Beacon Organization
I put my hazard zones in one area or room and arrange the others by levels, lowest to highest.
Example:
Hazard Zones
Hollows/Perez Park
Boomtown/Striga Isle
Dark Astoria/Creys Folly
etc
etc
City Zones
Atlas Park/Galaxy City
Kings Row/Skyway City
Steel Canyon/Independence Port
etc
etc
City Zones ordered by level in one room and Hazard zones in another
That makes a lot of sense. Ussually I just put them in randomly and curse myself later.
Enjoy your day please.
I've use different methods.
1. In the largest SG I maintain I have the beacons arranged alphabetically
2. While in my Villain SG the beacons are arranged by level.
3. In my solo SG I have the Pocket D beacon off by itself on one side of the base entrance with another set of porters set up for raid/trial access (Hami, RWZ, Terra Volta) with room to add Praetorian beacons if we ever are allowed to cross over freely. Then on the other side of the base entrance I have the beacons to my preferred zones arranged by level.
I've use different methods.
1. In the largest SG I maintain I have the beacons arranged alphabetically 2. While in my Villain SG the beacons are arranged by level. 3. In my solo SG I have the Pocket D beacon off by itself on one side of the base entrance with another set of porters set up for raid/trial access (Hami, RWZ, Terra Volta) with room to add Praetorian beacons if we ever are allowed to cross over freely. Then on the other side of the base entrance I have the beacons to my preferred zones arranged by level. |
Great ideas all around! The picture is extremely helpful, thank you!
I was in a SG once that was organized alphabetically. You're always one laggy misclick away from sending a level 7 controller to the Brickstown Hospital. Not a good idea. I pushed to have it reorganized and wound up becoming their base builder for a while.
For my bases, I put zones together by level range, in order going up. Where levels overlap, I use a central theme. The way I put them together is generally as follows.
Room One
Side One
Atlas/Galaxy -- starter zones
Kings Row/Hollows -- Teamwork training
Steel Canyon/Skyway City -- First TFs
Faultline/Boomtown -- Rebuilding Ruins
Side Two
Talos Island/Independence Port -- Major Ports
Striga Isle/Terra Volta -- High Tech Hazards
Croatoa/Dark Astoria -- Supernatural Horrors
Brickstown/Founders Falls -- Crey's Influence
Room Two
Eden/Crey's Folly -- Areas of Ruin
Rikti War Zone/Peregrine Island -- High Technology and Alien Worlds
Perez Park/Pocket D (arguably the most easily skipped beacons in the game IMO as so little actually takes place there -- I skipped Pocket D and RWZ for my teen SG though)
Daemonchilde: ((fluffy thinks he's a tank)) Demon . Hunter: (( I think mine is >.> Daemonchilde: ((Yours is no longer fluffy, it is Obliteron, destroyer of worlds)) |
I like organizing by security level/zone difficulty as well, and I've gotten nothing but positive feedback -- from SG members to PUG teams -- on the two bases I've done it with. Of course, the downside is that it does require that a player know a little something about the zones themselves, so it might be harder on a new player. Still, if they were soloing content or mostly doing THEIR missions from level 1 to level 50, they'd see the pattern emerge pretty quickly, I think.
For the most part, they're organized into three 3x4 rooms, arranged "easiest" to "hardest" the farther you get from the base entrance and/or medbay. Hey, if you're going to the RWZ, you've probably already got a travel power and don't mind speeding down the row of teleporters, right? Meanwhile, that new hero who's trying to get to King's Row might still be sprinting. Just in case someone gets turned around, though, I put a small touch of a color code within the rooms: from green (safe or "go") to yellow (caution) to red (danger or "stop").
On the left side as you go down the row from the entrance are the regular zones that have been around forever, for the most part, and the right side is hazard zones, and newer zones that my brain lumped in with hazard zones.
Left side:
Atlas Park/Galaxy City
King's Row/Pocket D (needed a place, lowest adjoining zone was King's Row)
Steel Canyon/Skyway City
Talos Island/Independence Port
Brickstown/Founder's Falls
Peregrine Island/RWZ (which yeah, hazard zone. Still, it's another popular destination for level 50's.)
Right side:
Perez Park/The Hollows
Boomtown/Faultline (USED to be a hazard zone, at least)
Dark Astoria/Terra Volta
Striga Island/Croatoa (both newer zones)
Crey's Folly/Eden
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
I use to order by level, but my SGers always had trouble finding the portals they wanted, so I switched to alphabetical.
The only exception in one telepad in a special spot in the center of the first telepad room that has Peregrine Island and RWZ, since those are commonly used by higher level toons.
By doing them alphabetically, I line them up straight down the line, and it continues the line in the next room.
We do ours in a circle based on the signs of the zodiac... i.e. Cap(ricorn). I'd tell you more but it's all top secret villain ritual stuff.
Seriously, as a hardcore redsider it's a lot less complex; for better or for worse in terms of less places to teleport.
Forgive me, I know I didn't help much.
One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.
We do ours in a circle based on the signs of the zodiac... i.e. Cap(ricorn). I'd tell you more but it's all top secret villain ritual stuff.
Seriously, as a hardcore redsider it's a lot less complex; for better or for worse in terms of less places to teleport. Forgive me, I know I didn't help much. |
I have 2 personal VG bases. I use them both for storage. I see no need to have porters in a red side base as Oro can get you almost anywhere you'd want to go, and before Oro, the Ferry is usually just as far away as the base portal. The longest "hop" you may have to do is <random zone> to Cap to the black helicopter line to get to Mercy. Or, if need be, Cap to Port Oaks. If you have the pocket D porter, you don't even need to go to Cap to get to Port Oaks.
Also, there is a disgusting amount of zone hopping for arcs / TFs on blue side. I'm very glad that didn't carry to CoV when they released it (maybe they did and changed it - idk, I haven't played terribly long). But it seems that needing to take a train, to run across a zone, to take another train, to run across THAT zone to talk to some guy who sends you all of the way back to the original person is quite punitive and silly.
Also, on blue side, I notice that even after I have my Oro portal, that I still need to go up to Oro, down to another zone, hop the train, and then run across that zone to do a mission. Usually ending up needing to duplicate this process for every mission in an arc.
Too many time sinks in the form of mission travel blue side has made me determine that porters are pretty much required (for me at least) on every character I have.
I have now used the above image for 2 separate bases! Thank you again for posting it! Its very helpful!
I know there are many, many people who have many, many more hours of doing base related stuff than me, so I thought I would ask you folks:
How do you organize your beacons?
I have them all except RWZ and Pocket-D. The porter is sitting there waiting for those - so i'm not "down a porter"
I have 3 porters in 1 room, and 8 in another.
Suggestions about beacon organization would be MUCH appreciated!
Thanks!