SG/VG Portals - an update


Arctic_Princess

 

Posted

I'm expecting to get the 'I'd rather see x updated than this' responses. No matter, this is the suggestions forum after all.

Atlas and Mercy are getting a revamp.

So I think it's time to do something about SG/VG portals (don't worry, it makes sense in my head).

They are currently standing in 'odd' places and are a swirly mess of energy. That makes an annoying noise. All it would take was someone to tie Luminary's shoelaces together and tip her over and she'd be lost in some mystical techno-magic vortex.

I digress.

So, a SG/VG building per zone is required, imho. Where it makes sense, obviously. I'm not advocating a building slap bang in the middle of the Shadow Shards or Monster Island.

And in keeping with the theme of the zones, perhaps make each building reflective of where it is placed?

So a VG building in Mercy would either be dilapidated (if in the Snake-infested part of town) or a slicker, Arachnos bannered affair if located within the fortress/town. A building in Founders would have a luxurious feel, maybe a few Vanguard posters (owing to Rikti presence and VG portal presence).

Each building would have a SG/VG registrar, or 'superintendent'. Perhaps an insp vendor. In the case of TF contacts, Sharkhead could house Silver Mantis. Founders could house Khan. Just some examples of tidying up a zone.

This is more of a 'want' rather than a 'need'. It's true that other resources in game are being jollied up because they will be the focus point for new/returning players once Freedom/i21 hits. Perhaps attention is not wanting to be drawn to SG/VG bases owing to the fact that, well, there's not been a lot of love and I suspect there won't be for a loooooong time.

And my other reasoning behind a building that houses access to SG/VG bases is that when Praetoria was developed, there are buildings within each zone that have a 'story'. So when you're sent to Athena Labs, you are sent to the same building which just so happens to have an Athena Labs logo on the front.

I think that's neat and definitely the 'way forward' for future zones/revamps (ever noticed how Fusionette is always found in the same block of warehouses (that actually look like warehouses from the outside) in Faultline, as opposed to a random back door to a generic buiilding?).

Now if only the 'time capsule' building 'down the road' from City Hall could be built, eh?


 

Posted

Quote:
Originally Posted by Arctic_Princess View Post
I'm expecting to get the 'I'd rather see x updated than this' responses. No matter, this is the suggestions forum after all.

Atlas and Mercy are getting a revamp.

So I think it's time to do something about SG/VG portals (don't worry, it makes sense in my head).

They are currently standing in 'odd' places and are a swirly mess of energy. That makes an annoying noise. All it would take was someone to tie Luminary's shoelaces together and tip her over and she'd be lost in some mystical techno-magic vortex.

I digress.

So, a SG/VG building per zone is required, imho. Where it makes sense, obviously. I'm not advocating a building slap bang in the middle of the Shadow Shards or Monster Island.

And in keeping with the theme of the zones, perhaps make each building reflective of where it is placed?

So a VG building in Mercy would either be dilapidated (if in the Snake-infested part of town) or a slicker, Arachnos bannered affair if located within the fortress/town. A building in Founders would have a luxurious feel, maybe a few Vanguard posters (owing to Rikti presence and VG portal presence).

Each building would have a SG/VG registrar, or 'superintendent'. Perhaps an insp vendor. In the case of TF contacts, Sharkhead could house Silver Mantis. Founders could house Khan. Just some examples of tidying up a zone.

This is more of a 'want' rather than a 'need'. It's true that other resources in game are being jollied up because they will be the focus point for new/returning players once Freedom/i21 hits. Perhaps attention is not wanting to be drawn to SG/VG bases owing to the fact that, well, there's not been a lot of love and I suspect there won't be for a loooooong time.

And my other reasoning behind a building that houses access to SG/VG bases is that when Praetoria was developed, there are buildings within each zone that have a 'story'. So when you're sent to Athena Labs, you are sent to the same building which just so happens to have an Athena Labs logo on the front.

I think that's neat and definitely the 'way forward' for future zones/revamps (ever noticed how Fusionette is always found in the same block of warehouses (that actually look like warehouses from the outside) in Faultline, as opposed to a random back door to a generic buiilding?).

Now if only the 'time capsule' building 'down the road' from City Hall could be built, eh?
I'd be okay with this. Always thought should have been accessed through another building.

But especially found it surprising you could't just exit base to any portal location since spread all over. Hence the reason for tp in base I guess....though would have made more sense if these were to reach zones without base acess...


 

Posted

Quote:
Originally Posted by Arctic_Princess View Post
They are currently standing in 'odd' places and are a swirly mess of energy. That makes an annoying noise. All it would take was someone to tie Luminary's shoelaces together and tip her over and she'd be lost in some mystical techno-magic vortex.
Heh, the Talos Island one used to be positioned so that it occasionally trapped emerging heroes in a bus shelter. ... For those buses Paragon City doesn't have. But I digress.


 

Posted

A quick and dirty fix would be to just add it to the tram locations


Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.

 

Posted

That's not a bad suggestion there. It makes as much sense to have bases tied to existing travel portals as it does to have the swirly blue portals.


 

Posted

Quote:
Originally Posted by Captain_Photon View Post
Heh, the Talos Island one used to be positioned so that it occasionally trapped emerging heroes in a bus shelter. ... For those buses Paragon City doesn't have. But I digress.
The Talos Island SG portal was moved, not because it would sometimes drop heroes oddly, but because the 'radius of effect' of the tram station and the portal overlapped, so that there was a small area where you could stand to log out and earn both Commuter and Monitor Duty credit. There were also a couple of similar locations redside near the Black Helicopters where you could earn credit for Pilot as well as another day job.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Quote:
Originally Posted by srmalloy View Post
The Talos Island SG portal was moved, not because it would sometimes drop heroes oddly, but because the 'radius of effect' of the tram station and the portal overlapped, so that there was a small area where you could stand to log out and earn both Commuter and Monitor Duty credit.
Well, I guess I can't say Day Jobs never did anyone any good.


 

Posted

The original post is not a bad idea, certainly worthy of further exploration.


 

Posted

Eh. Think I'm more a fan of the "put them in the tram" than giving them their own special building. Though I don't mind the thought of having the registrar handy in the same spots (instead of having to run back to Galaxy... ok, won't have to worry about that soon... Atlas or Oakes.)


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Though I don't mind the thought of having the registrar handy in the same spots (instead of having to run back to Galaxy... ok, won't have to worry about that soon... Atlas or Oakes.)
Come to think of it, why doesn't the Super Group Registrar have a phone number? I mean, it's a government agency. Stick it on one of the Contact tabs if you're in a Super Group, job done.


 

Posted

Quote:
Originally Posted by Captain_Photon View Post
Come to think of it, why doesn't the Super Group Registrar have a phone number? I mean, it's a government agency. Stick it on one of the Contact tabs if you're in a Super Group, job done.
That's not a bad idea at all! Perhaps if it were handled like contacts, toons who have paid the rent several times could have the option to phone it in.


 

Posted

Why not make the initial contact with the Registrar like Detectives or Brokers?

Except of course that the Registrar is immediately contactable via cellphone once clicked.

That way the registrar also becomes a contact, although I suppose if the bases are accessible via trams (and I think I would prefer NOT to have it accessible via Ouroboros, just keep 'transit' missions there and leave the 'in the City/Isles' bases as a Tram/Ferry/Helicopter thing) then the contact is redundant, except for 'paying rent'.

Now, once this QoL issue is worked out, then my ebil plot is revealed: Personal Apartments! Wait, no, I can explain, it would be easy*!

*Insert generic code rant/snarky objection to assumptions about development time