Are bases content? A theoretical excercise.
The wall you're going to hit with trying to put more content in the base itself is that bases, with all their decorations, are very taxing on the average computer, and that's just when you're in there by yourself. You add a team of people all firing off powers in the same room that already has torches burning and other f/x heavy things going, and you're right back to what made the old base raid system totally unfun for a lot of people.
Until they totally revamp the entire system, I'm not sure what you can add. If it were up to me, I'd put in a reason why SG "A" even wants to invade someone's base, but then that goes to why the original CoP trial wasn't well received. People didn't like the idea of putting in work to obtain something only to have it so easily taken by someone else. If there isn't anything else but PvP in a base, or using the mission computer to instance to other content, what are we really adding that has any value? |
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<snipped by shadestorm to avoid long quote block>
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. |
Also, your suggestion of "play an MM or RP with other players that are minions" are a bit beside the point. This is making a concession via metagaming to compensate for a system that is missing. Should all players be expected to invent gameplay for themselves in such an ingenious manner? No. When I want to simply use my imagination, I play tabletop games, or I RP with others. We have the ability to RP. We have the architect. That's not what this discussion is about.
No, player supervillains or superheroes aren't at "that level" We're talking doom, galactus, etc. However I'd like to think that player characters are at the very least on the level of a single member of the x men, or the fantastic four, or the legion of doom. This would be a good baseline. Should I alone be able to wield ultimate power and so on? Of course not. That's a bit game breaking. However, should a heroic group be able to get "that call" from earth 3598 to save reality in a way only a group with a requisite base can? Absolutely. Should a villainous group be able to kidnap an important official and hold him for ransom on a specialized holding pen as part of a mission? Assuredly.
The simplified arc you layed out there is a perfect springboard for constructive ideas utilizing existing tech and is exactly the type of thinking I'm talking about. Not "everything should be a base raid in the base" but "bases should serve the function of bases in terms of gameplay mechanics." Obviously, getting your base raided very well may logically be part of that system. If we've done four missions of an arc to kidnap someone important and put him in a holding cell, it would stand to reason that getting raided by heroes attempting to save him would be part of the same arc.
Use the mission computer, workbenches, and perhaps some new items to tie in to those arcs, and for the duration perhaps have a lasting effect on the base, even if its purely visual. Thematically, the PvP raid system made sense. In terms of gameplay it was ill designed and a nightmare, but the point was there was a reason behind it.
You got a THING from the CoP, which sat there, in your base. And, because you had this THING of power, people wanted to take it from you either because you're evil and shouldn't have it, or because they're evil and they want it. Hence, the base was an important part of that system.
My problem with silver mantis and the new CoP isn't that the missions take place in instances. I enjoyed silver mantis and the CoP when they were new, and they're still fun content. It's that the missions are fire and forget.
We're on the same page here DH. Let's talk in terms of brainstorming in that direction!
Here are some questions in terms of systemic support for making the base more integral:
*What are some common things heroes or villains use their bases for?
*Can we do that with our bases given the current system?
*If not, what is the easiest way to simulate it via a working game play system?
*What sort of existing missions or arcs could be improved with this system to create more compelling SG focused content?
Well, there are already a lot of art threads for bases that talk about creating floor and wall items to reduce item count enormously (one friend of mine owns an SG base where such floors and walls make up... basically 90% of the item count and clock in at about 200 K I think.) and having been into SG bases without those floors or walls, I can say that it helps a lot.
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In pretty much all the really complex bases, the biggest bulk of the items are stuff cobbled together to make walls and floors.
A floor "section" under the current system is 32 desks.
A similar wall is 16 to 48 wall cabinets.
Putting in simple walls and floors will drop the item counts in any base that's near the 12,000 item database limit by literally 80 to 90 percent.
-np
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The wall you're going to hit with trying to put more content in the base itself is that bases, with all their decorations, are very taxing on the average computer, and that's just when you're in there by yourself. You add a team of people all firing off powers in the same room that already has torches burning and other f/x heavy things going, and you're right back to what made the old base raid system totally unfun for a lot of people.
Until they totally revamp the entire system, I'm not sure what you can add. If it were up to me, I'd put in a reason why SG "A" even wants to invade someone's base, but then that goes to why the original CoP trial wasn't well received. People didn't like the idea of putting in work to obtain something only to have it so easily taken by someone else. If there isn't anything else but PvP in a base, or using the mission computer to instance to other content, what are we really adding that has any value? |
Luckily the word is that we should be seeing an overhaul of that builder some time in the near-ish future to add actual support for a lot of the things we cheat at now.
Luckily the word is that we should be seeing an overhaul of that builder some time in the near-ish future to add actual support for a lot of the things we cheat at now.
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reference please?
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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
Yeah, Reference?
Most recent discussion with War Witch was that they were NOT going to be doing a engine re-vamp.
-np
I see myself as witty, urbane, highly talented, hugely successful with a keen sense of style. Plus of course my own special brand of modesty.
Virtue: Automatic Lenin | The Pink Guy | Superpowered | Guardia | Guardia Prime | Ultrapowered
After a quick re-read of the War Witch Q&A, you are in fact correct.
Disregard that statement. Complete misinformation on my part. I think I got crossed in hindsight/looking over the base comittee thread.
Now, to get back on topic. Rolling over the basic questions addressed, and keeping in mind the apperant community dislike for a purely raid focused system, I'm going to start laying out some alternative and simpler systems here.
System 1: SG tips.
The Sg tips system mirrors the standard tip system with a few SG specific differences.
When playing in SG mode, normal tip drops for a given character are replaced with SG tips. The difference is that unlike a normal tip, which when used becomes a temporary contact, an SG tip is intended to be analyzed utilizing base facilities. Yes, this prevents you from getting normal tips in SG mode, however given the drop rate for tips, which is pretty darn high, and the limit of 5 tips missions every 24 hours, I don't see this as a problem.
Standard tip - You find a piece of smooth metal... blah... you poke around with your contacts... Mission/choice.
SG Tip - You find a piece of smooth metal.
Now how do these tips ramp? With the standard tip system, you've got a bar for the moralities avaliable to you. Completing mission choices of a given morality adds to the bar. Fill the bar, you get a morality mission, right?
SG tips are a bit different. We'll begin by making the assumption that an SG tip mission is a mission that is intended for at least half a group of players, if not a full group. Thus, you've got more people getting the tips. The tips themselves are simply bits of evidence, data, rumors, etc. that alone are a smaller piece of a larger puzzle. However, when assembled, you have the whole picture.
In a game play system, this is accomplished by a bar visible at the mission computer. When an SG member finds an SG tip, they'll take it over to the proper facility to "analyze" it. This effectively eats the tip, and adds a point to the bar. Once enough tips have been analyzed, the SG now has all the requisite data to begin a mission!
SG tips, when examined will have a bit of flavor text, describing what the tip is, as well as suggestive text specifying what sort of analysis should be performed on the tip.
Example Tip Types:
*Physical object (Strange Material, Interesting fingerprint) - Analyzed by base facility (Specialized Analysis device e.g. Fingerprint database)
*Rumor (You heard NPC X say Y)- Analyzed by a contact (Phone call, face to face meeting, Mission computer.)
*Cipher (unknown writing/data) - Analyzed by a base facility (Computer, Specialized control aux item.)
*Other - Some tip types may have multiple analysis types!
So, we've got SG members finding all these interesting things, and calling in their personal contacts (some SG members may have different contacts! Cooperate!) and using base facilities (These cost prestige! Cooperate to get them!) to analyze them. Once we've filled that bar, we get a mission!
SG Missions:
SG missions are a bit different than normal content, and require some interesting teamwork to achieve. Whereas a standard mission is designed under the assumption that the entire team remains within arms reach at all times, plows through mobs, clicks glowies, etc. an SG mission is purposely designed to split the team in to two or more differing complementary objectives. While the base mission goals are still stated for all to see, what is different is the way the players are expected to approach the mission. Think of these and little pocket sized TF finales. They comprise a single mission, but it's a big tough mission that's going to require coordination as much as it requires a mass of well built characters.
Heroic Example - Help Dr. Awesome close a Rularuu portal! Part of the team needs to be with the good doctor fighting the minions of Rularuu at the portal, for if the good doctor falls, then the mission fails. The other part of the team needs to be on the other side of the portal, fighting their way through to set up the negative displacement pylon to complete the process.
Villainous example - Take over WSPDR and make your demands! Part of the team needs to be outside the building fighting off the RIP on the ground floor, if the RIP make it inside, they'll cut the power and your plans are foiled. The other part of the team needs to make their way inside, capture a technician, and force him to set up for the broadcast.
These are simple, but you're getting the general idea here.
The other place where SG missions differ from normal missions is the reward. SG missions pay in pure prestige, however if failed they can not be re-attempted without collecting the proper tips again. Successfully completing one will give you not only a shiny SG accomplishment badge, but perhaps new decorations, raid defenses, or schematics to go with it!
In this manner, it's a short order to set up *progressive* SG tip content. If completion of one SG mission is required to access the equipment required to analyze the tips for the next mission, then the SG can only climb the ladder by successfully completing the mission.
This addresses only a fraction of what is possible with base content, but its a start. I'll make a later post about configurable facilities when I've finished simplifying the system.
/unsigned
I am against any kind of "either/or" "all or nothing" system that requires players to stop supporting their SG to gain access to individual content such as the morality arcs. Back when we had Base Salvage, it dropped in addition to regular rewards when in SG mode, so as to not penalize people for supporting their SG. The devs changed SG mode's inf penalty to be no more than 50%, when it used to be 100% at higher levels.
Also.... making it so SG mishes are geared for larger groups (like CoP is set up for) is going to exclude small groups or new ones, even if they have all the equipment in place. Having a few of those is fine, but making it so that's all that you're getting out of base mission options is not a good idea.
I'm not going to support that. Give smaller groups a reason to get excited about this system as well.
The idea is to encourage base use. Set it up like TFs if you want to, where it requires 4-8 players to start instead of any one firing it up solo, but no more of this idea that it has to have multiple teams of players to be something SG-oriented as the only option please. SG missions don't have to be something that mobilizing the entire SG is required to complete. Add in more of those if you want, but only once other content is introduced that smaller groups could attempt.
Paying purely in Prestige.... again, I'm not going to support that. None of this all or nothing stuff that already went out the window years ago, please.
If it isn't a system that can at least be accessed on some level by all actual SGs (no, I'm not counting solo SGs) that have put in the work to have the facilities, then the system is flawed, and not worth the time spent in development IMO.
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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?
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Regardless of what the B-man does or doesn't do, in this game I've marched into many a Longbow, Arachnos, Paragon Protector ("I don't know their faces but I know where their base is")., Council, Sky Raider, and many others base and taken on all comers. I'd welcome the opportunity for these guys to try something in my base. I get that you wouldn't and you should not be forced to...but it's certainly not out of the question or unrealistic in the context of this game.
One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.
/unsigned
I am against any kind of "either/or" "all or nothing" system that requires players to stop supporting their SG to gain access to individual content such as the morality arcs. Back when we had Base Salvage, it dropped in addition to regular rewards when in SG mode, so as to not penalize people for supporting their SG. The devs changed SG mode's inf penalty to be no more than 50%, when it used to be 100% at higher levels. Also.... making it so SG mishes are geared for larger groups (like CoP is set up for) is going to exclude small groups or new ones, even if they have all the equipment in place. Having a few of those is fine, but making it so that's all that you're getting out of base mission options is not a good idea. I'm not going to support that. Give smaller groups a reason to get excited about this system as well. The idea is to encourage base use. Set it up like TFs if you want to, where it requires 4-8 players to start instead of any one firing it up solo, but no more of this idea that it has to have multiple teams of players to be something SG-oriented as the only option please. SG missions don't have to be something that mobilizing the entire SG is required to complete. Add in more of those if you want, but only once other content is introduced that smaller groups could attempt. Paying purely in Prestige.... again, I'm not going to support that. None of this all or nothing stuff that already went out the window years ago, please. If it isn't a system that can at least be accessed on some level by all actual SGs (no, I'm not counting solo SGs) that have put in the work to have the facilities, then the system is flawed, and not worth the time spent in development IMO. |
How about a compromise here in terms of rewards. Standard drops throughout, and a reward selection at the end. Each player can choose either a hefty prestige award, a hefty personal reward, or a half and half option. The point here is that these are SG content, the reward goal is to further the SG. However, if people want to choose to be greedy I don't see why that shouldn't be an option.
This is a problem with the new CoP. It's launched from a base, but its payout is identical to any standard TF with the exception of the badge track. Thus, aside from doing content to do content, there is no incentive to do it with an SG group rather than a PUG. You *should* be able to pick up solo coalies, or random other people. They should have the option to do the content. However your most attractive option for SG content should absolutely be to actually do it with your SG.
A side effect of a split reward track here might actualy be a way for randoms you picked up to choose a half or full prestige end reward as a way to thank the hosting SG. Come to think of it, it's also something that gives coalitions a far more solid way to help each other. My small SG + your small SG = We can call each other up to help with SG missions and agree on prestige rewards. Or we could treat it like a standard mini-TF if we don't need the prestige (which brings me to the subject of prestige sinks, but that's for later.) Or we could go half. Options are the key here. an SG specific mission should have the potential for paying out the best SG specific reward.
As for the tip drops, I see your point. I was simply thinking in a thematic sense of "If I'm in SG mode, I'm looking for tips that I can use with others. If I'm not, I'm looking for tips I can use myself." No need to go insane over it. We've seen with the halloween tips that specialized tip drops are possible in conjunction with each other based on a specific player variable. So sure, why not? SG tips only drop if you're actually in an SG, and don't count toward your personal limit. Normal tips drop as normal.
Heck, you could even tack it on to a new day job accolade. Monitor Duty+Clubber = Investigator/Con Artist (hero/villain respectively) Autopower generates a guaranteed SG tip on mission completion for its duration.
To encourage teamwork, we simply determine a logical limit that prevents an over accelerated tip research rate in the same manner as normal tips. Limit per day. Assuming you're relying on the entire SG (even small SGs) to research, it isn't a stretch to stick a one research per day per character limit here. That's far preferable to the other, more annoying way of handling it which is give said tips an abysmal drop rate.
Speaking of drop rates. What about rarity levels or something similar on tips which concide directly with the difficulty of the missions? The harder it is to find the tips for a mission, the harder the resulting mission is. I guess my thinking here is that SG missions should be occasional for the average SG. There's bound to be plenty of normal content, people shouldn't really be feeling pressured to be running all SG missions all day. Sure, if you're some mega-uber zerg SG you might have the ability to do just that, but if you're in that position you also probably have enough people around that you don't really need the entire SG to be on every mission either.
Thoughts?
I have no problem with the rest of your example as a way to improve base utility but I would not be so quick to dismiss NPC battles as another (optional) way if it could be accommodated. I'd love to have my base defenses be good for something for a change.
Regardless of what the B-man does or doesn't do, in this game I've marched into many a Longbow, Arachnos, Paragon Protector ("I don't know their faces but I know where their base is")., Council, Sky Raider, and many others base and taken on all comers. I'd welcome the opportunity for these guys to try something in my base. I get that you wouldn't and you should not be forced to...but it's certainly not out of the question or unrealistic in the context of this game. |
Said it before. In some situations or SG mission arcs it would be only logical that your base gets raided. We tie this in to the aforementioned tip system, and you have absolute control over when this happens. e.g. "You've discovered a plot by the Circle of Thorns to re-take the artifact you liberated from them (in a previous mission, which is now sitting in your base and is being used to identify various magic related SG tips.)"
Now you have an option. Dismiss the mission, and hand over the object, or leave the mission there ready to activate. When you're ready to defend, everyone's in the base, etc. you click the okay for "Defend your base against the Circle of Thorns!"
Thematically, Villains would be literally capitulating "Here you go guys, just please don't hurt us!" and Heroes would be handing it to the authorities for secure storage as evidence. "The artifact is no longer safe here, take care of it."
Sure, I'd rather have NPC raids be a bit more of a surprise, but this is a nice compromise. You got stuff. They want your stuff.
Make this optional. Lets say the work that device is doing could be done just fine by something else, but the tradeoff here is that the bit that makes you a raid risk costs half as much prestige to place. AKA "Circle of Thorns scrying altar" Versus "Standard scrying altar."
Thus, your risks are greater, but your rewards are greater to match. Don't want to use your base defenses ever? Place the more expensive version that you built from research or purchased from somewhere that's not going to want it back eventually.
Without reading much of the discussion here I want to point out to the title...
Are bases content? A theoretical excercise.
Content, in my opinion, is things to do within the game that can keep you busy for hours. Stuff to do that makes you keep your account/sub active.
For all basebuilders this is the case here. I spend more time in the base editor then I have done in taskforces. So to me bases ARE content!
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Average - A new race of aliens arrives on Earth. And Vanguard has you investigate them!
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Advanced - Go back in time and witness the birth of a vampire. Follow her to key moments in her life in order to stop her! A story of intrigue, drama and horror! Blood & Violence... not recommend to solo!
Without reading much of the discussion here I want to point out to the title...
Are bases content? A theoretical excercise. Content, in my opinion, is things to do within the game that can keep you busy for hours. Stuff to do that makes you keep your account/sub active. For all basebuilders this is the case here. I spend more time in the base editor then I have done in taskforces. So to me bases ARE content! |
Bases as they stand currently are absolutely content in the broadest sense of the word though!
Bases would be content with the addition of a coordinate incrementation tool for objects and a ton of low hanging fruit.
Ignoring anyone is a mistake. You might miss something viral to your cause.
Bases would be content with the addition of a coordinate incrementation tool for objects and a ton of low hanging fruit.
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Please be a really nice bunny and don't derail my poor thread. It's on life support as is and in need of a community ideas infusion!
okokok I will try really hard to behave
I'm trying to come up with something supportive
David Bowie is making this tough.
Now I'm stupid in the street and I can't socialize.
Ignoring anyone is a mistake. You might miss something viral to your cause.
I have no problem with the rest of your example as a way to improve base utility but I would not be so quick to dismiss NPC battles as another (optional) way if it could be accommodated. I'd love to have my base defenses be good for something for a change.
Regardless of what the B-man does or doesn't do, in this game I've marched into many a Longbow, Arachnos, Paragon Protector ("I don't know their faces but I know where their base is")., Council, Sky Raider, and many others base and taken on all comers. I'd welcome the opportunity for these guys to try something in my base. I get that you wouldn't and you should not be forced to...but it's certainly not out of the question or unrealistic in the context of this game. |
EDIT: Edited to clarify I was referring to PvE raids.
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 should have been clearer in what I meant. I don't want to see these PvE raids as a commonplace occurrence. It loses impact then and becomes routine instead of being special at all. In comics, they do happen, and it is part of the genre, but its usually the exception and not the rule. Making it a special thing that can only happen under certain circumstances, such as part of a story arc (and not every story arc), makes it so such a thing is an event. Otherwise it just gets boring and is lumped in with every other bit of "been there, done that" repetitive content people complain about already.
EDIT: Edited to clarify I was referring to PvE raids. |
Actually it sort of applies to the entire principal of the SG mission. Members of the JLA fight crime every day. However it isn't every day that you need the WHOLE JLA to polish something off. Similarly, I'm concerned about the pacing of SG missions, which is where the whole SG tip idea springboarded from, based on your skeletal example above in the thread.
One thing that irks me to no end is that unique events like SFs and TFs are farmed. This is going to happen no matter what of course. It's a video game. People see the most direct path to the most shinies and will take it. More than anything the whole question of base content should really feel like an event rather than another thing to be farmed. Something you'd actually want to put in the MOTD that everyone would get together for.
Tip system was the best I could come up with to sort of reinforce that buildup to an important SG mission 'event' because due to the timer limit, tip runs don't really feel like a pointless farm to me. Sure, they ARE a farm. They're designed, like everything else to be rinsed and re-used. This is inevitable given the style of game City is. The point is that the morality tip system feels good because you don't really ever go farming for tips. They happen, and you get around to them, or you go for all your daily tips in one swoop and its over fast and you move on.
Putting the PVE raids as part of that system puts a layer on top of a layer. If the SG missions themselves are a fairly uncommon task per week, then an uncommon result of that system which resulted in a PVE raid on your base would be all the more uncommon.
I'm sure there are other ways of going about it, and the proposed SG tip idea was the most direct system I could dream up. You're all smart people. How else could we make this sort of thing "special" without necessitating CoP or Hami level number of players?
Enjoy your day please.
I believe the only way bases will get base upgrades from the devs will be centered around the dynamic between players and supergroups. Meaning as more and more players start their own 1-man sg's to make an 18 storage rack storage facility for themselves then the importance of sg's diminishes and therefor there is no real reason to give sg bases any real attention. On the other hand if sg's became more important and useful to players well than there is a reason for the devs to spend time on them. So, in hopes of getting base upgrades/fixes, I believe the focus needs to be on getting players interested in sg's.
Someone mentioned that maybe sg's could get tips from the supergroup computer, which is a great idea. Since the sg computer was already designed to do missions, it is possibly one of the easiest ways the devs could throw us a bone. The only real issue here is that it is still no real incentive for players to be in sg's.
Someone also mentioned sg's buffs, which isn't a bad idea either since when bases were first implemented that was part of the intended lure of larger sg's. It took alot to get the Item of Power and alot to keep it. But, if you had an item of power sitting in the base everyone in the sg got the buff from it. Unfortunately the item of power just never got from the intention to the game. But I liked the idea of sg buffs.
As a member of a medium-sized sg in the top 50 on Protector I can tell you that sg members do want things to do together. So, I was thinking that maybe there could be a system where the supergroup computer would let sg members access the pre-existing task forces. Maybe over time a sg could "earn" buffs or rewards for playing together. Unlike the real Synapse task force, for example, which requires any 4 players over lvl 15, the sg counterpart would only allow 4 or more lvl 15+ supergroup members on the team. That way the supergroup could earn "sg points" or "sg merits" for doing these computer task forces. Maybe your sg completes the first 6 hero task forces and the sg gets a sg reward? Or maybe you would theoretically earn sg reward points for completing sg computer tasks that will eventually be cashed in for sg buff's, temp powers, badges, or whatever. Or maybe it is more than task forces but random radio missions for sg members as well.
The intention is not to punish smaller sg's but to reward players for being in larger ones. Allowing players to keep 1-man storage facilities is fine but players need to see real benefits to being in a larger group then things will change. It will attract players to larger groups again.
In addition, larger sg's currently suffer in the available storage ratio to number of sg members. The limit of base storage should be addressed, that's an easy fix. Storage racks that only store 30 items? The maximum number of storage racks should change but more than anything change the capacity for salvage storage to 100.
Also, why not discount IO crafting a few percentage points for crafting in your own sg base? And why is there no tailor, arena terminal or auction house terminal for sg bases?
I believe that all these should be easy to implement and each would contribute in their own way to encourage people to being in larger sg's. Maybe we can see smaller sg's merging or 1-man sg's joining active ones. If larger sg's become important to players again, I believe the devs would seriously spend time on base issues and making them better than they have ever been..
I never understood why the devs have pursued, over the last couple of years, what amounts to an "sg unfriendly" agenda. Don't believe me? All I can say is (1) The only exclusive sg/vg TF activities we had are gone. Silver Mantis stands in Shark and the CoP originates in a base but the SG buff is gone as is the requirement for SG membership participation. (2) Base prices dropped drastically. Before the flames start, I'm not saying lower prices were a bad thing... just that it made it a lot easier to go solo. (3) Base storage restrictions for large SGs are ridiculous... just about forcing non SG alternatives (4) Provisions for a true shared SG leadership have disappeared (not a big deal for some... but it is for others). (5) The plug stays pulled on base raids. (6) The removal of pathing (again, I'm not saying that was a bad thing per se) shifts the emphasis of bases to individual artistic expression. (7) Side switching is implemented with SG status reverting to "limbo" (and vigilantes and rogues restricted in base access and travel). [edit add: (8) No SGs in Praetoria].
Am I saying that the devs have been on an overt "anti-sg" campaign? Nah. What I am saying is, through their actions alone, it's evident that there is no advocacy in the dev community to promote/protect/defend SG activity in this game.
I had a standing ovation moment after reading Bad_Dog's post above (it had me hooked at the first line and just got better).
But... success will require a completely different mindset. One where that segment of the player community that cares about SGs speaks up... and the devs pay heed.
One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.
Now, the Sg tip system was thought up just to address SG content. However it doesn't address the important question of drawing people to SGs in the first place.
Its always been my thinking that SG buffs are a bit of an unfair thing. City is a game that uses heavy instancing and auto adjustments to make sure that it can support soloists as well as it supports groups. However, with any sort of SG buff you've got a system that's essentially penalizing people that choose not to be in an SG. Its something you simply can't get without being in one that has a direct effect on the power level of individual characters. However, individual benefits that don't directly increase an individual character's power level would be a great place to start thinking about this problem.
With the current systems, SGs and bases are geared toward convenience. A non-SG player can still craft IOs, use salvage, and do all of the content in the game at the same power level as a person who's in one.
Thus, I think the best idea in terms of reward structures is rewards that benefit the SG directly, but only benefit the individual character indirectly. It should be about wanting to join a larger SG. It should be about wanting to join an SG at all. A group, large enough or small enough to suit the individual, but a group nonetheless. While a 50 person SG may suit one group, I've been playing MMOs for years and I'm usually in stable small groups of between 6-15 people.
A big part of the current problem is is storage. Now, storage is set up the way it is to prevent hoarding. The thinking here is that if base racks could hold too much, then nobody would ever market the salvage. The consequence of this decision is that with nothing else in the way of content to really draw people to joining and remaining in an SG, people would rather do those one man bases simply so they *can* hoard more salvage for personal use.
So, without getting off topic, lets address storage in the vein of an SG focused reward.
Imagine you're getting SG badge or prestige rewards for SG tip missions, or as an alternate reward choice from doing TFs from the mission computer. Now, we know every person has a personal vault. We also know that salvage racks hold exactly as much as a personal vault. Now, imagine you could place an upgraded base vault, but only as an SG option. So for doing SG focused content in addition to upgraded base defenses and devices for analyzing SG tips you can also purchase extended vaults. Every member of the SG with an extended vault has expanded personal storage.
This means you're no longer in a position where you could hoard more storage by quitting your SG. You're actually in a position where by being active in your SG everyone benefits. Not just the base builder, and not just the people with rack permissions, but everyone. That removes the only *good* reason to feel like you're actually better off without an SG.
This is the best of both worlds. You still have racks for community storage, but there is a tangible personal benefit to helping out the group. It doesn't outbalance any personal power levels because unlike a buff, you can't get anything with that extra salvage you couldn't get otherwise. You could use a similar system to allow for prestige purchase of IO databanks. These would be crafted control aux items that when installed add a panel to every SG member's memorized list called "Databank" From there, they can use the recipies as if they had personally memorized them. Bonus cool feature - If the databank recipies used the SG logo on the enhancement rather than the standard IO graphic
Again, these two systems directly address storage and its place as an SG focused reward. However when you're talking in terms of SG rewards try to keep in mind that you don't want to create a system where people HAVE to be in an SG. You want to create a system where people WANT to be in an SG.
I don't think you and I are too far off on the concept. By giving rewards or benefits to members will attract players to be in sg's. Exactly how that potentially could play out wouldn't matter to me, whether its buffs or upgrades, I like the concept. And I do like the idea of upgrading personal storage as a sg reward.
I personally know someone who bought a few billion inf online and bam! instant 1-man sg base with all the storage. Like I said earlier I see no reason to punish anyone who chooses to do a 1-man storage facility, but the rewards/upgrades shouldn't be anything a 1-man sg should be able obtain on his own or at least in any sense of the term "in the near future". So the Mission Computer offering a system for earning rewards/upgrades via sg tip missions or sg task forces could provide that buffer. It seems more logical than using sg prestige as the benchmark as prestige can be bought with inf and the game seems to have exploded with inf in recent years.
As far as buffs go, it doesn't necessarily penalize soloists, but it does reward sg membership. I am in a medium-large sg and most of my week is soloing. The weekend is my teaming, task force days as I have more time to do so. Could the system work without buffs? Yes. Would buffs attract more players to sg's? Definately.
Empowerment Stations are more or less sg buffs anyway, but if my sg is any representation of the general population of sg's, then hardly anyone is using the empowerment stations. If handing out buffs in general cause the devs some hesitation then there is always the option to remove the Empowerment Stations and have those buffs dished out as temp powers. Maybe earning each type of buff for different achievements and to keep the abuse lower it could be tweaked to keep the buff effect for an hour, but maybe you could only use it once every two hours like the Mission TP power. Or maybe it's a tiered system - it lasts for 10 mins when you first earn it, by further sg achievements you could work it up to an hour? I could see this being very useful for larger SG's attempting the Cathedral of Pain on their own, or sg only task forces, which we do occasionally.
The wall you're going to hit with trying to put more content in the base itself is that bases, with all their decorations, are very taxing on the average computer, and that's just when you're in there by yourself. You add a team of people all firing off powers in the same room that already has torches burning and other f/x heavy things going, and you're right back to what made the old base raid system totally unfun for a lot of people.
Until they totally revamp the entire system, I'm not sure what you can add. If it were up to me, I'd put in a reason why SG "A" even wants to invade someone's base, but then that goes to why the original CoP trial wasn't well received. People didn't like the idea of putting in work to obtain something only to have it so easily taken by someone else. If there isn't anything else but PvP in a base, or using the mission computer to instance to other content, what are we really adding that has any value?
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.