Redlynne

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  1. Quote:
    Ms Terry is a bit of a ... mystery. Most warshades, when they blend with a human tend to take a somewhat "dominant" role in the relationship ... even going so far as to often alter the host's sense of identity. Ms Terry is ... different ... as her human name before blending with her warshade actually was, Ms Terry (first name, undisclosed). Now, both human and warshade respond to the name Ms Terry with equal alacrity, which has caused some consternation among the warshades on Earth, since they cannot at this time positively identify the warshade who blended with Ms Terry to form The Ultimate Unearthly Ms Terry.
  2. Medicine Pool ... needs to have Empathy like animation options.

    Leadership Pool ... request alternate animations for Maneuvers, Assault and Tactics.

    Mastermind Pet Dismissal ... for some reason, Pet Dismissal has uniformly reverted to a "Pet Dies" animation rather than a "Pet Departs" animation. Please restore to previous "Pet Departs" animations.

    Leaping Pool ... JUMP KICK.

    Speed Pool ... Hasten. Be nice to see Synapse styled image echoes when moving while under Hasten instead of flaming hands.

    Peacebringer and Warshade resistance toggle powers could use alternate animations. Look to Orbiting Death and its orbiting fluffies for inspiration. Also consider a variation of Aura: Sparkles: Body Heavy in which the particles swirl around the character, rather than just blink in place.

    Warshade: Gravimetric Snare ... use Recall Friend animation as an alternate, perhaps with a Siphon Speed styled "drain beam" instead of a hurled fuzz ball to implement the effect?

    Warshade: Inky Aspect ... create an alternate animation more along the lines of Orbiting Death, rather than the Red Fuzzy.

    Devices powerset could do with some refurbishing of some of its power effects so as to differentiate them from every other power in the game that looks almost exactly the same (because they stole their animations from Devices!).

    Granite Armor ... something aside from a recycled DE mob!
  3. Quote:
    Originally Posted by ransim View Post
    I don't even seen a valid reason why this happens, and it was an on going discussion in beta without real input from the devs on why its force to be that way.
    Because saying anything about the issue would require the Devs to say something ... ANYTHING ... about Bases. Much easier to say nothing at all ...
  4. <.<

    >.>

    -_-

    I should have known that I was wasting my time posting this ...
  5. Quote:
    Originally Posted by Wonderslug View Post
    Actually, I wonder if the dead spawn target problem could possibly be skirted by allowing Transference/Transfusion to target both live and defeated targets.
    You couldn't have ONE psuedo-pet doing both functions ... but you could have TWO do that ...
  6. I haven't played the GR Beta, but I'm curious about the experience(s) of those who have.
    I'm also not asking for Builds, per se ... but more looking along the lines of "this effect in KM synergizes well with this effect in {Primary Set}" sorts of stuff.

    There are other examples of this sort of thing in other ATs with particular combos. Dark Melee/Super Reflexes for example, where the ToHit Debuffs complement the Defenses of SR and the Heal Drain of DM makes up for the lack of a heal in SR. That's the sort of thing I'm wondering about in the context of a */KM Tanker.

    For instance ... I'm personally wondering about the combo of WP/KM ... where the Damage Debuff directly synergizes with the Regeneration of WP to extend survival.

    Can anyone else come up with synergies of Kinetic Melee with Tanker Primaries?
  7. Quote:
    Originally Posted by Sailboat View Post
    Seriously though, if a 1.83-second activation meant the enemy was dead for 2 seconds before your arrow went off, adjusting the arrow speed to 1.0 seconds won't help, will it?
    You're forgetting projectile flight time.
  8. Redlynne

    Mids ??

    Quote:
    Originally Posted by St0n3y View Post
    Remember, patience is a virtue.
    RP server people get everything first and totally shiny.

    Wait ... I play on Virtue ...
  9. I'm going to lay down a marker.

    If there's still no Base Love by Issue 20 ... or even the hope of any ... there never will be any. EVER.
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    Nope. Sorry. Rikti Chief Soldiers say otherwise. Their one sword attack that is only ONE attack, and has no DoT, can one shot you. I've been one shotted by them, by enemies with stuff like Energy Transfer, certain EBs and AVs.

    It's completely possible. Anyone saying otherwise is kidding themselves. Either thats WAI or not, but it still happens.
    You mean ... the sword attack that does Lethal Damage AND Energy Damage? That's effectively "two ticks" of damage delivered by a single attack action. But it's still TWO and not a ONE shot.
  11. Does Alignment Shifting do anything with respect to eligibility for Supergroup? In other words, if I'm Hero and shift over to Villain, do I get kicked out of my SG?

    Does this mean that SGs are going to be "unifying" in that you can have a single base with Beacons to both Paragon City AND The Rogue Isles inside the same plot? If so, it would mean that only Vigilantes and Rogues can make use of all of the Beacons ... while Heroes and Villains are limited to using only those Beacons which belong to their factions ...
  12. Just to be clear ... the +Crit for 2 sec on EC does not apply to EC itself ... right?
  13. Quote:
    Originally Posted by Jonas1974 View Post
    I mean, whats the point of working to 50 to make a "powerful" toon, if you can still be one shotted??
    I see ... you haven't played a Blaster yet ...
  14. Quote:
    Originally Posted by Castle View Post
    Why was Bruising implemented as a 20% damage resistance debuff rather than a straight up increase in Tankers damage across the board? What benefits does that bring that the later approach does not?
    Castle, as a consequence of adding Bruising to Tanker Tier 1 powers ... would you consider an across the board improvement in Gauntlet Taunt Radius and Duration for all Tier 1 powers? You can leave the MAG the same ... just increase the Radius, which is often extremely puny, and the Taunt Duration, which is often the shortest in the entire powerset.
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    It is also extremely satisfying to stand in the middle of an aggro cap of +4 CoT and laugh as they flail about you unable to connect enough to matter.
    Wimp.

    Try holding the aggro of FIVE RIKTI MAGUS ... solo ... for 4+ minutes, waiting for the cavalry to arrive.

    And after you've done that once ... DO IT AGAIN ... on the same Mothership Raid, without faceplanting even once.
  16. I pull out an arrow with a MASSIVE WARHEAD on the tip.
    I draw my bow.
    I hold ...
    ... and hold ...
    ... and strain ...
    ... and hold some more ...
    ... I check my watch to see if I've held this huge arrow up here long enough ...
    ... I hold some more ...
    ... I say, can I shoot now?
    I release my arrow.
    I watch it explode on a target that has been dead for almost 2 seconds now, because I was too busy ADMIRING MY ARROW.
  17. Redlynne

    Mids ??

    I think the more important question is ... when is Mids' going to be updated to incorporate Going Rogue changes? Perhaps, say ... a week or two after GR goes Live?
  18. Quote:
    Originally Posted by Bad_Dog View Post
    • You want to find a lvl 50, preferably in your sg, with the Tyrannt mission to save Statesman.
    You can do substantially the same thing using the 3rd Respec in Terra Volta in the Reactor Room. Just have to wade through all the waves of hostiles first, collect your Respec or Merits, and then stay in there without a Red Bubble spamming Healing Aura. Effectively the same result.
  19. Quote:
    Originally Posted by DrMike2000 View Post
    The problem with taking Group Fly into a click is that the target has no way of landing, since they can't turn the toggle off.
    Then obviously the way to go is to allow Group Fly to be suppressed for 10 seconds by a player directed action which every player character in the game is capable of ... such as toggling on Sprint.

    Just like stealth can be suppressed for 10 seconds by attacking, you can rig Group Fly to suppress for 10 seconds by sprinting. You don't even need to keep Sprint toggled on for the full 10 seconds. Rapid toggle on/off would suffice, so long as Group Fly is coded to suppress for 10 seconds while Sprint is on.
  20. Redlynne

    Modify Propel...

    I prefer to throw my target up into the air ... rather than wait for a wormhole to bring me something to throw at them.

    Lift 6-slotted with Kinetic Crash is a wonderful thing!
    I have more fun with Lift than I did with Propel (amazingly enough).
  21. For anyone who is still reading by this point, I'd like to thank you for taking this screenshot tour of the Spring Knights base. I know there's a lot of pictures posted in this thread, but I honestly wish I could post more ... or better yet, a walkthrough movie, so as to show just what it's like to MOVE through the spaces I've created in my base. I know it's a cliche to say this, but the screencaps really don't do it justice. But they're the best that I can do, short of giving a guided tour, in-game.

    In case anyone would like to take a guided tour of the Spring Knights base, you can send me a PM here on the forums to set up an appointment, preferably a couple days in advance so we can confirm things before the tour date. I can be available to give base tours most any week night between 700p and 1000p Eastern time, if given advance notice (so I can be online and not doing a Task Force at the time).

    Spring Knights is a Hero SG located on the Virtue server.

    Feel free to take inspiration from my discoveries and use them in your own creations.


  22. The Decorative Great Room is really intended to be a sort of "sandbox" for ideas, and also for members of the SG who want to experiment with trying out various notions of base building to see if they'll work (or not) and to gain experience with base editing and the editor itself. At the moment, it is set up as a sort of Night And Day room ... with the outer perimeter of the room being shrouded in the Dark Of Night, while the center area enjoys the only spot of Daylight in the entire base and is "open to the sky" (so to speak). There's even a twilight middle ground in between the two, which is strongly reminiscent of the lighting and atmospherics seen throughout the base.

    This room also features the only colonade within the base, because I wanted to have one somewhere. This room also features the only raised floors and lowered ceilings anywhere in the base. Access up onto the successive floor tiers is at the corners, since they're the most convenient locations given that the Doors to access this room are also in the extreme opposite corners.



    In the "back corner" which cannot be seen through the Doors from the adjacent Rooms, there is a pair of wall stairs, lighted in the darkness by Shouji Wall Lamps, which leads upwards to a Magic Bridge. The beauty of the Magic Bridge is that it can only be seen from above ... from below it is completely invisible.



    Once you get up to the level of the Magic Bridge however, it will appear before your eyes ... and you can walk safely across to the ring of balconies and bridges which hug the high walls which descend from the ceiling on the Night Side.



    Up here, at the highest walkable place in the entire base, there are couches and chairs for doing some quiet reading and relaxing, away from all the hustle and bustle of other more frequently used and traveled sections of the base when you would simply like to have some privacy. Rumors that there are "etchings" to be reviewed up here are, sadly, unfounded though. Note that the ceiling trim is still in place up here, and how close it is to the furniture, giving you a good sense of the true height of this location.



    Beyond each balcony, there is another suspension bridge and a corner balcony at the turn with additional seating, offering an alternative view of the Night Side of the room.



    The pattern of suspension bridges, balconies with bookshelves and sofas, and then onwards to another corner balcony continues all the way around the high wall of the room hanging from the ceiling until reaching the original corner. Cross over the Magic Bridge again and you can take the stairs back down to the ground floor where you first began your journey through the Night Sky.



  23. The Control Room of the Spring Knights base has been my pride and joy, ever since back in the pre-Issue 13 days. You can see this in the old City Scoop article from back then, where I managed to cram three levels of walkable space into a mere 2x2 control room ... complete with suspension bridges and everything. I'm still, to this day, amazed I was able to fit essentially about a 2x5 area of flat walkable space into a 2x2 room by going vertical ... and was able to do it with Raid Pathing making everything extremely difficult. The result was a reversable spiral upwards path. Take a look.



    Today, the 2x2 Control Room of old has been replaced by a 3x3 Death Trap (of all things...), which is actually a Security Room capable of holding a single Main Control item within it, and unlimited Aux items attached to it, along with a multitude of Defensive items and unlimited Aux supporting them. This means that if I really wanted to, I could install multiple layers of Slow Fields, creating multiple Water Effects planes at different levels if I really wanted to. Fortunately, I'm not so inclined.

    The main feature of the Control Room (which is really an undefended Death Trap) is of course the Orbits of Control, the tier 2 counterpart to the Supercomputer. Most bases won't feature one of these since the Supercomputer is compact enough to fit easily within a 1x2 space in any sized Control Room, which makes the 2x2 and 1x4 Control Rooms very attractive options for bases which feature no defenses (such as ours). The Orbits of Control, by contrast, requires a 1x3 space in a Control Room at the minimum, which pushes room sizes into the 1x4, 2x3 and 3x3 sizes very quickly, which depending on base room layouts might be somewhat inconvenient when it comes times to arranging things for minimum wasted space on the plot. In our case, the Orbits of Control, without any additional +Control auxiliaries is adequate to our needs. We do however have the obligatory Pillar of Ice and Flame for doing Flashback Task Forces.

    I still consider the view, upon entering the Control Room one of the most impressive and inspiring within the entire base.



    The ground floor area of the Control Room is primarily dominated by a "forest" of trees and shrubberies. Interspersed around these trees and shrubs are tables, chairs and yet more couch seating areas underneath the platform the Orbits of Control rests upon. Some of these arrangements were inspired by my experience with the Globe Tables in the Arcane Workshop. Since the Control Room can also act as another gathering place for SG members, and because the bathrooms in the Entry Room are a long way away, there is another set of bathrooms located in here on the ground floor.



    Looking down the central avenue between the trees, access to the upper floors can be seen underneath the platform on which the Orbits of Control rests. The stairs lead upwards along the back wall behind the Orbits of Control and open out onto its platform near the side walls on both sides.



    There is walkable space around the forward edge of the Orbits' platform to reach the Pillar of Ice and Flame in the front center, without needing to jump to get there. One thing to notice here about the Orbits of Control is that I've strategically imbedded Shouji Wall Lamps into the structure of the Orbits to illuminate it and to keep the area from disappearing into the darkness. I also like to think that by de-emphasizing the Pillar of Ice and Flame, through a carefully controlled lack of lighting, I've managed to make it "incorporate" itself into the Orbits of Control ... leading one to intuitively think that they're all one single item, rather than two items which just so happen to have been co-located next to each other for convenience. As it turns out, the Pillar of Ice and Flame is the only interactive object in this entire room, and there's never any doubt as to "where" it is if you're trying to reach it.



    Still on the mid-level, along the outer edges of the side walls, there are suspension bridges which lead back towards the forward end of the room, make a turn towards the center, and then rise through stairs up to the two loft areas on the higher level at the front end of the room. Getting all of these elements to fit together in 3D, while still leaving enough headroom for the tallest characters possible to move without getting stuck, was quite a challenge ... the most difficult piece of layout in the entire room, in fact.

    A very nice side effect of all this work was the view which can be seen on the corner balcony from the top of these stairs. I like to call this the Treehouse Effect(tm).



    Up here is the Home Entertainment Loft. This is where SG members come to relax and watch movies on the Big Screen with their friends in style and comfort. Also note the suspension bridge in the center of the room which leads across to the loft on the other side.



    Up here on the upper floor, there's yet another suspension bridge leading back towards the back of the room again. This leads to yet another library loft area which wraps around the upper reaches of the Orbits of Control. Until the latest additions in the Great Room, these areas were the highest walkable spaces within the entire base, and they offer some fantastic views! It's also been a point of pride with me that even though these areas are almost, but not quite, as high as you can get, almost no one I've led up here on tours has ever felt the least bit of acrophobia, despite being some 32-36 ft up off the ground floor.



    Even up here on the highest levels, there is fire suppression equipment to be found. With all the wood in the base, you can't be too careful about these sorts of things.



    Wrapping back around, the upper library/loft continues forward again across another suspension bridge to reach the Executive Loft, where SG meetings to plan promotions and demotions, organize members for Task Forces and Flashbacks, and all other manner of SG business takes place. We're still a "small" SG and so the one executive table is still plenty for us.

    Something else to note, here, where there's plenty of light to see it, is the wood grain pattern in the floor of the Executive Loft here, which is a feature which can be seen throughout the base (except in the Tech Workshop). This particular wood grain pattern emerges when using Small Bookshelves to make up the "floor" of suspended sections in which the Small Bookshelves are placed front-to-front and back-to-back, alternating their orientation on each row. It's only when they've been placed in arrays like this that this particular wood grain pattern on top, and below(!), emerges into view. And best of all ... there's no texture tearing when you do this, since the Small Bookcases don't overlap each other in any way. It's expensive (in prestige) and tedious (in time and effort) to actually do, but I'd like to think that the results make it all worth it.



    This last screenshot was taken while standing on the suspension bridge between the Home Entertainment and Executive Lofts, and is almost directly above the location where the first screenshot showing the interior of this room was taken. Makes for an interesting contrast, no?



    And although I hate to say it ... the screenshots of the Control Room here really don't do it justice. This room, perhaps more than any other in the base, is one which you really need to be *IN* in order to fully appreciate everything within it. I'm reasonably certain that those of you in these forums who have been able to visit on a base tour will agree with me on that sentiment.


  24. Since Transporter Room 3 is pretty much a duplicate, in layout and styling, of Transporter Room 2, there isn't a whole lot to explain about it. The only real difference to be seen between the two rooms is that the Hero Posters on the walls are different, and the distance to the Control Room at the end of the long hallway is shorter from here.



    The Beacons again follow a mix of hi/low with the Hero Posters acting as a guide to recognize which telepads lead to which zones.

    Low Zones:
    • Skyway City and Faultline (Synapse poster)
    • Steel Canyon and Boomtown (Positron poster)
    High Zones:
    • Independence Port and Terra Volta (Sister Psyche poster)
    • Brickstown and Crey's Folly (Manticore poster)


    If memory serves, the only zone we don't have a Beacon for, due to lack of a telepad to attach it to is Pocket D ... and even then, Pocket D is most easily accessible from either Talos Island or King's Row (Transporter Room 1), or with a little bit of travel from Founders Falls (Transporter Room 2) or from Faultline (Transporter Room 3). Because of this, we really don't "miss" not having a telepad for going directly to Pocket D from the SG Base ... especially with things like the Tiki Room Teleport in the power tray, available from anywhere so long as the power has cooled down. Besides, the Ouroboros Portal makes for a much better fast transfer "hub" these days between zones that even Pocket D does, so the lack of a Pocket D Beacon is really a non-issue.
  25. I for one see no reason why Group Fly shouldn't be converted into a Click Power modeled on the clearly working example of Inertial Reduction in Kinetics. 1 minute duration PBAoE +Fly to all friendlies that recharges in 1 minute.

    S imple
    E asy
    E ffective

    Not being done.

    =====

    Ideally ... Team Teleport would be an AoE Modifier to Recall Friend, Teleport Foe and Teleport.

    You activate Team Teleport, and for the next 1 minute you get the following effects:

    Team Teleport + Recall Friend:
    All team members, including their pets, in the current instance are teleported to the chosen location. Think Assemble The Team style modifier for Recall Friend.

    Team Teleport + Teleport Foe:
    Teleport Foe becomes a Target AoE attack which will teleport Foes to the chosen location. Think Gravity Control's Wormhole, without the Stun.

    Team Teleport + Teleport:
    Teleport becomes a PBAoE power which teleports yourself and all team members and pets within the PBAoE radius to the chosen location. Essentially the functionality of Team Teleport right now, except that now Teleport is required to gain this functionality through a power combo. Range for Team Teleporting in this manner is essentially unchanged from using Teleport. Team Teleport simply adds -1 Endurance for each affected target when using Teleport, although this endurance cost penalty can be diminished by Endurance Reduction enhancements.



    Dirt simple as far as concept goes, and I know for a fact that it is now possible to give powers effects which are contingent upon other powers being in effect. The game tech already exists to make such things possible.

    So why isn't it being done already?

    Someone convince War Witch and Positron that it would be worthwhile to put this on Castle's "to do" list for the next Issue getting worked on, and it will be done.