6 Reasons Why Prestige Rate MUST Be Improved by Going Rogue


Acemace

 

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Originally Posted by SkarmoryThePG View Post
There's too much prestige in the system as is. No sinks. A mid-size SG can earn more prestige than they'll ever be able to spend way too fast.
Good thing the Fantastic Four aren't based out of Paragon City, then. They'd be fighting crime from their headquarters in Baxter the Janitor's Closet.

This is also, and primarily, supposed to be a game based on comic book super-heroes. Super groups of more than a dozen members are almost non-existent. You should not need a membership that makes the Legion of Super-Heroes look like a tiny SG in order to make a great base full of non-functional items.


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Originally Posted by Rubberlad View Post
I think you'll agree that you've never seen anything done with the base editing tool like what you're about to see in these pictures.
While I will not say that what was done was not both creative and well-executed, I have seen things like that MANY times.

Also, it is odd that you are using picutres of good base building to try to justify increasing the rate of Prestige gain. Almost ALL of those fun creative effects were created using the cheapest class of items available: decorative ones. In fact, I just started a new base over on Guardian for an SG that only has around 11 members, and I have a functional base (still small, but it is growing) and a rather well designed dormitory/lounge area. I just don't see an issue with Prestige earning at this point, and stacking and base building has never been easier.

Would I be mad if they gave us more prestige? No. But I don't really see a need for it either.



 

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Originally Posted by Samuel_Tow View Post
I seem to recall paying money to play this game at some point, I think. That ought to count for something. I mean, I thought I worked to make my money, but I guess it makes sense that I'd pay to do even more work to make a totally different kind of money with which to pay to do even more work. That sounds reasonable.
LOL

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Originally Posted by Samuel_Tow View Post
That actually reminds me of another problem that's always eaten me, but I've always failed to put into words: bases are the result of cumulative character efforts. In essence, if I want a base that I'm not leeching off other people to fund, I have to make one myself, but that requires the cumulative effort of a lot of characters, and often not enough room in the base to give something to them all. Not to mention that not all of them make sense to share a communal space.

Here's the thing - I have as many costume slots as I can get unlocked on all my characters, give or take the free one here and there, and they're all filled with something I've given thought to and put work into. Each costume for each character is a piece of work in itself, but because each character has many, I feel accomplished at the end of the day. A base is just one large entity, and often shared between not just one and two, but between MANY characters, both mine and other people's.

As far as I'm concerned, bases will be useless for my purposes unless I can make, fund and develop one by myself, with a single character. Call it personal housing, call it personal bases, call it what you will. If my character needs a one-room apartment at the top floor for him to look depressingly out the window, an underground bunker in a space with 20 other people will not do. If my character needs his cave of solitude where he can be emo all by himself because no-one understands him, then a bed in the super group ward will not cut it.

Bases are, in essence, meta-game. They're an achievement for the PLAYER, not for the CHARACTER. A costume is a character thing. I made it, but I made it FOR HIM, to express his personality, his story and possibly his powers. A base is a player thing. The design belongs to the architect, the property deed belongs to the leaders, the other members are credited, but any way you look at it, it's something made by players for players with the help of players. It's meta-game, and therefore inherently much less interesting.
I agree completely with your main point about how it is difficult to make bases "in character" so to speak due to the nature of what you have to do to make them.

There is definitly an argument to be had about a more "personal space", just for your character. Perhaps use acquired total xp as its currency to build, but only allow that character to use any of the goodies inside of it to make sure it doesn't replace SG bases. Of course in my mind it would come with a fully functional and shiny new base editor toolkit, so it wouldn't be a week long project but instead a few hours of creative design to get a cool apartment or whatever with perhaps a few neat tricks (enhancement, recipe, salvage storage?)


 

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Originally Posted by Peacemoon View Post
There is definitly an argument to be had about a more "personal space", just for your character. Perhaps use acquired total xp as its currency to build, but only allow that character to use any of the goodies inside of it to make sure it doesn't replace SG bases. Of course in my mind it would come with a fully functional and shiny new base editor toolkit, so it wouldn't be a week long project but instead a few hours of creative design to get a cool apartment or whatever with perhaps a few neat tricks (enhancement, recipe, salvage storage?)
I would actually be perfectly happy if "personal bases" were completely non-functional and only cosmetic, to be honest. I'm looking at something that's fun and easy to work with which would be kind of like the costume creator. In fact, if I had my way with things, base development would work more like the way tilesets are put together from set-piece rooms and hallways.

But, yeah, cosmetic only is just fine in my book.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
I would actually be perfectly happy if "personal bases" were completely non-functional and only cosmetic, to be honest. I'm looking at something that's fun and easy to work with which would be kind of like the costume creator. In fact, if I had my way with things, base development would work more like the way tilesets are put together from set-piece rooms and hallways.

But, yeah, cosmetic only is just fine in my book.
I'd want some minimum functionality. A footlocker or closet to store things (like the salvage vault or Inspiration tables), a laptop computer that did something. No transporters or med bays or anything like that, just things one would logically find in an apartment-sized space.

It wouldn't matter to me if such things cost some amount of prestige, as long as they could be placed anywhere rather than in ridiculous "dedicated spaces." Take Frozone's apartment as a template, with the cool place he hid his supersuit and such. Windows overlooking the city, etc. Mr. Incredible's den.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

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I like the idea of messing with the inf conversion rate.

As bases are largely ceremonial in nature (they do some nice things, but nothing critical) they would theoretically make a great inf sink. Unfortunately the conversion rate is insultingly low and I've never been tempted to spend a cent on them. I make do with my functional, bare bones bases and the game misses an opportunity to burn a bunch of superfluous inf.

With a less ridiculous conversion rate I'd burn a bunch of inf on my bases and burn a bunch of time messing around with the editor making them look spiffier.


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Purely decorative items should cost less. It is irrational that 1 mil influence = 20 plants.


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Originally Posted by Steele_Magnolia View Post
Purely decorative items should cost less. It is irrational that 1 mil influence = 20 plants.

This may be a candidate for War Witches "if the system isn't fun then maybe the system needs to change" endeavors.






 

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Originally Posted by Acemace View Post
This may be a candidate for War Witches "if the system isn't fun then maybe the system needs to change" endeavors.
As long as the change doesn't break bases I'm all for it but having a base where me and my co leader built it to the massive base that it is I would like to just see reduced cost overall especially since lvl 1-20 Preatorians don't earn prestige.


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