all just one string.

This was your completely superfluous tangent of the day. You may proceed with your discussion of this idea, which I support.


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
Hell, any non-brain-dead application from after the DOS/fat16 era should have no issue with >3 file extension length (emphasis on 'non-brain-dead' and 'should' ). Back in the early days of fat, file names had two parts, an 8 character filename, and a 3 character extension hard coded into the format of the file system (i.e. they were 2 different fields with fixed lengths, and the '.' actually didn't exist!). With modern file systems, file extensions aren't treated specially, it's all just one string.

This was your completely superfluous tangent of the day. You may proceed with your discussion of this idea, which I support.
... honestly, extensions should be dead and gone. IIRC, back when I was using OS/2, they were used for the sake of compatibility - the metadata with each file said what could open it. That was a good decade ago and more. The old Apple OSes were the same way - OS X brought back extensions, even though it hides them. (Not sure how "needed" they are, but they're there.) Pretty sure BeOS dumped them too.

... yes, I used to run a host of OSes for the heck of it. 5-6 at one point on one machine. (DOS, 95/98, BeOS, OS/2, and usually some flavor of pre-GUI Linux. which typically didn't last long, or something in beta. I liked Be and OS/2. *shrug*)


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
... honestly, extensions should be dead and gone. IIRC, back when I was using OS/2, they were used for the sake of compatibility - the metadata with each file said what could open it. That was a good decade ago and more. The old Apple OSes were the same way - OS X brought back extensions, even though it hides them. (Not sure how "needed" they are, but they're there.) Pretty sure BeOS dumped them too.

... yes, I used to run a host of OSes for the heck of it. 5-6 at one point on one machine. (DOS, 95/98, BeOS, OS/2, and usually some flavor of pre-GUI Linux. which typically didn't last long, or something in beta. I liked Be and OS/2. *shrug*)
Extensions are a rather ugly hack, but they do make an excellent fallback, which is why Windows, OS X, KDE, and GNOME all use them to some extent. Metadata stored in the filesystem can be lost whenever the file is transferred (i.e. over the internet, to another file system, to an archive, etc) so it's generally not seen as a practical complete replacement. Metadata in the file requires being able to parse the file, at least to a limited extent (magic numbers, like the shebang (#!) in shell scripts, are an easy way to pull this off when you control the format), although for plain text files this is rather messy as they can start with arbitrary values, so without some external way to define the file type, files with similar contents would be considered the same file type (i.e. the OS might get confused and think a html and a svg files should be opened by the same program, while two php files are considered two different file types).

In other words, this is all just one big mess


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

various code-speak, acronyms, and tech language stated...

I like and support this idea with all my heroic/villainous heart./