My Ideas On How To Revitalize Bases
It's clear to me you have put a lot of thought into this and that you have excellent organizational skills. I agree with over 90% of your ideas and I would be thrilled if even 50% were ever implemented.
One thing I keep hearing about is a possible AE-Base building connection. I must admit that I don't really see AE mission maps and bases as a symbiotic fit. It always seemed to me these are "stovepipe" game features have little in common. But I'll concede that could be shortsightedness on my part.
One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.
It's clear to me you have put a lot of thought into this and that you have excellent organizational skills. I agree with over 90% of your ideas and I would be thrilled if even 50% were ever implemented.
One thing I keep hearing about is a possible AE-Base building connection. I must admit that I don't really see AE mission maps and bases as a symbiotic fit. It always seemed to me these as "stovepipe" game features have little in common. But I'll concede that could be shortsightedness on my part. |
A new base editor that can allow players to have their own base as a mission map for themselves or others lends content to a wider player base. That same editing tech could also be touted as a feature/upgrade to the AE content as well. I tried to convey my ideas in a way that the shows that bases COULD have a wider impact on the game world if done right. And I am fairly confident that for bases to ever get any love it's going to have to.
The personal base feature lets every player in an sg or not have access to the editor.
The tip missions that use new base maps allow player made content to enter the active main world in an interesting way that any player can interact with whether in an SG or not. Example: Non sg'd player gets a tip that tells them "Twilight Avenger's base in peril from freakshow! Longbow Requests assistance!" Ideally such a mission would be like a train mission but instead of the train you'd click the base portal and the mission would be on the list of destinations much like the train would. The player would then find themselves in a replica of Twilight Avengers base map with freakshow mobs and perhaps a few friendly longbow to rescue.
The AE map editing functions serve a dual purpose. First it allows players to design interesting maps for any of their AE creations and at the same time gives the devs a tool to easily create interesting maps for any new content they decide to add in the future. This would be especially valuable if said tool could have that randomizing function I mentioned in my original post. The devs could set some parameters like "use style stone, randomize map, use magic decorative items" or something like that and bam they have a circle of thorns mission map that's not the same old rehashed stuff we've seen for 7 years.
Like i said in my original post I am sure topics like mine aren't new or even very interesting but if nothing else I got the ideas out of my head and maybe a dev might say "hey you know that doesn't sound half bad... and I may have an idea how to code that!". The ideas are ambitious and the whole of it might not be doable or might require more time/money than NCSoft thinks it's worth but it never hurts to plant a seed right?
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
I would really like to hear from the dev team.
I want to know what their capabilities, limits and resources are.
There has been so many suggestions and ideas it should be clear enough now more than ever that people ARE interested in bases.
In short: I think the time for silence should be over.
Ignoring anyone is a mistake. You might miss something viral to your cause.
I would really like to hear from the dev team.
I want to know what their capabilities, limits and resources are. There has been so many suggestions and ideas it should be clear enough now more than ever that people ARE interested in bases. In short: I think the time for silence should be over. |
The basics being:
a) an amazing idea to build an issue around that can benefit from this tech
b) the resources to make the tech
c) the tech itself which can be an incredible amount of work
Now if they can build a whole issue around this new tech like... let's say for instance the new issue isn't really about bases per se but rather "new mission environments" like outer space, deserts, underwater, etc. Then bases would, as a byproduct, benefit from being able to access that new tech. The devs could then justify the resources (time, dev dollars, etc) to actually add in these new features that base builders are clamoring for. I mean an issue called "Base Invasions! new editing options for those who have permission!" isn't going to sell... but something like "The World and Beyond! Travel to a rikti mother ship in orbit and save the world!" is probably an easier thing to market.
If the devs have an idea like that brewing and have the financial support to back it up, THEN we could expect some posts about it. But until then we can't just say "its time you fixed this". As much as the devs may want to, it's much more complicated to actually do. And not just the actual coding but the planning, getting the resources, etc.
My hope is maybe an idea like mine might spark some dev inspiration. If they can find a way to "sell" this idea to the higher ups then they'd have the resources to pursue it. But you have to understand the idea they need to sell isn't just the concept but also legitimate and cost effective methods to actually make that concept a reality.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
SG Base Editor Improvements
Just bringing to bear on the forums some few ideas I have had regarding SG base design and what I would like to see when/if the SG base editor is replaced/overhauled:
If the new configuration has fewer teleport pads than the current configuration, then *surprise*, the base editor has lost the difference of teleport pads and must re-craft it before s/he can revert the base to the other configuration.
~ corva ~
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Essentially what we're talking about isn't even a new base editor... it's a world editor much like say the original neverwinter night's toolset. As old as that game is I always found its editor far and away the best I've ever encountered in a game with such a feature. Not because its particularly powerful (it's not) but because of how simple and easy it was to use for even the novice.
Taking an idea like that and putting it in game could be an amazing feature for the players and give the devs a fantastic new tool to use for creating content at the same time. The tech could have applications well beyond just bases making it valuable to the game overall if done right.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
Essentially what we're talking about isn't even a new base editor... it's a world editor much like say the original neverwinter night's toolset. As old as that game is I always found its editor far and away the best I've ever encountered in a game with such a feature. Not because its particularly powerful (it's not) but because of how simple and easy it was to use for even the novice.
Taking an idea like that and putting it in game could be an amazing feature for the players and give the devs a fantastic new tool to use for creating content at the same time. The tech could have applications well beyond just bases making it valuable to the game overall if done right. |
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
While I am sure this type of topic comes up regularly I'd like to simply set down my ideas for revitalizing the base system. If nothing else maybe some day the devs will revisit bases and topics like mine may offer some inspiration for them. The ideas here try to get as much of what currently exists over into a new system more friendly to the dev's use and upgrading as they see fit.
Feature Overview:
Legacy Bases vs. New Bases:
Legacy Bases (the current ones we have) would remain in the game as they currently are. There would be no new content added for them though certain bug fixes could probably be addressed (such as say the Pocket D beacon for example). The supergroup registrar would allow the player to swap between legacy base access and new bases access much like swapping specs. When one is active the other is inaccessible. This system will allow those who have an invested interest in the old bases to retain what they have and continue to use it as it is. Both legacy and new group bases would use prestige as their currency for building and all current supergroup base badges and unlockable features would be available in each.
Personal Bases vs. Group Bases:
The new base system would introduce a new type of base for personal use. the personal base is a smaller scale version of a group base with limited features but giving the individual the freedom to explore the system and create something personal for their character. The size of a personal base would be extremely limited. Likely a single plot of a modest size that could be subdivided into smaller areas if desired. Imagine it, if you will, as a 6x6 oversight center plot with all the allowable features of that room plus say 1 more placeable storage and possibly 1 teleport device and 1 beacon. The personal base would use a new currency called personal prestige for building. Since a personal base is of limited scope and likely easy to cap out, personal prestige can only be purchased with influence from the sg registrar much like you purchase sg prestige (though this would have a much more favorable conversion). Personal bases would have an option to be linked to a group base so that players can transition from one to the other without exiting. Personal bases have their own permission controls that the owner can set to preference such as allowing group members to enter their base or access their storage. Personal bases would be accessible after a special mission accessible from the city representative at level 10 and grant an initial allotment of personal prestige for the player to work with. There could likely be a badge associate with unlocking the personal base.
Group bases would function similarly to how legacy bases do in that they use the same sg prestige we have currently and can only be edited by those with permission to do so. New Group bases would also have all the features currently available for legacy bases such as multiple teleporters, medical bay, etc. SG prestige is a single resource. If your sg prestige is tied up in your legacy base you'll have to either dismantle your legacy base to recover that prestige for your new base or earn/buy more sg prestige.
New Base System Features:
The new base editor would be completely revised. Base data would be stored via text file much like architect missions and costumes are.
Instead of having various rooms you would begin with basic small plot which can be increased in size (price scaling with size). This plot can be flagged as being an indoor or outdoor plot allowing for outdoor areas complete with sky and day/night transition or even outerspace. The editor would allow building structures with interiors much like the Architect Entertainment building so one can see outside via windows but still have independent lighting within the structure (so as not to appear in shadow like we currently do in well lit tram stations and wentworths at night) and building such structures would be akin to how we currently build rooms via stacking but with dedicated "building blocks" specifically designed for the purpose. Such building blocks would come in a variety of shapes, sizes and thickness, and would be customizable by applying "style" textures much like we currently do with legacy base walls but with additional textures added to the palette for variety. Some of the new textures would be transparent "glass-like" textures for creating windows and such. There would be a height and depth restriction for building though there would be variances in level allowed to the main plot.
Sections of this plot can be "upgraded" via prestige expenditure to allow for certain devices/features. This replaces needing specific rooms to put specific functional devices in allowing more free form base design. Plot size and plot upgrades would be the limiting factors of what functional devices you may have and how many.
Objects would have complete axis control for placement but also have a "snap to" toggle when that is desired for default placement. Door objects would be interactable much like in qame doors are and come in a variety of styles. Many "functional" objects like mission computers or worktables would have a decorative "non-functional" version and wider variety of placeables would be accessible that are not part of the current legacy system such as refrigerators, pool tables, casino tables, slot machines, etc.
There would be a new teleport placeable similar in size and appearce to the portal corp portals. This teleport placeable would allow for unlimited beacons to connect to it and have a destination list pop up much like the tram does allowing those with enough prestige to consolidate all their teleporters into one large device.
Higher tier workshop tables would have all the lower tier recipes in addition to its usual recipes.
There would be transitional elevators for accessing multiple levels as well as proper stair placeables.
There would be an auction house interface device unlocked by an accolade gained through some of the "sell so many things on the ah" badges, the "shop keeper" day job badge and the "day trader" day job badge.
Integration Into The Game World:
The mission computer would have a wider variety of missions to offer. These missions could also be accessed by those not in a supergroup via the community information terminals around the city.
There would be new types of tip missions that only drop when you are in a supergroup and if your sg plot is of an appropriate size and you have the feature enabled. These tip missions would use your SG basemap and have a level appropriate villain group invade the base. This type of mission wouldn't have any affect on your actual base as the mission map is merely a replica. There would also be new tip missions that draw on other sg bases for their maps allowing for a variety of tip mission locations and allowing sg bases be showcased to all players. There could possibly be a badge for completing a certain number of base invasion tip missions and mission computer missions. Mob placement in these mission would be based on pathing accessibility.
Task force badges could unlock certain new decorative base objects and themes related to the TF such as certain cimeroran themed objects/textures for completing the ITF.
Closing Notes:
Much of the new base building tech could be incorporated into the Architect Entertainment system allowing for not only user made missions but usermade mission maps as well. This new tech could also allow the developers to design more unique mission maps than the standard stock ones we've been using for years without having to spend labor/resources on modeling an entirely new map for a mission in house. If an algorithm could be developed to randomize key elements of a map using the new tech while still keeping the pathing and mob placement viable this could revolutionize all current and future missions making their maps more interesting and dynamic.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30