A New Base Editor: Sugestions


AlienMafia

 

Posted

Hi folks.

There have been threads in the past where folks have asked for a whole new Base Editor.

To try to draw Dev interest, I guess we might want to state how we would like it function.

(Again)

My ideas are as follows;

Give us an empty squared grid, like we get now, but give us Wall placement control so we can build our own rooms. Whatever size, whatever door size we want. Have it where we have to specify the Function of the room for Item placement. (Tag the room "Control" to be able to place Control items, etc...) It would be nice to be able to click and drag sections of rooms, and "Tag" them to hold different items, or perform different Functions.

Give us elevation features on flooring sections that can be placed where we want them. Double sided. So that we can create thin floors at whatever elevation we want.

Give us Elevation Control of all Items. So that we can position them where we want them.

Give us Angle Control of Items, so that they don't rotate on 90 degrees.

Give us more control of the lighting. The Lighting Items should be adjustible, in lumens and color.

Give us active Water effects.

Please contribute anything you would like to see in a new Base Editor to this thread. I know we are beating the same drum we have beat for years but, hey...we gotta keep trying.

Note: I know all of my suggestions are going to take alot of Code changing, and re-programing. They have said that the Base Editor needed to be re-worked, so that is what this thread is about.

Thanks


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Posted

Improvements would be very welcome to most, and I think we'll be heard at some point, but maybe not as soon as we all would like. Cosigned.


 

Posted

I want more stuff for bases, definatly. But the game isn't about base building, not remotly. It's a great feature, but I can see why they're leaving us base building people high and dry. There are much more important things in the game, and we're too small of a group to really matter.


 

Posted

There is good advertising potential in bases, though. And with more work on the editor, and possibly base features, the base community might not be "too small to matter". (I agree, we currently are.) As it is, I expect a lot of people see the fabulous things that can be done with bases, get all excited, and then give up on it when it turns out to be a really complicated process to make something that good.


 

Posted

Functional items we need:

-Tailor/facemaker thingie

-Blackmarket/Wentworth's terminal

- AE terminal (might not be possible with present base coding)

- Trainer

- Random (special radio?) mission contact terminal, possible replacement for the mission control terminals

- An vending item for the other inspiration types.

These four things could bring bases out of just being glorified decorations and storage bins and into a one stop place for heroes and villains alike.


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Posted

Quote:
- AE terminal (might not be possible with present base coding)
I don't see why it would be an issue. Just add the functionality of the AE computer terminals to the existing Mission Computer item (and its arcane equivalent). With a little effort, it could be done and wouldn't require the designing of a whole new item. And it would give new purpose to a base item that is really quite underused in my opinion.


 

Posted

Quote:
Originally Posted by Black_Strike View Post
Hi folks.

There have been threads in the past where folks have asked for a whole new Base Editor.

To try to draw Dev interest, I guess we might want to state how we would like it function.

(Again)

My ideas are as follows;

Give us an empty squared grid, like we get now, but give us Wall placement control so we can build our own rooms. Whatever size, whatever door size we want. Have it where we have to specify the Function of the room for Item placement. (Tag the room "Control" to be able to place Control items, etc...) It would be nice to be able to click and drag sections of rooms, and "Tag" them to hold different items, or perform different Functions.

Give us elevation features on flooring sections that can be placed where we want them. Double sided. So that we can create thin floors at whatever elevation we want.

Give us Elevation Control of all Items. So that we can position them where we want them.

Give us Angle Control of Items, so that they don't rotate on 90 degrees.

Give us more control of the lighting. The Lighting Items should be adjustible, in lumens and color.

Give us active Water effects.

Please contribute anything you would like to see in a new Base Editor to this thread. I know we are beating the same drum we have beat for years but, hey...we gotta keep trying.

Note: I know all of my suggestions are going to take alot of Code changing, and re-programing. They have said that the Base Editor needed to be re-worked, so that is what this thread is about.

Thanks
That all gets my /signed.

And, for the love of pete, more technology pieces! Seriously, Arcane has SO much stuff compared to tech! Tech arches, those hi-tech computers but without the stupid bases, all sortsa stuff.


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Posted

Quote:
Originally Posted by AzureSkyCiel View Post
Functional items we need:

-Tailor/facemaker thingie

-Blackmarket/Wentworth's terminal

- AE terminal (might not be possible with present base coding)

- Trainer

- Random (special radio?) mission contact terminal, possible replacement for the mission control terminals

- An vending item for the other inspiration types.

These four things could bring bases out of just being glorified decorations and storage bins and into a one stop place for heroes and villains alike.
I'm with you on the functional side (every chance I get). These (and more) would be great... and would benefit everyone in an sg/vg.

Alas, though, I must also agree that, so far at least, we as a community haven't had the "juice" to push things through in terms of development priority (with very few exceptions like storage pemission levels). It's hard enough to get some existing "broken" things "fixed" let alone new stuff... but I keep hoping.


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Posted

How about just giving us a standard 3D editor that allows us to place anything we want, wherever we want, with the option to make custom shapes and texture them with whatever's available?

That would solve all our problems right there. Sure it'd be more complex, but i'm pretty sure the base community would adapt.


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Posted

Quote:
Originally Posted by AzureSkyCiel View Post
Functional items we need:

-Tailor/facemaker thingie

-Blackmarket/Wentworth's terminal

- AE terminal (might not be possible with present base coding)

- Trainer

- Random (special radio?) mission contact terminal, possible replacement for the mission control terminals

- An vending item for the other inspiration types.

These four things could bring bases out of just being glorified decorations and storage bins and into a one stop place for heroes and villains alike.
I actually had an idea along these lines, that would work something like this:

SG bases have the ability to "hire" workers, that would include stores, trainers, tailors, merit vendors, Wentworth's associate, ect.

Each of these workers would increase rent, to cover the salary, and the base is limited to so many workers (possibly increasing with base plot, or possibly have the salaries of the workers start increasing the more you have) so that a base cannot have ALL of them, however at least two. (Would also have to put in some way to keep people from simply swapping them out, like they still have to pay the tailor even if they fire the tailor and put in a trainer).

I also love the idea of a mission computer that gives something like radio missions (hopefully something a bit cooler) inside the SG that could send a team to any zone to help where they are needed most. I know my SG would use something like that quite frequently.


I think that these are the types of changes that would not only help the base community, but help make bases more of what they should be anyway, a hub for heroes/villains in the down time.

I mean, when Batman is dressed up he doesnt go to Steel Canyon to change his costume when he cannot find anything to do, he's in the Bat Cave changing his costume and laughing about what it would look like with bunny ears. Or maybe that's just me.


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Posted

An UNDO button. I can deal with the workarounds on everything else.


 

Posted

- Tailor/facemaker
-Blackmarket/Wentworth's terminal
- AE terminal


These three suggestions posted earlier are my favorite. I would love to have all three.


 

Posted

I want to see a NUDGE function instead of having all placement being mouse dependent. Just an X, Y and Z nudge tool in the form of clickable arrows that will move my selected item in any direction by one notch.

I also think that being able to GROUP items would be extremely helpful. To do this, they'd need to get rid of some of the stacking issues (more like get rid of the "cannot unstack" error).

I've done a lot of work at college with Power Point, where I got these ideas from. I believe they would be relatively simple to implement and prove very useful.

EDIT: Undo, as Fridgy says, would also be sweet. Even just being able to undo the last action (instead of keeping a whole history of editing that may cause issues with prestige updating) would be useful, and I can't see this causing any major problems.


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Posted

Yeah, the Undo Button is something I've always wanted. It would be an immense improvement.


Black-Strike: lvl 50 AR/Dark Corruptor
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Death-Widow: lvl 50 Night Widow

 

Posted

Quote:
Originally Posted by AzureSkyCiel View Post
Functional items we need:

-Tailor/facemaker thingie

-Blackmarket/Wentworth's terminal

- AE terminal (might not be possible with present base coding)

- Trainer

- Random (special radio?) mission contact terminal, possible replacement for the mission control terminals

- An vending item for the other inspiration types.

These four things could bring bases out of just being glorified decorations and storage bins and into a one stop place for heroes and villains alike.
you guys are just being lazy. Adding these in will take away from actually going to certain places to acquire these objects. We do not need these items just stop being so freakin lazy.

The inspiration item is fine cause thats storage.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

Posted

Now these are ideas that should have been done a long time ago.

1. Click and drag select all box.

1a. A Save Selection option. Save a creation for later use.

1b. Copy and Paste from one room to another OR drag and drop the selection.

2. Clear glass with no SG symbol.

3. A small wall so that we can stack to make a larger wall to the scale that we want it AND be able to actually put wall objects on it.

4. Make the wood bridges be able to be put in the middle of the room for crying out loud.

5. Stair case railing.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

Posted

In the light (and soft shadows) of Going Rogue, there's still the question whether bases will take advantage of the new ultra GFX settings.

I'm building for a more realistic feeling and 1 thing that always gets into my way is how lighting works for bases.
There's no real shadows or shadow occlusion (e.g. place a floor torch in front of a pillar and the floor and wall behind the pillar get 100% light).
So if there's some sort of new shadow filter for Going Rogue GFX, I'd like to see that for bases as well.
If it's an extra render pass to *bake in shadows* as an extra layer or however it works, I'm fine with that, too.


 

Posted

Quote:
Originally Posted by ChaosRed View Post
- Tailor/facemaker
-Blackmarket/Wentworth's terminal
- AE terminal


These three suggestions posted earlier are my favorite. I would love to have all three.
I agree. I mentioned all three of these to the devs at Comic-Con this year, and I heard they were thinking of devoting an Issue to Supergroups.

I also mentioned a "memo board" for SG use, but that might be moot now that they put in e-mail filters.

I'd also like to see a Mission Team Teleporter feature to be earned by an SG Badge Accolade.


 

Posted

Quote:
Originally Posted by Black_Strike View Post
Give us an empty squared grid, like we get now, but give us Wall placement control so we can build our own rooms. Whatever size, whatever door size we want. Have it where we have to specify the Function of the room for Item placement. (Tag the room "Control" to be able to place Control items, etc...) It would be nice to be able to click and drag sections of rooms, and "Tag" them to hold different items, or perform different Functions.
My biggest concern is making sure that any new editor system is still completely compatible with the bases that currently exist. Not every editor out there wants the complexity of design that some of us go for in this board. Without claiming to know any of the code changes required, changing to an empty squared grid as you've proposed could require a completely new system that would make old bases under the current system to be incompatible with the new editor. Personally, I'd rather see current room usage limits loosened up to allow for a wider variety of functional items to be placed in some of them.

Quote:
Give us elevation features on flooring sections that can be placed where we want them. Double sided. So that we can create thin floors at whatever elevation we want.

Give us Elevation Control of all Items. So that we can position them where we want them.

Give us Angle Control of Items, so that they don't rotate on 90 degrees.

Give us more control of the lighting. The Lighting Items should be adjustible, in lumens and color.

Give us active Water effects.
/signed -- I can definitely agree with all of these.

Quote:
Originally Posted by Pyber View Post
I don't see why it would be an issue. Just add the functionality of the AE computer terminals to the existing Mission Computer item (and its arcane equivalent). With a little effort, it could be done and wouldn't require the designing of a whole new item. And it would give new purpose to a base item that is really quite underused in my opinion.
I think someone pointed out in another thread that the issue comes from Bases currently being coded as being the equivalent of mission maps. I'd like to see that resolved, personally, so my SG mates and I could treat AE mishes as less like a Simulated Entertainment environment and more of what many treat it as -- an alternate source of actual missions and story content. Perhaps adding a small telepad-esque addition to the Mission Computer would allow the team the enter the AE mishes.

Quote:
Originally Posted by EmperorSteele View Post
How about just giving us a standard 3D editor that allows us to place anything we want, wherever we want, with the option to make custom shapes and texture them with whatever's available?

That would solve all our problems right there. Sure it'd be more complex, but i'm pretty sure the base community would adapt.
I think we're aiming for things to be done more easily, not adding additional complexities and difficulty. Not a recommendation I would get behind.

Quote:
Originally Posted by Incarnadine View Post
I actually had an idea along these lines, that would work something like this:

SG bases have the ability to "hire" workers, that would include stores, trainers, tailors, merit vendors, Wentworth's associate, ect.

Each of these workers would increase rent, to cover the salary, and the base is limited to so many workers (possibly increasing with base plot, or possibly have the salaries of the workers start increasing the more you have) so that a base cannot have ALL of them, however at least two. (Would also have to put in some way to keep people from simply swapping them out, like they still have to pay the tailor even if they fire the tailor and put in a trainer).
/signed -- each NPC could be treated as just another piece of base equipment. No need to make them more elaborate than that if that's what we can easily get. They'd just be some kind of character model instead of an inanimate object. Preferably in some kind of utilitarian jumpsuit instead of giving us the garish examples of costume design that went into the Merit Vendors.

As far as keeping them from being sold back to be swapped out over and over, perhaps they'd need to be crafted like telepads. You wouldn't be crafting a person perhaps, so much as you'd be crafting an item for Serge that allows you to place one of his employees in your base maybe. *shrugs* Something like that.

Quote:
I also love the idea of a mission computer that gives something like radio missions (hopefully something a bit cooler) inside the SG that could send a team to any zone to help where they are needed most. I know my SG would use something like that quite frequently.
Either this or the above AE feature would be more than welcome.

I'd also like to see an ability to copy a room's lighting, colors, and style, to be applied to another single room. Having the only option that of "Apply Current Room to Base" doesn't help when you want to have the same styles/colors/lighting for different groups of your base's rooms.

For example, let's say I want the first five rooms which represent a public area to have identical style/colors/lighting, and then the next five, representing a more secretive area would have a style/color/lighting that leaves them identical to each other but completely different from those first five "public" rooms. This would prove invaluable for this sort of setup.


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