Question for the Base Builder Committee


Comicsluvr

 

Posted

I have a number of goals (too many!) and I'd like to accomplish as many as possible. I'm looking for suggestions.

I have a billion inf to turn into Prestige. I'd like to do some or all of the following:

1) take at least another billion inf with me
2) Help small SG's get off the ground
3) Publicize the possibility of turning inf into prestige
4) Help the BBC out.

I could just do another inf matching deal, but that only helps with 1) and not 2,3, or 4 . Almost everyone here knows about inf -to-prestige, and almost nobody here is in a "starter" SG.

The best idea I have had is a costume contest, low-prestige SG's only, with the prize in prestige instead of inf. It's not a very good idea and I'm hoping you can do better.

First question: Does the BBC have any plans which could be dovetailed with mine? If not, could we come up with one?

Second question: How big is the "gap" currently between the starter base and the next size up? I took a quick look at an old guide and it looked like you go from about 300K prestige to about 1000K , meaning that 800K of prestige would be a good first prize; but I'm not good at this and it was an old guide.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Sorry for the delay in answering but Real Life intrudes.

The first problem I see is determining what constitutes 'Low Prestige'. We don't have any events currently scheduled that dovetail with yours however we ARE planning a live event late next month during which we hope to speak about Bases and some of their advantages. That might be a good time to speak about Inf to Prestige. Especially because all of the attendees will be focussed on Bases so it'll be a choice audience.

More later when the brain is clearer. Thanks for your idea and your support


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

I have an idea that might fit this, actually. I call it a Unity Contest.

When you mentioned 'costume contest for supergroups', it struck me: what basis could you judge a supergroup on, anyway? It has to be something more than a single player or character can manage, otherwise the fact that they're in a group while doing it is beside the point. So I came up with three criteria that I feel fit a supergroup-based contest.


Impact

The visual and social impression that the group leaves on those who meet them. The most successful supergroups both win over the people, with showmanship or generosity (or terror or deceit), and scare the enemy, through tight-knit efficiency and extensive training (or sheer raw power or brutality). This can be well represented by memorable symbols like matching uniforms, or a co-ordinated 'big entrance'. It needs to show either a sweeping uniformity across the entire organization, or that the group has integrated a number of unique pieces into a whole that is greater than the parts. When this group arrives, you know it isn't just a collection of individuals, this is a force.


Dedication

The group's theme and background. How did they form? Do they have a specific purpose? How well do the characters work together? This showcases the multiplayer nature that supergroups were intended to promote, by examining the group's main description and the characters' separate stories, and even integrating them to some extent. It doesn't have to be intricate and interwoven like a five-season tv show, but it should show that the players involved have worked together to create something that they obviously care about.


Organization

In order for a group to survive the trial of time and accomplish the truly monumental goals, its members must be able to work together, both in and out of battle. Combat requires efficient planning and co-ordinated tactics to achieve reliable success; if nobody knows what the other person's doing, the team will often fail, and quickly disintegrate. Outside of combat, if the players are butting heads over responsibilities or duties, the same will happen. There needs to be a clear command structure, and it's best to also have a plan in place for attaining long-term goals. Either lay out straightforward rules that everyone follows, or separate the tasks clearly so each member knows their assignments.


If your group doesn't really deal much with one of these areas, you can leave it out and focus on the other two. But be warned: you'd better be exceptional at those other two! Supergroups are about uniting players and integrating their characters together in a shared experience, at least for a time. You may be surviving and even thriving without any of the points mentioned here, but don't expect to win a supergroup-based competition if you don't do the things a supergroup does.

---

Each supergroup gets graded in these three areas over the course of two main events, the Roll Call and the Efficiency Challenge.


Roll Call

Does the group wear matching uniforms or are they a motley crew of misfits? Do they pull off trickshots and fancy acrobatic maneuvers while calling out cheesy one-liners, or are they all about function over form? Do they fly/jump/run/teleport/stealth in one by one and assume a collective "Ready For Action" pose, or do they strike from the shadows without ever being seen? This is where the group shows off their look, their story, and the way they interact with the public. It's a great chance to display co-ordination and command structure as well.


Efficiency Challenge

Does one player always try to run everything, or does the leader trust their team to know their own roles? Does the team listen when a plan is being laid out, or do they butt heads and waste time with bickering and drama? This is where the players are judged on their ability to work with one another, both tactically and socially. Lack of either one will cause a supergroup to fail long before it gets to the big leagues.

---

The ingame story could be that a bunch of fresh new supergroups are auditioning for a kind of mentorship, to have a seasoned and famous group "show them the ropes". The opening line from the Hero sponsor group could be something like, "We see a lot of supergroups come and go. What makes you guys think you can last, and make it to the Big Leagues?" The Villain sponsor would look for the same criteria in each category, but the theme would be villainous rather than heroic. IE, using a show of force to intimidate the public rather than displays of generosity to earn their trust.

If it sounds interesting at all, I have a few more notes I could pass along.