< Dear Developers >
Bases had doors at all? Ever? Oo
Want. Really flipping want now, please.
/Signed
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Double Doors is the option (glitch, really) to put two doorways (the 1 block room) side by side leading from one room to another. This allowed for 2 block wide rooms to seem much -longer- via stringing them together.
It also allowed you to create an "Outdoor" feeling in bases, as you built "Buildings" on one side of the rooms with the floor green gravel, making it look like grass.
-Rachel-
How about "Can we get going with the overall base editor revamp that will give us more freedom and choices in general" while we're at it? I want hallways I can just drag a length for, not workshops or "secure corridors" in a non PVP base.
I want paper-thin walls. I really don't need ten feet of cement, steel, gravel, etc. between them.
I want rooms that touch at the corners.
I want to be able to place a room wherever I want in relation to another room, THEN select the doorway, not have a perfectly legitimate placement denied because of the "default" doorway being blocked (even if there's a spot 1-2 blocks down that's fine.)
I want to be able to convert a room "in place" to a larger version of the same, just paying the cost difference (which we do now, really.)
I want a holding area for crafted items (typically teleporters) when I have to delete a room and recreate it (usually because of the "larger version" actually.)
And I'm happy to throw "wider hallways" onto the list.
Need a "Base love" issue. >.>
How about "Can we get going with the overall base editor revamp that will give us more freedom and choices in general" while we're at it? I want hallways I can just drag a length for, not workshops or "secure corridors" in a non PVP base.
I want paper-thin walls. I really don't need ten feet of cement, steel, gravel, etc. between them. I want rooms that touch at the corners. I want to be able to place a room wherever I want in relation to another room, THEN select the doorway, not have a perfectly legitimate placement denied because of the "default" doorway being blocked (even if there's a spot 1-2 blocks down that's fine.) I want to be able to convert a room "in place" to a larger version of the same, just paying the cost difference (which we do now, really.) I want a holding area for crafted items (typically teleporters) when I have to delete a room and recreate it (usually because of the "larger version" actually.) And I'm happy to throw "wider hallways" onto the list. Need a "Base love" issue. >.> |
And to your list, I would add Octogonal-shaped and round rooms, along with the ability to click and drag the corners of an object for 360 degree angles.
How about "Can we get going with the overall base editor revamp that will give us more freedom and choices in general" while we're at it? I want hallways I can just drag a length for, not workshops or "secure corridors" in a non PVP base.
I want paper-thin walls. I really don't need ten feet of cement, steel, gravel, etc. between them. I want rooms that touch at the corners. I want to be able to place a room wherever I want in relation to another room, THEN select the doorway, not have a perfectly legitimate placement denied because of the "default" doorway being blocked (even if there's a spot 1-2 blocks down that's fine.) I want to be able to convert a room "in place" to a larger version of the same, just paying the cost difference (which we do now, really.) I want a holding area for crafted items (typically teleporters) when I have to delete a room and recreate it (usually because of the "larger version" actually.) And I'm happy to throw "wider hallways" onto the list. Need a "Base love" issue. >.> |
Well shoot...I agree...but I figured asking for something that was recently actually in the game might get some sort of results.
And to your list, I would add Octogonal-shaped and round rooms, along with the ability to click and drag the corners of an object for 360 degree angles. |
My wishlist would be:
- (You know what's coming... my pet peeve)... Increase salvage racks from 30 to 100 items to be on par with the rest of the storage bins/tables.
- Give us Wall & Floor items so that we don't have to create walls & floors out of a bajillian small items. This would eliminate a lot of clutter that is currently the cause of lag & crashes in the base/editor.
- Please fix the rent/power bug. You know, the one where folks return to an inactive base and can't activate it even though rent is paid up.
- Functionality!
Just to rattle a few off the top of my head... I know there are more.
- A mission computer that gives out missions,
- NPCs or "terminals" that allow for WW or store access, perhaps unlocked through badges
- Offline promote/demote & a log of the action
I understand that the Devs are most likely working on the issues that have already been planned for the year, but Bases have been on the back burner for too long. We need some luvin'.
Don�t say things. What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson |
YUMMY Low-Hanging Fruit for BASE LUV
How about "Can we get going with the overall base editor revamp that will give us more freedom and choices in general" while we're at it? I want hallways I can just drag a length for, not workshops or "secure corridors" in a non PVP base.
I want paper-thin walls. I really don't need ten feet of cement, steel, gravel, etc. between them. I want rooms that touch at the corners. I want to be able to place a room wherever I want in relation to another room, THEN select the doorway, not have a perfectly legitimate placement denied because of the "default" doorway being blocked (even if there's a spot 1-2 blocks down that's fine.) I want to be able to convert a room "in place" to a larger version of the same, just paying the cost difference (which we do now, really.) I want a holding area for crafted items (typically teleporters) when I have to delete a room and recreate it (usually because of the "larger version" actually.) And I'm happy to throw "wider hallways" onto the list. Need a "Base love" issue. >.> |
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Issue 25: These Bases Are Loaded!
But seriously, some fine (and reasonably-argued) points here.
I've seen some amazing uses of the 'PVP' elements (slow fields make excellent swimming pools and hot tubs!) of bases, and these were enhanced by the unblocking of the rigid rules of base-building.
I'm not an avid base builder but I think that there are plenty of folks out there who are.
And so I think an issue devoted to bases would be lovely. Not a rehash, but a focus on design and utility:
Yes, some people want to be able to RP in bases. Some people want epic bases for a large SG/VG. Some people want both! Some people would love to see, if not the original idea, then some kind of 'Item of Power' system and a reason for bases beyond storage, RP and a fully-operational TP and medical system. Some people want all three!
Then there are those (this includes me) who'd like a base system that caters to our many alts without the need for extensive crafting of power sources and base items: In effect, apartments!
Now, I would propose a scaled-down system for apartments and I'd call it: Global Apartments.
There is no energy or control requirement, no need for base defences, and no access to medical or TP items. There would also be no access to things like SG tables and banners.
However, there is still 'rent' but it's on a Global basis: i.e. only one rent payment for the use of the 'space'. And I propose that there be rentable/purchaseable 'lots' which will vary in price. I have even come up with an amusing (to me, at least) gimmick for this:
Starter Plots (1 room)
Atlas/Galaxy: Studio Flat
Mercy Island: Hovel
Starter Plots (2 rooms)
Kings Row: Tenement
Port Oakes: Pied-à-Terre
Medium-sized Plots (3 rooms)
Skyway City: Condo
Cap Au Diable: Pad
Medium-sized Plots (4 rooms)
Steel Canyon: Penthouse
Sharkhead Isle: Multi-Purpose Unit
Large Plots (5 rooms)
Independence Port: Loft
Nerva Archipelago: Boathouse
Large Plots (6 rooms)
Founders Falls: Canal House
St Martial: Hotel Suite
Grand Plots (7 rooms)
Peregrine Island: Facility
Grandville: Chambers
Now the zone/names are just an idea to base the system on. I would advocate access to a Global Apartment in a similar way to SGs/VGs (i.e. through a portal, and have them exist in a virtual space). That way, people could be invited to the 'apartment' and the zone affiliations would not limit the 'apartment' to existing within that zone.
Hmm, before I go any further, does anyone think this deserves a separate thread? I wanted to explain the use of storage items, apartment rents, and room design.
How about "Can we get going with the overall base editor revamp that will give us more freedom and choices in general" while we're at it? I want hallways I can just drag a length for, not workshops or "secure corridors" in a non PVP base.
I want paper-thin walls. I really don't need ten feet of cement, steel, gravel, etc. between them. I want rooms that touch at the corners. I want to be able to place a room wherever I want in relation to another room, THEN select the doorway, not have a perfectly legitimate placement denied because of the "default" doorway being blocked (even if there's a spot 1-2 blocks down that's fine.) I want to be able to convert a room "in place" to a larger version of the same, just paying the cost difference (which we do now, really.) I want a holding area for crafted items (typically teleporters) when I have to delete a room and recreate it (usually because of the "larger version" actually.) And I'm happy to throw "wider hallways" onto the list. Need a "Base love" issue. >.> |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Okay, no response so I will continue here:
Storage Items
Global Apartments are, in no way, SG/VG bases. As I've explained before there is no need for control, energy, or base defences in an apartment.
So I propose a system of storage items, themed, for a player's needs. In particular, I'd like to see a group of items for recipe storage.
- Writing Desks/Bureaus - These items provide limited space to store Recipes. I propose (initially) for a 5 recipe max limit. Of course you could have several of them!
- Basic/Economy: Items such as cardboard boxes, tattered desks, metal shelving units: they would incur a minimal cost and, as a result, offer limited storage.
- French Colonial: Taking inspiration from the Rogue Isles (and in particular Cap and Port Oakes), these items would have a period look to them, providing moderate storage for moderate cost.
- Hi-Tech: This should be fairly self-explanatory. We already have a lot of the art assets for this in things like Crey labs.
- Minimalist: The same sort of principle as the French Colonial style, except with natrual textures mized with sleek metals. A lot of these themes would have access to new wall paintings and styles of lighting. The items for storage would be the same, but with a different look depending on theme.
- Medieval/Dark Age: Torches, Iron Maidens, Gothic 'windows' and arches, church pews. Not every Hero or Villain in Paragon and the Rogue Isles is a fan of super-sleek, up-to-date design.
Floor/Wall Limitations
Using a system similar to the placing of collectible objects in AE missions (but utilising the current base building ability to place things anywhere you want them to go), I propose limitations per room on the number of Floor and Wall objects.
This would be intended to encourage creativity, and in the interest of balance for storage of items.
Currently, SG/VG bases have to put up with the unsightly portal, which is fine when you consider that the first room in the base is the portal room. I would propose that, whilst accessible from some kind of portal in the game world, the 'entrance' to an apartment (on the inside) is a door. I'm not sure if this would be customisable (makes little sense to have a factory door, or indeed the same door for every player's apartment) but only because I have no idea how these things are coded.
Floor Textures
I propose different floor textures, which will utilise the sound effects currently in place:
- Grass (I never said the apartment had to be carpeted!)
- Carpet
- Metal/Metal Grating
- Stone/Rock
- Wood
- Ceramic Tile
Time and again, the request for windows has cropped up on the forums. Well, I propose the usual ambient lighting methods (with colour customisation, as per the current system).
Adding to that I suggest windows! Now, these would not be moving images of game zones BUT they would create their own light source, which updates as per the day/night cycle.
For instance, a Georgian-style window that emits light. During the day cycle, the light would come in (and cast shadows! - A boy can dream...) and in the evening, obviously, the light source would diminish and apartment lighting would light the area.
This could be extended to things like paper windows, casements, stained glass (with the relative colours), etc.
Mezzanine
We currently have a very limited capacity for this in SG/VG bases. I would propose a few pre-built items to help us create dual level rooms (with platforms and stairs leading to them). They would be designed to fit without taking the whole room up and objects would be allowed to be placed on the upper levels, as well as underneath.
Creating Rooms
With the initial proposal to 'purchase land' giving a maximum number of rooms for that particular lot, I propose the further ability to draw rooms (and pay a cost depending on size).
This is, to my mind, the most technically-challenging bit (aside from window lighting). I am imagining the first log-in to the global apartment:
The player is faced with the grid, empty. By clicking and dragging, the total space of a room is achieved. The cost of the room is decided at this point. Then the player clicks 'Next' and can alter the walls accordingly. Walls cannot extend beyond the limits used (unless the 'Back' button is clicked) but can be moved.
Then the entry point is decided upon.
If the plot allows for more than one room, then the next room is drawn and the doorway between the rooms is chosen.
When the player is satisfied with the general shape of the plot, they click 'Confirm Choices'. A warning message stating that the initial design process is over pops up. They can click 'Back' or 'Continue'.
Then the filling of the room with things begins!
For those not wishing to incur further costs, there wpuld be preset rooms available which have a very minimal cost. They would be on the square or rectangular side with no editing possible.
Vet Reward Items
I propose that all Vet Reward items are available for Global Apartments (including the Fliers!). They would count towards the limit for Floor and Wall items.
Costs
I propose that influence/infamy be the currency of Global Apartments.
Plots would incur a cost for purchase.
The bigger the plot, the higher the purchase cost. This is land purchase cost.
The design of rooms would add further cost depending on the changes made to the initial floor plan (but not be equivalent to the initial purchase cost).
The more basic storage items would incur small costs, with large items (perhaps some kind of fitted wardrobe thingy for massive storage?! Just a thought) incurring larger costs.
Storage would cost more than purely-decorative items, however.
Novelty Items
Radios, Televisions, Police Scanners, Computers, even an electronically-upgraded make-up compact (yes, Lady Penelope is the inspiration for that one!)
Heroes and Villains like to stay in the loop. Okay, maybe some Heroes and Villains don't, and prefer lurking in the sewers or leaning into the wind atop skyscrapers, resting on gargoyles, but an apartment should at least have some contact with the outside World.
These are all switch on-off-able.
Music - the game music is, in the main, good. I'd quite like an item to play said game music whilst in my apartment (at a reduced volume, naturally). Radios, Wirelesses, Gramaphones, CD players, Super-Ultra-Sleek Music Systems. Lovely. Higher cost to reflect that they actually do something.
Also, if a few pieces were written to be included (imagine a radio ad for Chris Jenkins: Attorney at Law ), say some classical bits or the music from El Super Mexicano (in Faultline), then all the better.
Television - rather than the random, medical x-ray photos that we get for LCD screens, I would propose TVs that, oh I don't know, have some life? Perhaps a grainy recording of Recluse and his goons (as in the Grandvilel TV stuff), maybe a few shots of GR, again some in-game inspired ads, recruitment ads from Hero Corps, Crey Life Sciences ads (etc). Oh, and the odd, over-the-top threat, from a masked Villain/mad scientist of course!
Scanners - effectively a bit of fluff that is the same newspaper/radio system we have now, although located in the apartment. The form the device takes could range from a police scanner, through coffee table/magazine racks, to AV units.
Computers (and the aforementioned compact scanner...) - Faction-themed missions: Hero Corps, Longbow, Wyvern, PPD, Cage Consortium, Crey, Council/5th Column, Vanguard (etc). Basically it's a system of arcs and one-offs accessible via these devices. This would tie in with the whole Going Rogue concept, being accessible to all.
For instance, Hero Corps need Heroes/Vigilantes to help protect a city official from a Council attack. Click the Computer, select Hero Corps Database from the list, click the mission and accept. Recruitment can occur at any stage, just like regular missions, and these things are not flashbackable. Also, once done, they are done.
I personally think it would be a neat way for Heroes and Villains to be proactive without having a 'Save the World/End the World/Rule the World' vibe.
And depending on faction, allegiances could change. Do a job for Longbow and you get a gold star and a well done. Do a job for the Council and you get a demerit. Do a job for Wyvern and, well, that's anyone's guess
I think I've squeezed out the last drops of creativity from my brain, so I'll leave you with that colourful image and see what you think.
This is just a suggestion, I am not a technical person. Actual costs, potential exploits of the systems, and omitting ideas that others may personally want to see can be filled in by whoever wants to do so.
Please put the double doors back into the bases, or come up with the option within the editor.
They really didn't harm anything, and I really, really need double doors. You would make this subscriber very happy.