Incarnadine

Apprentice
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  1. Yeah, account wide storage is something I would love, but not cross account storage, or searchable.

    Now, something where you could send something to a friend's account and they get a message saying "Player X has sent you a Luck of the Gambler: +7.5 Global Recharge/Defense (Recipe) Level 50. Click Here to claim in on this character" whenever they log into a character would be really cool, and could work as a nice substitute to what you have suggested, but if anything I just want to share influence across my characters.
  2. Quote:
    Originally Posted by AzureSkyCiel View Post
    Functional items we need:

    -Tailor/facemaker thingie

    -Blackmarket/Wentworth's terminal

    - AE terminal (might not be possible with present base coding)

    - Trainer

    - Random (special radio?) mission contact terminal, possible replacement for the mission control terminals

    - An vending item for the other inspiration types.

    These four things could bring bases out of just being glorified decorations and storage bins and into a one stop place for heroes and villains alike.
    I actually had an idea along these lines, that would work something like this:

    SG bases have the ability to "hire" workers, that would include stores, trainers, tailors, merit vendors, Wentworth's associate, ect.

    Each of these workers would increase rent, to cover the salary, and the base is limited to so many workers (possibly increasing with base plot, or possibly have the salaries of the workers start increasing the more you have) so that a base cannot have ALL of them, however at least two. (Would also have to put in some way to keep people from simply swapping them out, like they still have to pay the tailor even if they fire the tailor and put in a trainer).

    I also love the idea of a mission computer that gives something like radio missions (hopefully something a bit cooler) inside the SG that could send a team to any zone to help where they are needed most. I know my SG would use something like that quite frequently.


    I think that these are the types of changes that would not only help the base community, but help make bases more of what they should be anyway, a hub for heroes/villains in the down time.

    I mean, when Batman is dressed up he doesnt go to Steel Canyon to change his costume when he cannot find anything to do, he's in the Bat Cave changing his costume and laughing about what it would look like with bunny ears. Or maybe that's just me.
  3. Incarnadine

    Gauntlet 2.0

    Mainly what I was referencing there was the fact that tanks and brutes can both slot Taunt enhancements and sets into most if not all attack powers, as they all have a taunt effect. The fact that every attack that these two ATs have has a taunt effect eliminates the need for Guantlet to an extent, making the slight AoE effect the only advantage.

    I honestly dont know how much this helps, I would have to play a tanker with it, and then without it, and it's unlikely I will have that ability given to me for testing purposes.
  4. Incarnadine

    Gauntlet 2.0

    Well, I'd like to make a suggestion based on the whole making taunt an auto power. I think that is a bad idea, there are two kinds of tanks people play. The kind that are the meat shields, there to take every hit they can for the team (and when I play this, taunt is used as fast as it recharges, needed or not), and the tankers that are played like scrappers, usually there to attack, maybe even skipping some of the defenses.

    Requiring players to get a power is no good, and some people arent going to want an entire mob to turn on them just for a little more damage.

    Instead, make a single target power tankers get at level one that is a taunt, has the bonuses suggested in this thread, and has like a 3 minute recharge on it. Like said before, as long as the player keeps attacking the target the flag doesnt drop, but that restricts the tanker from using this all the time as well, make it a little more special, like Domination.

    So it would be something like:
    -All tankers get this power at level 1
    -Only effects one target
    -Taunts that target (not replacing existing taunt, but adding a second)
    -3 minute base recharge
    -No damage, but auto hit (no accuracy check)
    -+25% damage to enemy so long as the flag is up
    -If flag is placed on another enemy, first is automatically cleared
    -Flag lasts 10 seconds, but timer is reset every time player attacks.


    Right now the existing taunt powers are all a very broad "I'll take you all on" kind of animation, I could see this one being the tanker pointing to the target as if calling that one out.


    My biggest fear is that the devs would think this would unbalance PVP, but there are a few ways it could be done. Adding an accuracy check, reducing it from a 25% damage bonus to say, 10%, ect. There is also to take into consideration that brutes can have up to a 200% damage bonus from Fury, stalkers do twice or four times normal damage (depending on starting attack) when hidden, Corrupters do more damage to weaker targets, and Mastermind pets do more damage when close to Mastermind so even as it is in PVE it might not be totally unbalanced.



    In all honesty, for a while I felt that Tanks got completely ripped off with Guantlet, but now that I play a tank, I can see heads turn when I do aoe attacks, I see the usefulness. The problem is that every attack power already has a taunt feature in it, not only on tanks, but brutes as well, so when brutes get the same auto power as tanks PLUS fury...that is when the balance is broken.


    I dunno, just my take on it all.
  5. [ QUOTE ]
    [ QUOTE ]
    I say to HECK with the rating system.
    I don't want to see someone's great story rated low because that particular player hated to actually bother to read it.

    Nor do I want to see someone's Mind Blowing Death Defying mission rated down because he made some grammer error.

    I say the Devs judge and them alone. BUT since this isn't going to happen then I'm glad there is a Dev's choice category so that great story arcs that are butchered by player opinion may actually be saved by the Devs.

    [/ QUOTE ]Would you really let only a few ratings influence your choice that much? Sure, someone can sway the rating at first, but it won't take long for that to be lost in the shuffle as more people rate an arc.

    I'm a cynic, and even I expect the majority of people will rate arcs on their content first, and spelling and "grammer" second, if at all.

    If you're concerned about your own writing and errors, do like any other writer does: have someone you know has the skills proofread it for you. That or run the text through a good word-processor. You can pick up an older version of Word quite cheap.

    Just remember that a spell-checker/grammar-checker is not perfect, and will not catch everything. There's still no real substitute for a well-trained set of little grey cells.

    [/ QUOTE ]

    Consider ebay's rating system. If you see someone with 99.5% positive, and over 1000 ratings, chances are they are a good person to buy from. You go through and look at the ratings and find that someone gave this seller a lousy rating because he bought a book that had a crease in the cover, or a page had been folded over.

    When it comes down to it, as long as the arcs are both played and rated enough times, a rating that is undeserved will be ignored.

    I, for one, love the idea of a rating system, of a chance to get my name out there. I dont want it to go away just because the occasional person will give me an undeserved bad rating. It also gives me a chance to know, are my ideas really not that good after all? Anyone can look at their own ideas and think they are good, however I have seen far too many stories that people put up that looked like a 3rd grader wrote them, and has such plot devices as "I'm bored, so I am gunna..."

    These kind of arcs are going to be in the system, probably a ton of them. The rating system allows us to seperate the ones that are well written, that are truly fun to play, from the ones that arent. At the end of the day, I think most people will be much happier about there being a rating system, than disappointed about a bad review.
  6. Okay, how about this:

    Can we have the eggs from the snake missions that start twitching if touched or you get close enough, and if not destroyed, spawn Cobras?

    ...Can they spawn something else instead?
  7. Okay, I have one major concern that has been bugging me that I do not believe has been addressed.

    To my understanding all random drops are removed from player made missions, salvage, recipes, enhancements, and instead replaced with tickets that can be used to buy these.

    Can they be used to buy ultra rare purple recipes?

    The entire reasoning for not putting them into reward merits is that they are supposed to be that rare, and that they drop only when killing critters, with a one in X chance. While I would perfer to be able to buy them with reward merits, I can certainly respect this.

    However with player made missions, that one in X chance is instantly changed to 0. You will not get purples from doing these missions.

    Since it has already been stated that you guys do not want to punish people for going through player made missions instead of normal arcs, how do you plan on adjusting for this?
  8. Thanks for the advice guys, that helps a lot!

    I will also mention, for anyone who hasnt figured this out yet, stairs have become much easier since you can merge them, if you line things up right you will hardly even notice the second staircase, or not notice it at all, depending on which ones you are using. I was VERY happy with that.

    Also found that if you do use desks, sometimes it is easier then the lights as it is a set height, you can stack the desk ontop of itself to minimize the number of desks you have to have moved around.
  9. Question for you guys, have you found any way around the floor tile being invisible from below? Or have you found anything that looks good beneath it? I've seen several people use things like book shelves, even with some alternating patterns, and I'm willing to do that, but trying to explore my options a bit more. Thanks!
  10. Well, if it's alright with you guys, I am NOT going to nitpick the Scoop, I am going to comment on one of the articles

    Specifically the base showcase article, as it happens to be the main villain base of our group on Guardian, hero side Concrete Gurus, villain side Tarterus Renegades.

    Hit and Run (Shopan) has done an amazing job on the base, and the pictures dont really do it justice. With i13 HR got his wish, raid pathing was removed, and he immediately jumped all over the new options, and made some REALLY amazing base changes, some of the rooms pictured in the article are already totally different.

    HR really got the ball rolling on this, and then kept it going, much of the time single handedly. Our group has always been hero-oriented, and HR jumped all over villains when they were released, quickly becoming our first 50 villain, and staying the only one for several months. With RV he would often be seen farming turrents for prestige, and currently holds more prestige then most people will ever see. He was the one constantly playing with base editor, trying to find new tricks, going through the forums looking for things to try, he learned magic desks and taught us, magic doors, you name it.

    I just want to sincerly thank HR for all the hard work he has put into the base, and give him a big congrats and WOOTABA for making it to the City Scoop!

    -Floating Flame
    Concrete Gurus/Tarterus Renegades
  11. Star Strider Forces Registry
    Name: Floating Flame
    Global Contact: @Incarnadine
    Level of Classification: 50
    Origin: Magic
    Super Rank & Super Group: Sub-Chairman of the Concrete Gurus
  12. Guardien, you make good points, and I have seen several on this thread.

    But I would like to share why I feel that this is a really good idea (very rare for me, I never post in this forum )

    The Super Group I have been a part of for the past two years, The Concrete Gurus, is composed of very creative people. Extremely creative, making excellent costumes, fun bases, and amazing over all character concepts or themed teams. We do not roleplay however, at least not most of the time. Every once in a while we will have a classic comic book filler type conversation, lots of back and forth dialogue that involves no real action or important significance except to give us better insight to our own characters, but that is about the extent of our roleplaying. We perfer to leave the game to do that for us.

    However, we have a universe of heroes and villains that we contribute to and bring to the table, we picture epic battles, and while a few of us write these, it just isnt the same as the feeling when you go against Lord Recluse, or Antimatter, characters that are not even ours. To allow us the opportunity to go up against our arch nemesis, many of which appear in the City of Villains side played by the same people, would be amazing. A story arc to show a more personal attempt at saving the world.

    There are complications to that. For instance, one of our universe's main arch villains is named Mantis. Sure, naming him is nice, and simply doing that would require ALOT of work I am sure, but it would not be worth it if we were supposed to be fighting someone who appears in CoV as a robot/force field mastermind, but ends up having fire powers instead, and looks exactly like Captain Mako (throwing out random examples). To imagine customizing a villain at the end, you would have to put a costume generator into each mission generator. And what if you dont want to fight Skulls or Council? What if even the minions should be customized? The manpower needed to make this happen would most likely be immense.

    But going back to the advantages, and looking from a different approach, think about this: City of Heroes movies. How often do you have to keep doing missions because you need this ONE room for a shot and just cannot get it? And when you finally get the shot and you wanted Circle of Thorns in it, oops, its Banished Pantheon. Bases are a big help to making movies, you can customize your set. You cant put enemies in there though, and with this you could.

    Alot of what would be required for this is already in the game. Base generator on a slightly larger scale, costume generator, and a concept similar to gladiators, picking what villains you want to show (would need a much larger selection).

    And honestly, I do not think that the missions would not need to be read one at a time before being approved. I have three possible scenerios in mind to avoid this:
    1) A list of the available missions on the server that can be arranged by the most played, or highest rated. This would mean that players after doing the mission/story arc would rate their experience (might be a good idea even if this idea is not chosen). Then when a mission is come across that could be considered offensable, just like when you see a character that could be, you report it, and at the earliest convinence it is addressed. (Genericmissioned?)
    2) Players click on other players as if they would a contact and be able to get missions from them. The player that created the mission could then get a message saying "so and so has accepted mission X!" And later "So and so and his/her team of ? people completed mission X! 5 star rating awarded!" Or something along these lines. Ratings could go to badges! The report offensable mission could apply here as well.
    3) The only way a player can enter a customized mission is if he/she is the one that made it, or if they are teamed with the person that did.

    Those are my two cents! I'll post again in the next two years!