What is a good base design?
THAT is a impressively massive base, and I can see that if RAIDS ever come back.. that is a base Id like to be in.
however, for my SG base, I need it wide open, with everythign usefull next to the entrance, and next to the TPs... If for some crazy reason, i ever get enough people building Prestige for my SG again, and my base is able to get that massive, I would hope I'd be able to keep my utilitarian design so new people can negotiate and use the base.
Hmm, would color coding the rooms on the map help?
Say control = blue, energy = yellow, medical = green, entrance = white, etc? I've been on some similar monstrosities, and I've gotten confused. |
We used blue for teleporter rooms, red for control/ops, white for entry, green for medical, yellow for logistics bay, etc.
It worked great too, as SG members would say, "where's the teleporters?", with the repsonse "go to the blue room area" and there was much rejoincing thereafter.
You can see the base images here in the gallery under "Allied Fighter Headquarters" from our website.
I did this for my Allied Fighters base on Champion using room lighting.
We used blue for teleporter rooms, red for control/ops, white for entry, green for medical, yellow for logistics bay, etc. It worked great too, as SG members would say, "where's the teleporters?", with the repsonse "go to the blue room area" and there was much rejoincing thereafter. |
Paragon City Search And Rescue
The Mentor Project
We need some solution. I don't care what it is. I'm probably going to waste 8 hours trying to "discover" my new SG bases. The owner/creator get the base edit window which allows the to see the base for construction purposes but I'm a grunt SG member now and I just get the plain map with no visual rights.
We need some solution. I don't care what it is. I'm probably going to waste 8 hours trying to "discover" my new SG bases. The owner/creator get the base edit window which allows the to see the base for construction purposes but I'm a grunt SG member now and I just get the plain map with no visual rights.
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Also, if the SG base isnt to your liking, there are tons of other SGs that do have nice bases that you can join.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
A good base design is one that you like.
Enjoy your day please.
I agree with most of whats been said. I also try to keep most of the useful rooms (TP, Crafting, Medlab, Storage, Oracle) very close to the entry (and central to base). Medlab is adjacent to TP which is adjacent to entry. Storage is adjacent to Crafting which is adjacent to entry. Of course all the main rooms should bring it with the pretty pretty. Rest of perimeter is decorative gravy (and thats a lot as it is largest plot), so some rooms currently unoccupied so new "Generals" can move in once they get the rank.
Always offer a quick tour to any new members, it's just good manners.
Founder of The Obsidian Oath as Briarthorne
I don't know if my wide-hallway layouts would be good or bad if raiding returns; defense Gauntlet rooms do allow for a decent concentration of firepower I'd think, but I'd really need to see how the weapons /really/ behave in action to tell. I'd think a small battery of turrets and a force field or two would be a nightmare to crack...but only if they can fire a decent distance. Who knows.
In the mean time, I won't worry about /that/ particular snowflake-in-a-frying-pan question of if base-raiding may return. I /surely/ won't design inconvenient bases around that question!
My bases have Medical right by the teleporter area, and reasonably near the entrance. Nearer the entrance is the crafting area (Vault, worktable, etc) and the storage bins for enhancements, inspirations and salvage. Across the base are the main RP areas, and between the 'utility areas' and the 'main RP areas' are the secondary and/or decorative areas. Secondary areas are stuff that's fun to pass by, useful to see, but not critical to any aspects of the base. Farthest off are 'Detail Areas', like science or magic labs, fancy energy areas and things like that.
The hardest part is to do that and still let the base 'flow' and blend properly/smoothly between the areas.
We need some solution. I don't care what it is. I'm probably going to waste 8 hours trying to "discover" my new SG bases. The owner/creator get the base edit window which allows the to see the base for construction purposes but I'm a grunt SG member now and I just get the plain map with no visual rights.
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Instead of getting yourself all frustrated try asking if one of your SGmates can spare a few minutes to show you around the base.
If they refuse to help out a new member with that simple request then they are a bunch of jerks and you are better off finding a new SG. However if you can't ask for a simple tour of the base then the problem isn't with the base design.
Paragon City Search And Rescue
The Mentor Project
Sorry to necro but this topic came up recently in conversation. I had no idea /stuck (twice) took you back to the base door - thank you for that. Good to know since I visit many bases and am not as spritely in following the owners back out through a maze.
As for map identifiers, I was telling a friend earlier that I'd just be happy with an icon showing which 2x2 is the door and perhaps a city-style drop menu providing keypoints to things like storage units and ouros crystals. Functional items are more important to me than the type of room itself. I know base builders who will use 10 control rooms because it allows them to place (although not necessarily attach) crafted items for the sake of decor.
I would still like to see a overhead editor shot of the OP base. And yes, 'place personal object' is your friend for getting those. Great way to find your way around a new base as well.
I must confess that I tell new recruits "management is not responsible for lost or stolen toons" but I also have tried to make the 'functional' areas the easiest to get to.
Paragon City Search And Rescue
The Mentor Project
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters