Are bases content? A theoretical excercise.


American_Angel

 

Posted

Hello. Don't believe we've met. A lot of you have been around a lot longer than I have. See, I picked up City right around CoV preorder release.

Not that I have anything against superheros in general, it was just that up to that point, every run I had with the game was found lacking in the basic fundaments of multiplayer gameplay. Before I9, there was really nothing that comprised a group effort. Sure, I could group with others, and often had to to complete a task. But what about MY group? With our matching uniforms and such? Before bases, it was just a nametag.

In addition to my unending desire to spread chaos and havok, I really latched on to the game for what CoV added:

Accessible open PvP.
Extensive base building options.
PvP within said bases.

I abandoned PvP around the time IOs turned it in to a rich man's sport. I refuse to farm until I turn blue simply to avoid getting 2 shotted by a tanker with more inf. This is not a thread about PvP, nor the desolate wasteland those once fun zones have become as a result of fightclubbers and the IO aftermath. This is a thread about bases.

This isn't a thread about making bases prettier. This is a thread about bases having lasting function and value. To tell the truth, city's Prestige system and base builder are probably the most elegant "guild" system I've ever encountered. The concept of the group's achievements belonging to the group rather than a single individual, and the group losing that effort if someone is let go encourage building strong, lasting groups.

Now, back to the topic. Since my initial break with City, I've generally lapsed my subscriptions, returned every few issues to eat up the new, and left again. Those in my SG usually end up coming back all at once, we stick around for a month or two until the new wears off, and we bugger off.

In the mean time, the base grows with every fresh spurt of activity. The base itself is the one thing we're proud of, and the base is the only thing that really stands as a testament to our efforts ingame as a group. Racks full of storage, populated and de-populated by every member coming through. Racks of teleporters that'll take us anywhere we need to be. Decorations, bigger rooms, etc.

Since base raiding was effectively turned off, bases have been in a rapid decline. Aside from the aesthetic details, they are functionally null and void.

1: Base raiding axed/CoP killed.

I know why this was done. It was a flawed system that encouraged preying on people unequipped or inexperienced in PvP. not only that, the CoP and general raid related bugs/exploits were soul crushing. I'm glad to see the CoP come back with a (PvE) reward befitting its (PvE) risk. Base raids? Still on hiatus. Reason?

Result? All defensive systems, capacitors, and every raid related base item is effectively a really expensive paperweight. Sure they're shiny paperweights that don't look like the other ones, but they're still paperweights.

2: Ouroboros

Double edged sword. On the one hand, the flashback system being base accessible was a nice upgrade. On the other hand... you can do that from Ouroboros. Bonus? The O-Portal has invalidated in-base teleport upgrades. Stick that hand in hand with transporter powers from day jobs, boosters, etc. and now you've got more paperweights. Why bother walking to a base portal when you can simply oro-hop anywhere you might be?

3: Inventions

Now we're getting somewhere! All those salvage racks, finally useful for something other than the occasional base item! And they're right next to our tables to craft with! This is an extremely good reason to have a base again! Wait, you mean I can do all this stuff right outside the cap base portal too? Why do we still have this thing?

4: CoP/Silver Mantis redux.

The ONE reason left to have a base. That all important SG raid, was taken away. However, it was replaced with rework of the CoP. We're getting somewhere indeed. Sure, it's old content, but at least the raid teleporter is useful again!


Why haven't bases become more than collections of paperweights in the five years since they were invented?

Content.

Because in order to give bases all the love they need, it would run at odds with developing new SFs, new Story Arcs, and fifty other new ways to dangle a fresh shiny in front of us.

Here are new power sets. Have fun rolling more toons.

Here are new zones. Have fun collecting badges and temps.

Here's the problem. All those shinies are personal acheivements. I PUGd RSF yesterday. I don't expect I'll ever see those people again. The incarnate "endgame" is also a personal achievement. You can switch alignments and do tip missions now. However, these are also purely personal acheivements.

My question is this:

Why in the last five years of development has every addition to the game been focused completely on the single player experience? On "my" level of power.

You know what makes the Avengers work? The group. Fantastic Four? The group. Superfriends? Okay, that's basically just superman, but you get the picture.

In the realm of comics, there are far more stable groups of heroes or villains than there are random pickup groups to abolish some new threat. However, with each content addition, we've been treading further and further away from that all important concept of the "team that could" Yet again we stand on the eve of an issue that states. "You're all on the same side against a bigger threat. Again."

I don't know about the rest of you, but here's my thinking:

Bases can be content too.

Take a break from new personal shinies for an issue or two and focus on group shinies. How about some tip-style missions for the SG computer?

How about developing an NPC raid event system?

How about letting groups of opposing moralities declare an official rivalry?

How can we tie bases and supergroups in to other PvE content?

How can we tie bases and supergroups in to other PvP content?

How about any number of other fantastic (non decorative) suggestions?

In short, how about making bases, and by way of bases, supergroups, actually matter again? Will people complain they can't solo it? Maybe. It didn't seem to be a problem with the resurgence of CoP. Freelancers can piggyback works well enough.

In short, great job on GR. Now start thinking about the amount of "low hanging fruit" you've got in terms of AI pathfinding, the mission architect, and the base raid systems and try and get creative. I'm looking forward to defending my secret lair from intruders of any variety some day soon.


 

Posted

You've clearly thought about this at length. I'd just like to respond to a few things you've brought up here.

Quote:
Originally Posted by Shadestorm View Post
1: Base raiding axed/CoP killed.

I know why this was done. It was a flawed system that encouraged preying on people unequipped or inexperienced in PvP. not only that, the CoP and general raid related bugs/exploits were soul crushing. I'm glad to see the CoP come back with a (PvE) reward befitting its (PvE) risk. Base raids? Still on hiatus. Reason?

Result? All defensive systems, capacitors, and every raid related base item is effectively a really expensive paperweight. Sure they're shiny paperweights that don't look like the other ones, but they're still paperweights.
This is more or less accurate. While I'd like to see base raids brought back in some form, I was and remain oppose to the idea of destructible bases. I'm glad the old system didn't fly because frankly I would never have done the cathedral in my group - it wouldn't have been worth opening ourselves to mandatory PvP to keep the IoP, to say nothng of inviting destruction of our base incurring more Prestige cost to rebuilt and replace things we'd already worked to create. So I'm glad that mechanic is gone.

Quote:
Originally Posted by Shadestorm View Post
2: Ouroboros

Double edged sword. On the one hand, the flashback system being base accessible was a nice upgrade. On the other hand... you can do that from Ouroboros. Bonus? The O-Portal has invalidated in-base teleport upgrades. Stick that hand in hand with transporter powers from day jobs, boosters, etc. and now you've got more paperweights. Why bother walking to a base portal when you can simply oro-hop anywhere you might be?
Not really correct. Ouroboros doesn't go close to everywhere. While the various fast travel methods do reduce the utility of teleporters in the base, they don't make them obsolete. There are several areas, especially heroside, which can only be 'fast-travelled' to via base teleports.

Additionally, while on the subject of Ouroboros, the "No Travel" and "AT Only" challenge settings on Ouroboros arcs disallow most of the fast-travel options but do not lock the player out of his/her SG base. Those badgehunters with a full base have a huge advantage there.

Quote:
Originally Posted by Shadestorm View Post
: Inventions

Now we're getting somewhere! All those salvage racks, finally useful for something other than the occasional base item! And they're right next to our tables to craft with! This is an extremely good reason to have a base again! Wait, you mean I can do all this stuff right outside the cap base portal too? Why do we still have this thing?
Of course, you might not always be in cap. Having personal vault storage, salvage storage, enhancement storage and crafting tables (and empowerment stations!) all in one place is still significantly more convenient.

Quote:
Originally Posted by Shadestorm View Post
4: CoP/Silver Mantis redux.

The ONE reason left to have a base. That all important SG raid, was taken away. However, it was replaced with rework of the CoP. We're getting somewhere indeed. Sure, it's old content, but at least the raid teleporter is useful again!
Agreed, and with the return of the cathedral there's hope for base-launched content.


Quote:
Originally Posted by Shadestorm View Post
My question is this:

Why in the last five years of development has every addition to the game been focused completely on the single player experience? On "my" level of power.

You know what makes the Avengers work? The group. Fantastic Four? The group. Superfriends? Okay, that's basically just superman, but you get the picture.

In the realm of comics, there are far more stable groups of heroes or villains than there are random pickup groups to abolish some new threat. However, with each content addition, we've been treading further and further away from that all important concept of the "team that could" Yet again we stand on the eve of an issue that states. "You're all on the same side against a bigger threat. Again."
It's important to keep in mind the difference between "Online Game" and "comic book simulator". Some things translate well from the source material, other things don't. That's true of shifts between any media, and just because something does or doesn't appear in comics may not by itself be good justification for inclusion.

In this case, not all players are in SGs. Of those, not all SGs will pursue all SG content offered. Making content for SGs is therefore not the best return on investment for the Devs as some players are going to feel locked out of it from the word go, while other players will dismiss it and won't use it (this will happen regardless of what the Devs do - PvP SGs will "lolcarebear" when roleplaying elements are added; PvE-based SGs ignore or actively avoid the PvP-based new raid content they make, etc, etc).


Quote:
Originally Posted by Shadestorm View Post
I don't know about the rest of you, but here's my thinking:

Bases can be content too.

Take a break from new personal shinies for an issue or two and focus on group shinies. How about some tip-style missions for the SG computer?
I like this idea, it creates a new use for this item and makes sense.

Quote:
Originally Posted by Shadestorm View Post
How about developing an NPC raid event system?
I'm not sure how this would work. Do the invading mobs do lasting damage to the base? What would the goal be? I think this has promise but seems easily exploitable with mob AI of the type we have now. It'd likely be a trivial matter to set up a base that kills the mobs essentially for you by exploiting their poor AI. Perhaps the mobs could give little or no XP to make this a nonissue, but then it's likely no one would do the content.

Quote:
Originally Posted by Shadestorm View Post
How about letting groups of opposing moralities declare an official rivalry?
And interesting idea. If they ever get the Archenemy system working, this would be a natural outgrowth of that.

Quote:
Originally Posted by Shadestorm View Post
How can we tie bases and supergroups in to other PvE content? How can we tie bases and supergroups in to other PvP content? How about any number of other fantastic (non decorative) suggestions?
Good questions all, though decorative additions would be welcome also.

Quote:
Originally Posted by Shadestorm View Post
In short, how about making bases, and by way of bases, supergroups, actually matter again? Will people complain they can't solo it? Maybe. It didn't seem to be a problem with the resurgence of CoP. Freelancers can piggyback works well enough.
I disagree with the implication that bases and SGs don't matter now. They do, and to a large extent the degree to which they matter is a reflection on the degree of dedication, effort and personal investment one puts into them. This to my mind is how it should be, rather than a game setup that demands you be a member of a large group just to do content that you are otherwise barred from ever seeing/doing (as in certain other MMOs). While I would welcome more base stuff, I do not want to see a paradigm shift in that direction for this game.


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Posted

While I think bases are still relevant, I do agree that getting them more attention first requires they grab the attention of players.
Sadly, to do this, we must appeal to the mechanical aspects:
Base item linked buffs to SG members.

Basically, power and control units of the varying tiers (and perhaps teleporters and medical items) would give small buffs to various stats based on their tiers.
For example, having a super computer could give all members of the SG +2% to all defenses and +2% to ToHit, while having a first tier power unit could give a +1% buff to Damage and Resistance.
This is really a rough idea that was inspired by reading the description on the third tier arcane power source; the "Dimensional Vortex" which draws energy from a dimension of infinite power.


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Quote:
Originally Posted by Samuel_Tow View Post
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Posted

AzureSky said

Quote:
Base item linked buffs to SG members.
... you mean like a 20% Recharge buff for an hour, which only people with access to SG bases can use?
Or 5% [specific] damage resistance? Or KB protection? +17% Recovery from level 1? Yes, they're limited-time buffs, and most of them are useless, but the ones that are useful are VERY useful- and it's a crying shame how underused they are.

I also agree with Justaris that there's a difference between "less useful" and "useless".

1) "other ways of getting around" don't go to Crey's Folly, Dark Astoria or Terra Volta [heroside]. To give three examples of really inconvenient places to visit.

2) There's no real replacement for the "rez ring + inspiration storage" combo you get with a base. Yeah, you can usually go to Wents and buy your tier 3 insps at Buy It Nao prices like 300,000 inf each- I've done it- but base storage is terribly, terribly handy when things go really wrong. I'm thinking of an STF from Hell or two, but I'm sure everyone has their own stories.

3) Being able to store most of the enhancements for a big-time respec is also really useful- mailing them to yourself is really limited.

4) Sometimes you need to do a lot of moving around in a hurry, on a TF or whatever. Let's say you're going There And Back Again (fedex mission of some sort): Ouro gets you one way, Wentporter gets you back, then ten minutes later you need to go There And Back Again. 24-month TF porter is pretty handy.

I know I'm more of a visitor than a hardcore basebuilder, but I've gotten a lot of use out of bases, a lot of times.


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Posted

Though Shadestorm brings up a good point in regard to "group content", it is quite evident that his focus is from a PvP standpoint. And there's nothing wrong with that in and of itself.

I understand that a lot of folks would like to see base PvP return, but we have to be careful about doing it to the exclusion of those who have found other uses for bases.

I think Justaris and Fulmens have hit the counterpoints quite well.

Could bases use some content/functionality luvin'? Absolutely.
Does the scarcity of content/functionality make bases useless? Absolutely not.

.


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Posted

Just thought of another idea for bases... I havent read the bajillion threads on it so its probably already been covered.

if a SG member is on line, and not on a mission, have the base raided by NPCs, where as the warning bells would go off and the SG has to rush back to the base to defend it from the intruders, maybe make it something similar to a radio mission. At the same time this would allow the most ranking member/team leader to choose whether to accept it as a "mission" or not. (not sure if that was a coherent enough thought or not)


 

Posted

Quote:
Originally Posted by nytflyr View Post
Just thought of another idea for bases... I havent read the bajillion threads on it so its probably already been covered.

if a SG member is on line, and not on a mission, have the base raided by NPCs, where as the warning bells would go off and the SG has to rush back to the base to defend it from the intruders, maybe make it something similar to a radio mission. At the same time this would allow the most ranking member/team leader to choose whether to accept it as a "mission" or not. (not sure if that was a coherent enough thought or not)
This concept has been bandied about several times. The sticky part is how to make it optional... some folks just aren't interested in raids in any form.

.


Quote:
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
The BIG consolidated LIST for BASE LUV
YUMMY Low-Hanging Fruit for BASE LUV

 

Posted

make it like a safeguard mission... "There is word that <insert villian group here> is devising a plan to attack your base, do you want us to take care of it or can you handle it yourself"

there, it's optional

in fact you can set up the maps like a safeguard mission where you have to protect the portal to start with, they may never make it into your base (unless you wait too long, again, like the safeguard missions)


 

Posted

Thanks posters. I realize I may have put a more negative spin on it than I really intended. Bases aren't USELESS by any stretch of the word, however there is a remarkable lack of really special content in regards to bases.

ow, I had a thought about optional setups for NPC raids. I'm keeping this in a PvE specific bubble. This is a base operational risk with base-specific rewards. Nothing could be gained through this system that could benefit a single player. The idea is that, like prestige, this system belongs to the group, and does not pay individual benefits.

Operations level:

Assume your hero or villain group has gained enough prestige to hire staff (or hire/subjugate henchmen if you're a villain.) So you get yourself an AE-like interface to design the costumes/powers of said staff, based on a prestige cost for various base items (call them "crew items") Which determine the amount of staff your base can support. These would be rooms/items for the purposes of training, housing, and maintaining your hirelings.

Now, what's the point?

The base operations level is an optional system that can be altered once every 24 hours. Setting base operations level above zero tasks your hirelings with a specific job, which results in an automated gain of prestige, unique base items, etc. Higher numbers or quality of hirelings will allow more reliable performance of higher operational levels.

However, this comes at a cost. With an ops level above zero, your base begins to attract attention. The higher your ops level, the more likely you are to come under attack from NPC factions you've tasked your personnel to interact with. The higher your operations level, the greater the gain on prestige, and research/spycraft/loot/etc. toward base specific items gained through the system.

What is the risk/reward?

NPC raids can damage your base items. Base items can not be destroyed via these raids, but they can be rendered inoperable. Damaged or inoperable systems can not be sold. In order to fix them, you'll need to task some hirelings with repair work. These repairs do not cost prestige, but they do cost time. That is time you can't task the same number of minions with running ops, and thus your base is not operating at peak efficiency.

You're not LOSING and re-farming prestige. If you get seriously whacked, you can always stand down all operations and stick the base on repairs until its all fixed up again.

New minions are trained at a fixed rate, thus your "bottleneck" is number of available minions to carry out tasks. Set ops too high, you lose minions at a disproportionate rate to your gain, and become even less efficient, possibly incurring even more base damage as a result of an NPC raid.

Thus, the risk is losing base functionality in terms of operational efficiency, defense, teleport capacity, etc. for a potential reward of increased prestige gains, new base shinies, etc.

NPC raids would be set on a base vulnerability window, say somewhere in the range of two hours every day. Vulnerability windows are a great way to prevent players from needing to be on call 24 hours a day. During that window, a raid event may spawn at your base, you'll be notified via the zone events channel if it happens.

Since we still have the tab for it, I'd advocate that base salvage be reinstated, and that minion operations be the only way to obtain it, and the only way to construct anything unlocked via the system.

Possible other additions to the system:

"Tip" style missions from the SG computer - Accompany your minions on ops.

SG specific temp powers - Limited utilization of minions by SG members as a temp power (reinforcements, orbital strikes, etc.) from a common pool (This temp power can be used once every 24 hours by anyone with permissions in the SG.)

Nemesis systems - Allows opposing SGs to run NPC ops against each other, potentially stealing ops-gained resources from the other. Think of it as PvP-lite. You don't fight the other SG, but you would fight their minions.



This is really a skeletal outline, but its just one example of ways to use bases as content.


 

Posted

How about this to encourage SGs and SG teaming. For each SG member of the same SG above 1 on a team you get a 1% bonus to regen, recharge, recovery, damage and accuracy. Non-SG members get half the bonus. Not game breaking but a perk for SG teaming.


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Posted

Quote:
Originally Posted by Shadestorm View Post
NPC raids would be set on a base vulnerability window, say somewhere in the range of two hours every day. Vulnerability windows are a great way to prevent players from needing to be on call 24 hours a day. During that window, a raid event may spawn at your base, you'll be notified via the zone events channel if it happens.
would make more sense if it was instanced if someone was actually on line, and like I said above make it optional where the PPD could take care of it if you didnt want to mess with it. there would be a reward if you did want to participate, none if you dont, just like a safeguard


 

Posted

Couple recent thoughts about the long slog of:

"What to do about the bases?"

As it stands, due to technical pathing, the base raid function is null.

When the pathing was on, it was no big deal to construct a functional base.

It was also equally as easy to add form/decor to it.

If raid pathing was RE-enabled (as an option given to the SG Leader) and the base owners could edit their bases to comply with the raid compliant pathing, one could imagine that it is conceivable to merge the existing PvP system and integrate it with some manner of the unification of the code for MA and Zone Glowie tech in to an "Instanced Zone" as a new "Feature" to the system overall.

Base Owners could set up "scenarios" Set/Housed in an Instance for other teams (or multiple teams including Coalition Members as Allies to the Base Owner)-- to attempt to complete in a time limit or conditions.

Winning team each get a medium-rare shiny on a clickie timer and short cooldown naturally...just enough to be useful for a handful of tuff battles.

This could be a big thing with the amount of Creative Juice in the area--

Another Option...storage....add a Library so U can Stash Like 5 Recipes

Another - Base Item like a Training Center--Put it 3 Temp Power Recipes in it, Member of the SG can Get 1 (Item only Holds one of each Temp Power--Item only works on Temp Power Recipes)

Might require a total rewrite of the editor--lot of resource devoted there.


 

Posted

Quote:
Originally Posted by nytflyr View Post
would make more sense if it was instanced if someone was actually on line, and like I said above make it optional where the PPD could take care of it if you didnt want to mess with it. there would be a reward if you did want to participate, none if you dont, just like a safeguard
The idea here is that with an above zero ops level, the hirelings are effectively generating prestige/rewards 24/7. However, it's simply bad form to have the base vulnerable to an NPC raid 24/7, as that then requires someone to be around watchdogging it 24/7.

Vulnerability windows are a compromise. You can leave the base on ops without having to worry about a raid coming in at noon when the whole SG is at work, however, the risk you take by assigning that ops level is that your base is vulnerable, and thus you need to be ready to defend it. I suppose it would also work without the vulnerability windows if the raids were simply given a proc chance to happen when people in the SG are online, with the difficulty/chance of the raid happenning relative to both the base ops level and the number of SG members online at the time.

Also remember that your base defenses and hirelings will defend the base, and if you've invested in to it could handle it themselves. Let's say you've got rooms to support a large number of powerful hirelings. You could ratchet ops up to 5, and your hirelings could probably rake in more rewards for you, but you'd also be incurring much larger raids that would probably necessitate player intervention. However with the same number/quality of hirelings, you could keep ops at 1, making the raids small enough that your hirelings and base defenses could easily handle any level 1 NPC raid alone.

The whole idea behind the scaling opts level is to allow the SG flexibility in how they want to configure their involvement. Some SGs would happily drop everything to go defend a raid in return for raking in enough prestige and other base shinies from a high ops level. Other SGs would prefer to not have to go defend the base during the window, and might opt for simply designing defenses and personnel that could handle a lower ops level and adopt a hands off approach.

Vulnerability windows and an adjustable ops level make the system optional. If your SG opts for the rewards of hirelings getting you stuff, you're also opting for the risk of needing to defend it. Making the system totally optional makes it an all rewards no risk system.

This is bad.

The 24 hour cooldown on ops level adjustments prevents the players from simply cycling down the ops level to avoid the raids, and cycling it back up to prevent exactly that.

I suppose a compromise would be to allow for prestige spending on reinforcements. Say you usually have about ten people in the SG, easily enough for three guys to help out during your raid window and defend the base with your minions while everyone else does their stuff. However for whatever real life reason, you see that you're alone one day, and the raid alarms fire. If you've got SG permissions to do so, you could spend prestige to effectively call in the PPD, or Arachnos, or whoever to handle the problem for that window.

After all, in a system that essentially feeds the SG additional free prestige, and no risk of actually rebuilding base items, there really need to be some hard prestige sinks to compensate for the accelerated gain.


 

Posted

Quote:
Originally Posted by Razawere View Post
Couple recent thoughts about the long slog of:

"What to do about the bases?"

As it stands, due to technical pathing, the base raid function is null.

When the pathing was on, it was no big deal to construct a functional base.

It was also equally as easy to add form/decor to it.

If raid pathing was RE-enabled (as an option given to the SG Leader) and the base owners could edit their bases to comply with the raid compliant pathing, one could imagine that it is conceivable to merge the existing PvP system and integrate it with some manner of the unification of the code for MA and Zone Glowie tech in to an "Instanced Zone" as a new "Feature" to the system overall.

Base Owners could set up "scenarios" Set/Housed in an Instance for other teams (or multiple teams including Coalition Members as Allies to the Base Owner)-- to attempt to complete in a time limit or conditions.

Winning team each get a medium-rare shiny on a clickie timer and short cooldown naturally...just enough to be useful for a handful of tuff battles.

This could be a big thing with the amount of Creative Juice in the area--

Another Option...storage....add a Library so U can Stash Like 5 Recipes

Another - Base Item like a Training Center--Put it 3 Temp Power Recipes in it, Member of the SG can Get 1 (Item only Holds one of each Temp Power--Item only works on Temp Power Recipes)

Might require a total rewrite of the editor--lot of resource devoted there.
I was thinking the base option would just be to determine raid (PvP/PvE pathing wise) readiness by plot. Keep the current plots as they are now, and copy them to two new folders in the editor. In this manner, people who want to participate in PvP/PvE raids simple trade their plot for a raid capable plot, and build it within pathing rules. However those amazing base builders who would prefer to have the freedom to design a decorative base without pathing restrictions can do so on the current plots.

So, from day 1, if you want to use the raid systems, just trade your basic plot for a raid plot, and go from there. This way current base owners wouldn't have to dismantle their beautiful (but problem pathing) bases unless they wanted to use the raid systems.

Hell, while we're at it, make the non-pathed plots able to stick decorations in doorways.


 

Posted

I like the idea of npc raids especially if the said in comings were worth not xp, not inf, but rather a "boosty" prestige, as in a huge boost,

say... we were raided several times today and now we can afford a nice new sg control item...that gives us an epic buff...

*wakes up and changes sheets*

edit: I think that would be a good mechanic, I mean, with what happened to the IoP buff and all...*sniff*


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Posted

Quote:
Originally Posted by Shadestorm View Post
Hell, while we're at it, make the non-pathed plots able to stick decorations in doorways.

When we could place items in doorways, that had a side effect of being able to place other items in rooms that they normally wouldn't be allowed, such as tp's in a control room, or any room, which also meant the portal into your base could be placed in a different <often bigger> room.

The bad thing is that was very glitchy, it was very easy to misplace your portal outside of your actual building zone.

Desire: decorative doorways

Result: anyone zoning into your base would fall and fall and fall and fall and ... you get the idea.

The fix for that would be more than I am willing to ask... for right now that is.

Until our committee and community form and pull together, we don't know what they can and can't deliver.

So far our rough idea for any base love whatsoever would be... low hanging fruit.


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Originally Posted by Shadestorm View Post
it's simply bad form to have the base vulnerable to an NPC raid 24/7, as that then requires someone to be around watchdogging it 24/7.

Vulnerability windows are a compromise.
Im guesing you are misunderstanding what I was saying... nobody would have to be online 24/7, just like with the safe guard missions, you check the police radio, detective so-and-so says "we have word that your base may be attacked" at that point you are given the OPTION of allowing the police to take care of the problem of taking care of it yourself. Reward if you do, No reward if you dont, but purely optional.

The problem with vulnerability windows is... not everyone plays at the same time or the same days


 

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Originally Posted by nytflyr View Post
Im guesing you are misunderstanding what I was saying... nobody would have to be online 24/7, just like with the safe guard missions, you check the police radio, detective so-and-so says "we have word that your base may be attacked" at that point you are given the OPTION of allowing the police to take care of the problem of taking care of it yourself. Reward if you do, No reward if you dont, but purely optional.

The problem with vulnerability windows is... not everyone plays at the same time or the same days
You're not getting me here. The problem with treating an NPC raid like an optional mission means you have to place the reward in the raid itself. Hence, you simply can't get rewarded for having an efficient base.

My system doesn't pay the SG rewards for doing missions. It pays the SG rewards for successfully managing hirelings. These rewards file in 24/7 because you've got hirelings/minions that are doig stuff you told them to. Researching new technologies, beating the crap out of the 5th column, whatever.

The problem with treating the raid like a mission is that it breaks that system. You could just get the scanner message and ignore it, your minions go on their merry way funneling you sweet new base stuff, and you simply opt out of the "risk" portion of the system.


Now, taken completely separately from my described ops level system, this would work just fine, and work just like every other bit of content in the game. You get a mission, if you do it, hooray for you, loots and money (and maybe you die and fail horribly). If you don't do it, no loots, no money. You can already fund an SG this way through SG mode doing all of the other content in the game, gaining SG badges and prestige.

However this doesn't do a whole lot for bases themselves. You're not getting anything new out of the base, you're just using it as yet another mission map. You end up with a system in which any actual new functionality in terms of bases is still ancillary to going out and grinding more doors, AE, or whatever. The proposed ops system is geared toward making the base itself a gameplay object, rather than a building that holds a bunch of stuff and can perhaps be used as a mission map once in a while if you feel like it.

I see your problem with vulnerability windows, but if the raids only happenned when SG members were logged in, what's to prevent systemic abuse by ratcheting ops up to an obscene level, and simply having everyone play non SG alts for a week while you roll in the rewards risk free?

As I stated before, vulnerability windows are the best of both worlds in regards to the ops system, and if you're in an SG that can't routinely make their windows, then the SG can simply build defenses around a lower ops level so the base can take care of itself. However, those SGs willing to work a bit harder at protecting their base from higher ops level raids can still get rewarded for doing so. You're not required to do jack, you simply choose less risk for less reward, just like ratcheting your personal difficulty down to -1.


 

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Originally Posted by Shadestorm View Post

I see your problem with vulnerability windows, but if the raids only happenned when SG members were logged in, what's to prevent systemic abuse by ratcheting ops up to an obscene level, and simply having everyone play non SG alts for a week while you roll in the rewards risk free?
buh? if your not logged in with a SG alt, then there wouldn't be any NPC raid missions, thus no rewards... what you are proposing forces people to defend their bases, people dont want to be forced to do anything... it would be like making the market, AE or inventions mandatory.


 

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Originally Posted by nytflyr View Post
buh? if your not logged in with a SG alt, then there wouldn't be any NPC raid missions, thus no rewards... what you are proposing forces people to defend their bases, people dont want to be forced to do anything... it would be like making the market, AE or inventions mandatory.
You're not getting it. People aren't forced to defend their bases at all. Here's an example:

SG1 - Doesn't want to bother defending during the raid window every day.

This SG places enough rooms to support ten hirelings, and wires up a secure plot with plenty of firepower. All of this is purchased with player gained prestige, while leaving the base operations level at zero. When they're happy with their setup, they go ahead and set ops to 1. Every day during their window, the base may be raided, but it doesn't matter if they're around or not because they've prepared the base and its defenses to handle light raids that come with such a low operations level. They might be on one day, get the raid sirens, and laugh because they know that the handful of freakshow raiding their base are being instantly and mercilessly cut down by their ten tons of autocannons and highly trained base defense NPCs. As time goes on, this SG gains rewards at a slower rate, but their gains are virtually hands free, slowly upgrading the defenses and personnel and gradually increasing ops levels to match.

SG2 - Likes defending, prefers to spend time in the base.

This SG places a single quarters room, enough to house two hirelings, and no defenses. They go ahead and set ops to 1. This base has not been prepared to adequately deal with threats, and thus they'll need to be around to defend it each day. SG2 didn't require nearly as much time farming prestige for setting up defenses because they've decided they'd rather get the ops rewards now and defend it themselves than wait to wire up ten tons of technology. As time goes on, this SG ratchets up ops as soon as they have enough NPCs to do it, and is faced with more difficult raids because of it. They're getting rewards at an increased rate because rather than being careful, they're relying on the players in the SG to handle the base defenses.

SG3 - Likes defending, but only wants to do it on weekends when people are sure to be around.

This SG sets up like SG2, but sets ops to zero during the week. Each friday, the guy in charge increases the ops level, and for the next two days the players defend the base like SG2 does all week. Sunday night, he sets ops back to zero so they don't have to worry about raids during the week.

The point here is that, like the AE or market, the SG chooses its own level of involvement. It can choose to use the system without ever showing up to defend its own base, or it can choose to use the system and defend every time there's a raid, or anywhere in between. The level of reward is directly proportional to the level of risk. The SG that chooses to risk more is rewarded more.

You get it?

You're treating raids like a mission. In the proposed system they're not a mission. You don't get rewarded for defending the base. You get rewarded for having the base do things for you. The tradeoff is that the more stuff the base does for you, the harder it is to defend. YOU choose how much stuff you want the base to do for you, and thus YOU determine if 2000 prestige a day without ever having to worry about being around for raids is a better deal than 20000 prestige a day with the tradeoff that you might have to actually get involved with the raids.


 

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Originally Posted by Shadestorm View Post
My system doesn't pay the SG rewards for doing missions. It pays the SG rewards for successfully managing hirelings.
I think this is the kernel of why this isn't my most favorite idea ever.

It feels too much like... City of Sims, or Super Civilization, or WarStaff II, or... you get the idea.

CoH is about teaming. It's about missions.

I would rather see Supergroup/Base content be focused around the Group and teaming.

I think the re-vamped CoP was a step in the right direction. It requires a small group from an SG to host the event, but it is also open enough to allow our solo coalies or friends from other (smaller) SG's to join and earn badgies.

.


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Originally Posted by Impish Kat View Post
I think this is the kernel of why this isn't my most favorite idea ever.

It feels too much like... City of Sims, or Super Civilization, or WarStaff II, or... you get the idea.

CoH is about teaming. It's about missions.

I would rather see Supergroup/Base content be focused around the Group and teaming.

I think the re-vamped CoP was a step in the right direction. It requires a small group from an SG to host the event, but it is also open enough to allow our solo coalies or friends from other (smaller) SG's to join and earn badgies.

.
Fair enough, and I can understand that point. Though I'll remind you there was also a point when people said the same things about loot and crafting.

The topic here is the base as content. The CoP requires a raid capable base, true, but that's the end of it. It's still content that takes place outside of the base, and could just as easily been moved to an NPC contact (like what happened with silver mantis) or placed in its own zone (like the hamidon) Sure, this is still content, but it has very little to do with the base.

When raids were active, the base itself was the crucial point. The entire design and layout were integral to that gameplay system. So perhaps we drop the hirelings (Though, to be fair, I have an evil lair, and I want minions. All the best supervillains have minions.) And talk about other ways to use the base itself as content.

I'm not talking farming prestige and decorations here. I've got nothing against decorations. I love them. I spend a fair amount of time decorating our base. However, there is simply much more that could be done with all that space. You can fit a fully tricked out (for PvE) base on the second largest plot. I'm talking about thinking in terms of useful rooms, base items, etc. that have a real function and purpose. In comics, you've got these grandiose bases with computers that can spy on the whole world, hack in to the pentagon, a training room stocked with a bajillion robots, a lab in which entirely new forms of science are created, or the ultimate doomsday weapon is being constructed.

That's the "feeling" I'm talking about capturing here. When batman retreats to the batcave, he does so because the facilities in the batcave are integral to what he does as a superhero. Some superheros don't have nor need a base, some do. The goal here is to have a base be as much a function of what an SG is all about as its members doing missions.

You know that villain arc where I take over a cloning lab, or steal a bunch of rikti stuff, or whatever? Where is it? I get a text blurb that says "this could totally be useful some day" and then I never get the chance to bend my new toys toward my goals. I don't get to take the rikti guns back to my secret lab to reverse engineer them in to weapons of ultimate doom, only to be found out by the local heroes and thwarted. I don't get to drop my arch nemesis in to a pit of sharks with friggin' laser beams attached to their heads. Nothing.

We have the bases, which were designed to be played in, not stared at. Sure you could add fifty million new missions that you can only access from a base, but at the end of the day you may as well have put them in a door somewhere. The end result is the same. You use the base as a closet or a car, but you don't use the base as a base.

Don't like the dungeon keeper inspired hireling setup because it feels to managerial? That's fine, and I understand where you're coming from. The question is what can we do to get bases in a place where people want to spend time in them because its fun, not just because its pretty.


 

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I would like to see npc's try to navigate my base in an npc raid.

I would invite everyone I could just to watch them lose their digital minds.


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Posted

Most current bases fall in to that category. Unfortunately I can't see any way other than a herculean effort in terms of software engineering to have bases that both allow the current style clipping/nonpathing, and base raids by players OR NPCs.

Thus my suggestion that the plots simply be ported over, so that those who want to do base raid content can sell off their old base and swap the plot to a raid-legal-placing rules plot.

After all, I've seen some truly beautiful bases, and it'd be a shame to tell people they HAVE to take them apart. However I do think its simply not feasible for the NPC AI to handle the amount of freedom we currently have placing things.

Maybe a compromise? Give bases a "basement" where you'd put all the functional items, and have that be the area that the raids use, leaving your awesomesauce clipped and stacked bases intact but still allowing you to do the content?


 

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Quote:
Originally Posted by Shadestorm View Post
The topic here is the base as content. The CoP requires a raid capable base, true, but that's the end of it. It's still content that takes place outside of the base, and could just as easily been moved to an NPC contact (like what happened with silver mantis) or placed in its own zone (like the hamidon) Sure, this is still content, but it has very little to do with the base.
See, this is where I'd like to see things as a starting point. You view CoP and Silver Mantis SF as throw-away ideas that lead nowhere because the base itself isn't the battleground apparently. Instead, try using those as examples of what bases can offer in terms of being needed to launch SG-exclusive mishes. It makes more sense that way and is then more readily available to more people.

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When raids were active, the base itself was the crucial point. The entire design and layout were integral to that gameplay system. So perhaps we drop the hirelings (Though, to be fair, I have an evil lair, and I want minions. All the best supervillains have minions.) And talk about other ways to use the base itself as content.
Play a MM or lead a SG of like-minded players if you just want minions to do your bidding in this game. Villains in this game are just someone else's hired thug most of the time anyway, thus placing you far below the rank of the best supervillains. When you're legitimately on a par with Dr. Doom, Lex Luthor, or Loki, come see me.

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I'm not talking farming prestige and decorations here. I've got nothing against decorations. I love them. I spend a fair amount of time decorating our base. However, there is simply much more that could be done with all that space. You can fit a fully tricked out (for PvE) base on the second largest plot. I'm talking about thinking in terms of useful rooms, base items, etc. that have a real function and purpose. In comics, you've got these grandiose bases with computers that can spy on the whole world, hack in to the pentagon, a training room stocked with a bajillion robots, a lab in which entirely new forms of science are created, or the ultimate doomsday weapon is being constructed.
And in just about every RP-oriented base, you'll find many of those same things. Every decorative element in every base I do has to serve a purpose, whether for a functional item or to serve as the springboard for RP, including to launch adventures as a team and SG.

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That's the "feeling" I'm talking about capturing here. When batman retreats to the batcave, he does so because the facilities in the batcave are integral to what he does as a superhero. Some superheros don't have nor need a base, some do. The goal here is to have a base be as much a function of what an SG is all about as its members doing missions.

You know that villain arc where I take over a cloning lab, or steal a bunch of rikti stuff, or whatever? Where is it? I get a text blurb that says "this could totally be useful some day" and then I never get the chance to bend my new toys toward my goals. I don't get to take the rikti guns back to my secret lab to reverse engineer them in to weapons of ultimate doom, only to be found out by the local heroes and thwarted. I don't get to drop my arch nemesis in to a pit of sharks with friggin' laser beams attached to their heads. Nothing.
You do have the ability to do the first part. Congratulations, that's what your workshop and crafting stations are for. You're literally using pieces of that Rikti tech you salvaged to make yourself more powerful by integrating it into items that boost your power. If you're a Mastermind, you can augment the power of your minions this way. They're called Enhancements. Those who have the imagination to RP can recognize and then explain it as such. This currently exists.

For the latter part, you'll need to ask the devs to give you ways to lock up the heroes so you can explain your evil plan, and then make it so they can defeat you over and over because you were an idiot and kept them in your base alive long enough to let them beat you. Not very much like the kind of villain most of us want to play, thank you very much. Good villains don't fail because their plan is faulty. They fail because the hero finds a way to get past their "foolproof" plan (usually through some sort of deus ex machina, but that's another story for another time). At any rate, asking for the ability to make things happen where you're destined to lose as a player might be fun to you, but not to many others if I had to bet money.

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We have the bases, which were designed to be played in, not stared at. Sure you could add fifty million new missions that you can only access from a base, but at the end of the day you may as well have put them in a door somewhere. The end result is the same. You use the base as a closet or a car, but you don't use the base as a base.
See here's where you're missing the point of adding mishes accessed only by base items.

That's what superheroes and supervillains do!

Batman doesn't go to the Batcave to fight off the Joker and the Riddler. He goes there to analyze clues he took from the scene of his last battle or from a crime scene and then plan out his next move. Using that idea as our basis, let's construct a very simplified story arc for Heroic base users, shall we?

1) Monitor Duty -- You've received an alert from your base's computer (ie the appropriately-named Mission Computer) that the 5th Column have struck once more and are unearthing something at the bottom of Independence Port. Your task is to attack the 5th Column and stop their salvage operation.
Mish Door: Raid Porter to instanced map of IP used for Safeguards/Mayhems.
Mish Conclusion: Defeat leader of salvage operation (an EB) but you're too late and one of the crews escaped in a sub. You're able to retrieve a small piece of metal, which is unrecognizable (Unique untradeable salvage, called "Unidentified Alloy" for this example) from the salvage leader.

2) Analyze the Metal -- Returning to your base the Mission Computer needs proper analysis of the alloy done before it can be used to cross-check against existing materials. For this mission, you leave the control room and head to your workshop. Using an Invention Table, craft up unique recipe "Composition of Unidentified Alloy" which is done to simulate your analysis of said alloy. (This is similar in nature to crafting the Lost Wand in the blue side Midnighter's Arc). Once it is crafted (mish complete), you return to the Mission Computer and input the data you have from this analysis.

3) Alloy X is revealed! Alloy X, according to encrypted government records, was used by the Nazis during WWII to create various superweapons. A classified document reveals that part of one such weapon was being transported to Paragon City during the attack that cost Atlas his life. Atlas lost his life but not before he was able to sink the freighter carrying this weapon. This weapon, in the hands of the 5th Column? It looks like you'll have to stop them! The Mission Computer taps into various satellite imagery to show that the 5th Column have taken over the Council base in the Volcano on Striga Isle.
Mish Door: Raid Porter to a redressed version of the map used for the final mish of Ernesto Hess TF, showing Archon Burkholder reverting to his 5th Column loyalties now that they've promised him the use of components powered by Alloy X to launch his newest Mega Mechman.
Objective: Defeat Burkholder and his elite guard; Retrieve Alloy X Components.
Timed Mission: 30 minutes
Success: You've stopped the 5th Column from launching a superweapon that Atlas gave his life to stop.

Now like I said, this is simplified greatly, but that's an example of what superheroes typically do that involves their base. They actually use the items in their base to actively contribute to the mission completion. A real SG-exclusive arc could be done with much greater complexity and could in fact be done with branching choices like was done for some of the morality mishes in Praetoria.

The possibilities are limitless in utilizing the bases we already have, simply by creatively writing arcs that reward SGs for putting in the effort to get these objects.

Content for bases doesn't have to be all about raiding, whether PvP or PvE. It can be done simply to encourage teaming within the SG and to encourage SGs to earn the facilities needed.


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