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Quote:Quite true! However the definition of "content" we're talking about in the thread here is the one commonly used by developers in terms of a task with tangible ingame rewards.Without reading much of the discussion here I want to point out to the title...
Are bases content? A theoretical excercise.
Content, in my opinion, is things to do within the game that can keep you busy for hours. Stuff to do that makes you keep your account/sub active.
For all basebuilders this is the case here. I spend more time in the base editor then I have done in taskforces. So to me bases ARE content!
Bases as they stand currently are absolutely content in the broadest sense of the word though! -
Quote:^This.I have no problem with the rest of your example as a way to improve base utility but I would not be so quick to dismiss NPC battles as another (optional) way if it could be accommodated. I'd love to have my base defenses be good for something for a change.
Regardless of what the B-man does or doesn't do, in this game I've marched into many a Longbow, Arachnos, Paragon Protector ("I don't know their faces but I know where their base is")., Council, Sky Raider, and many others base and taken on all comers. I'd welcome the opportunity for these guys to try something in my base. I get that you wouldn't and you should not be forced to...but it's certainly not out of the question or unrealistic in the context of this game.
Said it before. In some situations or SG mission arcs it would be only logical that your base gets raided. We tie this in to the aforementioned tip system, and you have absolute control over when this happens. e.g. "You've discovered a plot by the Circle of Thorns to re-take the artifact you liberated from them (in a previous mission, which is now sitting in your base and is being used to identify various magic related SG tips.)"
Now you have an option. Dismiss the mission, and hand over the object, or leave the mission there ready to activate. When you're ready to defend, everyone's in the base, etc. you click the okay for "Defend your base against the Circle of Thorns!"
Thematically, Villains would be literally capitulating "Here you go guys, just please don't hurt us!" and Heroes would be handing it to the authorities for secure storage as evidence. "The artifact is no longer safe here, take care of it."
Sure, I'd rather have NPC raids be a bit more of a surprise, but this is a nice compromise. You got stuff. They want your stuff.
Make this optional. Lets say the work that device is doing could be done just fine by something else, but the tradeoff here is that the bit that makes you a raid risk costs half as much prestige to place. AKA "Circle of Thorns scrying altar" Versus "Standard scrying altar."
Thus, your risks are greater, but your rewards are greater to match. Don't want to use your base defenses ever? Place the more expensive version that you built from research or purchased from somewhere that's not going to want it back eventually. -
Quote:I didn't say multiple teams DH. Read it again. I said the missions are structured in a manner that your single group needs to effect a split. Think about it as a more structured safeguard or mayhem mission. As in, You take in 4, but you'll need to split two and two, or one and three, or however your team composition can hack it. The point is that the missions will require multiple characters to be in multiple places rather than lumped together. This is to emphasize that it is a planned group operation, and at the very least would require at least two gonzo-IO'd characters to complete. However, I think the baseline 4 man team to start like a TF is a good rule for these./unsigned
I am against any kind of "either/or" "all or nothing" system that requires players to stop supporting their SG to gain access to individual content such as the morality arcs. Back when we had Base Salvage, it dropped in addition to regular rewards when in SG mode, so as to not penalize people for supporting their SG. The devs changed SG mode's inf penalty to be no more than 50%, when it used to be 100% at higher levels.
Also.... making it so SG mishes are geared for larger groups (like CoP is set up for) is going to exclude small groups or new ones, even if they have all the equipment in place. Having a few of those is fine, but making it so that's all that you're getting out of base mission options is not a good idea.
I'm not going to support that. Give smaller groups a reason to get excited about this system as well.
The idea is to encourage base use. Set it up like TFs if you want to, where it requires 4-8 players to start instead of any one firing it up solo, but no more of this idea that it has to have multiple teams of players to be something SG-oriented as the only option please. SG missions don't have to be something that mobilizing the entire SG is required to complete. Add in more of those if you want, but only once other content is introduced that smaller groups could attempt.
Paying purely in Prestige.... again, I'm not going to support that. None of this all or nothing stuff that already went out the window years ago, please.
If it isn't a system that can at least be accessed on some level by all actual SGs (no, I'm not counting solo SGs) that have put in the work to have the facilities, then the system is flawed, and not worth the time spent in development IMO.
How about a compromise here in terms of rewards. Standard drops throughout, and a reward selection at the end. Each player can choose either a hefty prestige award, a hefty personal reward, or a half and half option. The point here is that these are SG content, the reward goal is to further the SG. However, if people want to choose to be greedy I don't see why that shouldn't be an option.
This is a problem with the new CoP. It's launched from a base, but its payout is identical to any standard TF with the exception of the badge track. Thus, aside from doing content to do content, there is no incentive to do it with an SG group rather than a PUG. You *should* be able to pick up solo coalies, or random other people. They should have the option to do the content. However your most attractive option for SG content should absolutely be to actually do it with your SG.
A side effect of a split reward track here might actualy be a way for randoms you picked up to choose a half or full prestige end reward as a way to thank the hosting SG. Come to think of it, it's also something that gives coalitions a far more solid way to help each other. My small SG + your small SG = We can call each other up to help with SG missions and agree on prestige rewards. Or we could treat it like a standard mini-TF if we don't need the prestige (which brings me to the subject of prestige sinks, but that's for later.) Or we could go half. Options are the key here. an SG specific mission should have the potential for paying out the best SG specific reward.
As for the tip drops, I see your point. I was simply thinking in a thematic sense of "If I'm in SG mode, I'm looking for tips that I can use with others. If I'm not, I'm looking for tips I can use myself." No need to go insane over it. We've seen with the halloween tips that specialized tip drops are possible in conjunction with each other based on a specific player variable. So sure, why not? SG tips only drop if you're actually in an SG, and don't count toward your personal limit. Normal tips drop as normal.
Heck, you could even tack it on to a new day job accolade. Monitor Duty+Clubber = Investigator/Con Artist (hero/villain respectively) Autopower generates a guaranteed SG tip on mission completion for its duration.
To encourage teamwork, we simply determine a logical limit that prevents an over accelerated tip research rate in the same manner as normal tips. Limit per day. Assuming you're relying on the entire SG (even small SGs) to research, it isn't a stretch to stick a one research per day per character limit here. That's far preferable to the other, more annoying way of handling it which is give said tips an abysmal drop rate.
Speaking of drop rates. What about rarity levels or something similar on tips which concide directly with the difficulty of the missions? The harder it is to find the tips for a mission, the harder the resulting mission is. I guess my thinking here is that SG missions should be occasional for the average SG. There's bound to be plenty of normal content, people shouldn't really be feeling pressured to be running all SG missions all day. Sure, if you're some mega-uber zerg SG you might have the ability to do just that, but if you're in that position you also probably have enough people around that you don't really need the entire SG to be on every mission either.
Thoughts? -
Now, to get back on topic. Rolling over the basic questions addressed, and keeping in mind the apperant community dislike for a purely raid focused system, I'm going to start laying out some alternative and simpler systems here.
System 1: SG tips.
The Sg tips system mirrors the standard tip system with a few SG specific differences.
When playing in SG mode, normal tip drops for a given character are replaced with SG tips. The difference is that unlike a normal tip, which when used becomes a temporary contact, an SG tip is intended to be analyzed utilizing base facilities. Yes, this prevents you from getting normal tips in SG mode, however given the drop rate for tips, which is pretty darn high, and the limit of 5 tips missions every 24 hours, I don't see this as a problem.
Standard tip - You find a piece of smooth metal... blah... you poke around with your contacts... Mission/choice.
SG Tip - You find a piece of smooth metal.
Now how do these tips ramp? With the standard tip system, you've got a bar for the moralities avaliable to you. Completing mission choices of a given morality adds to the bar. Fill the bar, you get a morality mission, right?
SG tips are a bit different. We'll begin by making the assumption that an SG tip mission is a mission that is intended for at least half a group of players, if not a full group. Thus, you've got more people getting the tips. The tips themselves are simply bits of evidence, data, rumors, etc. that alone are a smaller piece of a larger puzzle. However, when assembled, you have the whole picture.
In a game play system, this is accomplished by a bar visible at the mission computer. When an SG member finds an SG tip, they'll take it over to the proper facility to "analyze" it. This effectively eats the tip, and adds a point to the bar. Once enough tips have been analyzed, the SG now has all the requisite data to begin a mission!
SG tips, when examined will have a bit of flavor text, describing what the tip is, as well as suggestive text specifying what sort of analysis should be performed on the tip.
Example Tip Types:
*Physical object (Strange Material, Interesting fingerprint) - Analyzed by base facility (Specialized Analysis device e.g. Fingerprint database)
*Rumor (You heard NPC X say Y)- Analyzed by a contact (Phone call, face to face meeting, Mission computer.)
*Cipher (unknown writing/data) - Analyzed by a base facility (Computer, Specialized control aux item.)
*Other - Some tip types may have multiple analysis types!
So, we've got SG members finding all these interesting things, and calling in their personal contacts (some SG members may have different contacts! Cooperate!) and using base facilities (These cost prestige! Cooperate to get them!) to analyze them. Once we've filled that bar, we get a mission!
SG Missions:
SG missions are a bit different than normal content, and require some interesting teamwork to achieve. Whereas a standard mission is designed under the assumption that the entire team remains within arms reach at all times, plows through mobs, clicks glowies, etc. an SG mission is purposely designed to split the team in to two or more differing complementary objectives. While the base mission goals are still stated for all to see, what is different is the way the players are expected to approach the mission. Think of these and little pocket sized TF finales. They comprise a single mission, but it's a big tough mission that's going to require coordination as much as it requires a mass of well built characters.
Heroic Example - Help Dr. Awesome close a Rularuu portal! Part of the team needs to be with the good doctor fighting the minions of Rularuu at the portal, for if the good doctor falls, then the mission fails. The other part of the team needs to be on the other side of the portal, fighting their way through to set up the negative displacement pylon to complete the process.
Villainous example - Take over WSPDR and make your demands! Part of the team needs to be outside the building fighting off the RIP on the ground floor, if the RIP make it inside, they'll cut the power and your plans are foiled. The other part of the team needs to make their way inside, capture a technician, and force him to set up for the broadcast.
These are simple, but you're getting the general idea here.
The other place where SG missions differ from normal missions is the reward. SG missions pay in pure prestige, however if failed they can not be re-attempted without collecting the proper tips again. Successfully completing one will give you not only a shiny SG accomplishment badge, but perhaps new decorations, raid defenses, or schematics to go with it!
In this manner, it's a short order to set up *progressive* SG tip content. If completion of one SG mission is required to access the equipment required to analyze the tips for the next mission, then the SG can only climb the ladder by successfully completing the mission.
This addresses only a fraction of what is possible with base content, but its a start. I'll make a later post about configurable facilities when I've finished simplifying the system. -
After a quick re-read of the War Witch Q&A, you are in fact correct.
Disregard that statement. Complete misinformation on my part. I think I got crossed in hindsight/looking over the base comittee thread. -
Quote:Most of this was addressed in both Demon Hunter's post and my own, but I'd like to note that bases, even the largest, are in no way taxing on the average computer. City's engine is remarkably scalable. Now the base EDITOR on the other hand is a completely different story, but usually only when we're using for what we use it for now. Clipping and stacking. It wasn't actually designed to do this in the first place. Players just started exploiting flaws in the base builder, then demanding that those bugs-turned-features be improved.The wall you're going to hit with trying to put more content in the base itself is that bases, with all their decorations, are very taxing on the average computer, and that's just when you're in there by yourself. You add a team of people all firing off powers in the same room that already has torches burning and other f/x heavy things going, and you're right back to what made the old base raid system totally unfun for a lot of people.
Until they totally revamp the entire system, I'm not sure what you can add. If it were up to me, I'd put in a reason why SG "A" even wants to invade someone's base, but then that goes to why the original CoP trial wasn't well received. People didn't like the idea of putting in work to obtain something only to have it so easily taken by someone else. If there isn't anything else but PvP in a base, or using the mission computer to instance to other content, what are we really adding that has any value?
Luckily the word is that we should be seeing an overhaul of that builder some time in the near-ish future to add actual support for a lot of the things we cheat at now. -
Quote:I am in no way suggesting that visual items used as an RP springboard are a waste of time, or that all base content *should* be of the raid/do combat in your base variety. However, RP is an emergent player metagame, and is not designed gameplay. The items you assemble as an RP springboard are not gameplay objects. You are the gameplay object in this case. The objects are nonfunctional. There is *nothing* wrong with that, however that is not the topic of this thread. The topic of this thread is using bases as content. As in, content that is explicitly designed to be usable by others regardless of their desire or ability to RP.<snipped by shadestorm to avoid long quote block>
Content for bases doesn't have to be all about raiding, whether PvP or PvE. It can be done simply to encourage teaming within the SG and to encourage SGs to earn the facilities needed.
Also, your suggestion of "play an MM or RP with other players that are minions" are a bit beside the point. This is making a concession via metagaming to compensate for a system that is missing. Should all players be expected to invent gameplay for themselves in such an ingenious manner? No. When I want to simply use my imagination, I play tabletop games, or I RP with others. We have the ability to RP. We have the architect. That's not what this discussion is about.
No, player supervillains or superheroes aren't at "that level" We're talking doom, galactus, etc. However I'd like to think that player characters are at the very least on the level of a single member of the x men, or the fantastic four, or the legion of doom. This would be a good baseline. Should I alone be able to wield ultimate power and so on? Of course not. That's a bit game breaking. However, should a heroic group be able to get "that call" from earth 3598 to save reality in a way only a group with a requisite base can? Absolutely. Should a villainous group be able to kidnap an important official and hold him for ransom on a specialized holding pen as part of a mission? Assuredly.
The simplified arc you layed out there is a perfect springboard for constructive ideas utilizing existing tech and is exactly the type of thinking I'm talking about. Not "everything should be a base raid in the base" but "bases should serve the function of bases in terms of gameplay mechanics." Obviously, getting your base raided very well may logically be part of that system. If we've done four missions of an arc to kidnap someone important and put him in a holding cell, it would stand to reason that getting raided by heroes attempting to save him would be part of the same arc.
Use the mission computer, workbenches, and perhaps some new items to tie in to those arcs, and for the duration perhaps have a lasting effect on the base, even if its purely visual. Thematically, the PvP raid system made sense. In terms of gameplay it was ill designed and a nightmare, but the point was there was a reason behind it.
You got a THING from the CoP, which sat there, in your base. And, because you had this THING of power, people wanted to take it from you either because you're evil and shouldn't have it, or because they're evil and they want it. Hence, the base was an important part of that system.
My problem with silver mantis and the new CoP isn't that the missions take place in instances. I enjoyed silver mantis and the CoP when they were new, and they're still fun content. It's that the missions are fire and forget.
We're on the same page here DH. Let's talk in terms of brainstorming in that direction!
Here are some questions in terms of systemic support for making the base more integral:
*What are some common things heroes or villains use their bases for?
*Can we do that with our bases given the current system?
*If not, what is the easiest way to simulate it via a working game play system?
*What sort of existing missions or arcs could be improved with this system to create more compelling SG focused content? -
Most current bases fall in to that category. Unfortunately I can't see any way other than a herculean effort in terms of software engineering to have bases that both allow the current style clipping/nonpathing, and base raids by players OR NPCs.
Thus my suggestion that the plots simply be ported over, so that those who want to do base raid content can sell off their old base and swap the plot to a raid-legal-placing rules plot.
After all, I've seen some truly beautiful bases, and it'd be a shame to tell people they HAVE to take them apart. However I do think its simply not feasible for the NPC AI to handle the amount of freedom we currently have placing things.
Maybe a compromise? Give bases a "basement" where you'd put all the functional items, and have that be the area that the raids use, leaving your awesomesauce clipped and stacked bases intact but still allowing you to do the content? -
M.A.G.I. System wide email - Subject: Final message regarding the Shadestorm
I've had it with you people. You've allowed this crystal to remain in uncertain hands for years despite my warnings. You've done nothing while parties unknown have utilized that Shadestorm entity for progressively larger and more vile acts of crime.
By this point it has become obvious that this organization is either not willing or not capable of addressing this threat, and by way of inaction has allowed it to develop from a small nuisance in to a rather large problem.
Thus, I'm tendering my resignation. My intelligence indicates that the entity has turned up in the Rogue Isles again recently. I'm going to put this thing down once and for all before it can send more of our city's heroes to an early grave.
Do not get in my way.
-Literati -
I didn't post in the other thread, but my entry is:
456663 Rogue Transmission
Best of luck to everyone! -
This I like. Put that together with optional raid capable (with pathing rules enforced) and non raid plots (with clipping/stacking/etc. flexible like now for prettiness) and we're getting a lot closer to a system that can fit the needs for elaborately decorative bases as well as more restricted bases used for actual gameplay.
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Quote:Fair enough, and I can understand that point. Though I'll remind you there was also a point when people said the same things about loot and crafting.I think this is the kernel of why this isn't my most favorite idea ever.
It feels too much like... City of Sims, or Super Civilization, or WarStaff II, or... you get the idea.
CoH is about teaming. It's about missions.
I would rather see Supergroup/Base content be focused around the Group and teaming.
I think the re-vamped CoP was a step in the right direction. It requires a small group from an SG to host the event, but it is also open enough to allow our solo coalies or friends from other (smaller) SG's to join and earn badgies.
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The topic here is the base as content. The CoP requires a raid capable base, true, but that's the end of it. It's still content that takes place outside of the base, and could just as easily been moved to an NPC contact (like what happened with silver mantis) or placed in its own zone (like the hamidon) Sure, this is still content, but it has very little to do with the base.
When raids were active, the base itself was the crucial point. The entire design and layout were integral to that gameplay system. So perhaps we drop the hirelings (Though, to be fair, I have an evil lair, and I want minions. All the best supervillains have minions.) And talk about other ways to use the base itself as content.
I'm not talking farming prestige and decorations here. I've got nothing against decorations. I love them. I spend a fair amount of time decorating our base. However, there is simply much more that could be done with all that space. You can fit a fully tricked out (for PvE) base on the second largest plot. I'm talking about thinking in terms of useful rooms, base items, etc. that have a real function and purpose. In comics, you've got these grandiose bases with computers that can spy on the whole world, hack in to the pentagon, a training room stocked with a bajillion robots, a lab in which entirely new forms of science are created, or the ultimate doomsday weapon is being constructed.
That's the "feeling" I'm talking about capturing here. When batman retreats to the batcave, he does so because the facilities in the batcave are integral to what he does as a superhero. Some superheros don't have nor need a base, some do. The goal here is to have a base be as much a function of what an SG is all about as its members doing missions.
You know that villain arc where I take over a cloning lab, or steal a bunch of rikti stuff, or whatever? Where is it? I get a text blurb that says "this could totally be useful some day" and then I never get the chance to bend my new toys toward my goals. I don't get to take the rikti guns back to my secret lab to reverse engineer them in to weapons of ultimate doom, only to be found out by the local heroes and thwarted. I don't get to drop my arch nemesis in to a pit of sharks with friggin' laser beams attached to their heads. Nothing.
We have the bases, which were designed to be played in, not stared at. Sure you could add fifty million new missions that you can only access from a base, but at the end of the day you may as well have put them in a door somewhere. The end result is the same. You use the base as a closet or a car, but you don't use the base as a base.
Don't like the dungeon keeper inspired hireling setup because it feels to managerial? That's fine, and I understand where you're coming from. The question is what can we do to get bases in a place where people want to spend time in them because its fun, not just because its pretty. -
Quote:You're not getting it. People aren't forced to defend their bases at all. Here's an example:buh? if your not logged in with a SG alt, then there wouldn't be any NPC raid missions, thus no rewards... what you are proposing forces people to defend their bases, people dont want to be forced to do anything... it would be like making the market, AE or inventions mandatory.
SG1 - Doesn't want to bother defending during the raid window every day.
This SG places enough rooms to support ten hirelings, and wires up a secure plot with plenty of firepower. All of this is purchased with player gained prestige, while leaving the base operations level at zero. When they're happy with their setup, they go ahead and set ops to 1. Every day during their window, the base may be raided, but it doesn't matter if they're around or not because they've prepared the base and its defenses to handle light raids that come with such a low operations level. They might be on one day, get the raid sirens, and laugh because they know that the handful of freakshow raiding their base are being instantly and mercilessly cut down by their ten tons of autocannons and highly trained base defense NPCs. As time goes on, this SG gains rewards at a slower rate, but their gains are virtually hands free, slowly upgrading the defenses and personnel and gradually increasing ops levels to match.
SG2 - Likes defending, prefers to spend time in the base.
This SG places a single quarters room, enough to house two hirelings, and no defenses. They go ahead and set ops to 1. This base has not been prepared to adequately deal with threats, and thus they'll need to be around to defend it each day. SG2 didn't require nearly as much time farming prestige for setting up defenses because they've decided they'd rather get the ops rewards now and defend it themselves than wait to wire up ten tons of technology. As time goes on, this SG ratchets up ops as soon as they have enough NPCs to do it, and is faced with more difficult raids because of it. They're getting rewards at an increased rate because rather than being careful, they're relying on the players in the SG to handle the base defenses.
SG3 - Likes defending, but only wants to do it on weekends when people are sure to be around.
This SG sets up like SG2, but sets ops to zero during the week. Each friday, the guy in charge increases the ops level, and for the next two days the players defend the base like SG2 does all week. Sunday night, he sets ops back to zero so they don't have to worry about raids during the week.
The point here is that, like the AE or market, the SG chooses its own level of involvement. It can choose to use the system without ever showing up to defend its own base, or it can choose to use the system and defend every time there's a raid, or anywhere in between. The level of reward is directly proportional to the level of risk. The SG that chooses to risk more is rewarded more.
You get it?
You're treating raids like a mission. In the proposed system they're not a mission. You don't get rewarded for defending the base. You get rewarded for having the base do things for you. The tradeoff is that the more stuff the base does for you, the harder it is to defend. YOU choose how much stuff you want the base to do for you, and thus YOU determine if 2000 prestige a day without ever having to worry about being around for raids is a better deal than 20000 prestige a day with the tradeoff that you might have to actually get involved with the raids. -
Quote:You're not getting me here. The problem with treating an NPC raid like an optional mission means you have to place the reward in the raid itself. Hence, you simply can't get rewarded for having an efficient base.Im guesing you are misunderstanding what I was saying... nobody would have to be online 24/7, just like with the safe guard missions, you check the police radio, detective so-and-so says "we have word that your base may be attacked" at that point you are given the OPTION of allowing the police to take care of the problem of taking care of it yourself. Reward if you do, No reward if you dont, but purely optional.
The problem with vulnerability windows is... not everyone plays at the same time or the same days
My system doesn't pay the SG rewards for doing missions. It pays the SG rewards for successfully managing hirelings. These rewards file in 24/7 because you've got hirelings/minions that are doig stuff you told them to. Researching new technologies, beating the crap out of the 5th column, whatever.
The problem with treating the raid like a mission is that it breaks that system. You could just get the scanner message and ignore it, your minions go on their merry way funneling you sweet new base stuff, and you simply opt out of the "risk" portion of the system.
Now, taken completely separately from my described ops level system, this would work just fine, and work just like every other bit of content in the game. You get a mission, if you do it, hooray for you, loots and money (and maybe you die and fail horribly). If you don't do it, no loots, no money. You can already fund an SG this way through SG mode doing all of the other content in the game, gaining SG badges and prestige.
However this doesn't do a whole lot for bases themselves. You're not getting anything new out of the base, you're just using it as yet another mission map. You end up with a system in which any actual new functionality in terms of bases is still ancillary to going out and grinding more doors, AE, or whatever. The proposed ops system is geared toward making the base itself a gameplay object, rather than a building that holds a bunch of stuff and can perhaps be used as a mission map once in a while if you feel like it.
I see your problem with vulnerability windows, but if the raids only happenned when SG members were logged in, what's to prevent systemic abuse by ratcheting ops up to an obscene level, and simply having everyone play non SG alts for a week while you roll in the rewards risk free?
As I stated before, vulnerability windows are the best of both worlds in regards to the ops system, and if you're in an SG that can't routinely make their windows, then the SG can simply build defenses around a lower ops level so the base can take care of itself. However, those SGs willing to work a bit harder at protecting their base from higher ops level raids can still get rewarded for doing so. You're not required to do jack, you simply choose less risk for less reward, just like ratcheting your personal difficulty down to -1. -
We already have the models, and the rooms and such. I say why not? Just add "you got a base detail!" to the current IOP personal buff rewards in the CoP. Purely eye candy, purely base shinies, but at least you get this nice monument that says "we were there, we kicked butt."
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Quote:I was thinking the base option would just be to determine raid (PvP/PvE pathing wise) readiness by plot. Keep the current plots as they are now, and copy them to two new folders in the editor. In this manner, people who want to participate in PvP/PvE raids simple trade their plot for a raid capable plot, and build it within pathing rules. However those amazing base builders who would prefer to have the freedom to design a decorative base without pathing restrictions can do so on the current plots.Couple recent thoughts about the long slog of:
"What to do about the bases?"
As it stands, due to technical pathing, the base raid function is null.
When the pathing was on, it was no big deal to construct a functional base.
It was also equally as easy to add form/decor to it.
If raid pathing was RE-enabled (as an option given to the SG Leader) and the base owners could edit their bases to comply with the raid compliant pathing, one could imagine that it is conceivable to merge the existing PvP system and integrate it with some manner of the unification of the code for MA and Zone Glowie tech in to an "Instanced Zone" as a new "Feature" to the system overall.
Base Owners could set up "scenarios" Set/Housed in an Instance for other teams (or multiple teams including Coalition Members as Allies to the Base Owner)-- to attempt to complete in a time limit or conditions.
Winning team each get a medium-rare shiny on a clickie timer and short cooldown naturally...just enough to be useful for a handful of tuff battles.
This could be a big thing with the amount of Creative Juice in the area--
Another Option...storage....add a Library so U can Stash Like 5 Recipes
Another - Base Item like a Training Center--Put it 3 Temp Power Recipes in it, Member of the SG can Get 1 (Item only Holds one of each Temp Power--Item only works on Temp Power Recipes)
Might require a total rewrite of the editor--lot of resource devoted there.
So, from day 1, if you want to use the raid systems, just trade your basic plot for a raid plot, and go from there. This way current base owners wouldn't have to dismantle their beautiful (but problem pathing) bases unless they wanted to use the raid systems.
Hell, while we're at it, make the non-pathed plots able to stick decorations in doorways. -
Quote:The idea here is that with an above zero ops level, the hirelings are effectively generating prestige/rewards 24/7. However, it's simply bad form to have the base vulnerable to an NPC raid 24/7, as that then requires someone to be around watchdogging it 24/7.would make more sense if it was instanced if someone was actually on line, and like I said above make it optional where the PPD could take care of it if you didnt want to mess with it. there would be a reward if you did want to participate, none if you dont, just like a safeguard
Vulnerability windows are a compromise. You can leave the base on ops without having to worry about a raid coming in at noon when the whole SG is at work, however, the risk you take by assigning that ops level is that your base is vulnerable, and thus you need to be ready to defend it. I suppose it would also work without the vulnerability windows if the raids were simply given a proc chance to happen when people in the SG are online, with the difficulty/chance of the raid happenning relative to both the base ops level and the number of SG members online at the time.
Also remember that your base defenses and hirelings will defend the base, and if you've invested in to it could handle it themselves. Let's say you've got rooms to support a large number of powerful hirelings. You could ratchet ops up to 5, and your hirelings could probably rake in more rewards for you, but you'd also be incurring much larger raids that would probably necessitate player intervention. However with the same number/quality of hirelings, you could keep ops at 1, making the raids small enough that your hirelings and base defenses could easily handle any level 1 NPC raid alone.
The whole idea behind the scaling opts level is to allow the SG flexibility in how they want to configure their involvement. Some SGs would happily drop everything to go defend a raid in return for raking in enough prestige and other base shinies from a high ops level. Other SGs would prefer to not have to go defend the base during the window, and might opt for simply designing defenses and personnel that could handle a lower ops level and adopt a hands off approach.
Vulnerability windows and an adjustable ops level make the system optional. If your SG opts for the rewards of hirelings getting you stuff, you're also opting for the risk of needing to defend it. Making the system totally optional makes it an all rewards no risk system.
This is bad.
The 24 hour cooldown on ops level adjustments prevents the players from simply cycling down the ops level to avoid the raids, and cycling it back up to prevent exactly that.
I suppose a compromise would be to allow for prestige spending on reinforcements. Say you usually have about ten people in the SG, easily enough for three guys to help out during your raid window and defend the base with your minions while everyone else does their stuff. However for whatever real life reason, you see that you're alone one day, and the raid alarms fire. If you've got SG permissions to do so, you could spend prestige to effectively call in the PPD, or Arachnos, or whoever to handle the problem for that window.
After all, in a system that essentially feeds the SG additional free prestige, and no risk of actually rebuilding base items, there really need to be some hard prestige sinks to compensate for the accelerated gain. -
Thanks posters. I realize I may have put a more negative spin on it than I really intended. Bases aren't USELESS by any stretch of the word, however there is a remarkable lack of really special content in regards to bases.
ow, I had a thought about optional setups for NPC raids. I'm keeping this in a PvE specific bubble. This is a base operational risk with base-specific rewards. Nothing could be gained through this system that could benefit a single player. The idea is that, like prestige, this system belongs to the group, and does not pay individual benefits.
Operations level:
Assume your hero or villain group has gained enough prestige to hire staff (or hire/subjugate henchmen if you're a villain.) So you get yourself an AE-like interface to design the costumes/powers of said staff, based on a prestige cost for various base items (call them "crew items") Which determine the amount of staff your base can support. These would be rooms/items for the purposes of training, housing, and maintaining your hirelings.
Now, what's the point?
The base operations level is an optional system that can be altered once every 24 hours. Setting base operations level above zero tasks your hirelings with a specific job, which results in an automated gain of prestige, unique base items, etc. Higher numbers or quality of hirelings will allow more reliable performance of higher operational levels.
However, this comes at a cost. With an ops level above zero, your base begins to attract attention. The higher your ops level, the more likely you are to come under attack from NPC factions you've tasked your personnel to interact with. The higher your operations level, the greater the gain on prestige, and research/spycraft/loot/etc. toward base specific items gained through the system.
What is the risk/reward?
NPC raids can damage your base items. Base items can not be destroyed via these raids, but they can be rendered inoperable. Damaged or inoperable systems can not be sold. In order to fix them, you'll need to task some hirelings with repair work. These repairs do not cost prestige, but they do cost time. That is time you can't task the same number of minions with running ops, and thus your base is not operating at peak efficiency.
You're not LOSING and re-farming prestige. If you get seriously whacked, you can always stand down all operations and stick the base on repairs until its all fixed up again.
New minions are trained at a fixed rate, thus your "bottleneck" is number of available minions to carry out tasks. Set ops too high, you lose minions at a disproportionate rate to your gain, and become even less efficient, possibly incurring even more base damage as a result of an NPC raid.
Thus, the risk is losing base functionality in terms of operational efficiency, defense, teleport capacity, etc. for a potential reward of increased prestige gains, new base shinies, etc.
NPC raids would be set on a base vulnerability window, say somewhere in the range of two hours every day. Vulnerability windows are a great way to prevent players from needing to be on call 24 hours a day. During that window, a raid event may spawn at your base, you'll be notified via the zone events channel if it happens.
Since we still have the tab for it, I'd advocate that base salvage be reinstated, and that minion operations be the only way to obtain it, and the only way to construct anything unlocked via the system.
Possible other additions to the system:
"Tip" style missions from the SG computer - Accompany your minions on ops.
SG specific temp powers - Limited utilization of minions by SG members as a temp power (reinforcements, orbital strikes, etc.) from a common pool (This temp power can be used once every 24 hours by anyone with permissions in the SG.)
Nemesis systems - Allows opposing SGs to run NPC ops against each other, potentially stealing ops-gained resources from the other. Think of it as PvP-lite. You don't fight the other SG, but you would fight their minions.
This is really a skeletal outline, but its just one example of ways to use bases as content. -
Hello. Don't believe we've met. A lot of you have been around a lot longer than I have. See, I picked up City right around CoV preorder release.
Not that I have anything against superheros in general, it was just that up to that point, every run I had with the game was found lacking in the basic fundaments of multiplayer gameplay. Before I9, there was really nothing that comprised a group effort. Sure, I could group with others, and often had to to complete a task. But what about MY group? With our matching uniforms and such? Before bases, it was just a nametag.
In addition to my unending desire to spread chaos and havok, I really latched on to the game for what CoV added:
Accessible open PvP.
Extensive base building options.
PvP within said bases.
I abandoned PvP around the time IOs turned it in to a rich man's sport. I refuse to farm until I turn blue simply to avoid getting 2 shotted by a tanker with more inf. This is not a thread about PvP, nor the desolate wasteland those once fun zones have become as a result of fightclubbers and the IO aftermath. This is a thread about bases.
This isn't a thread about making bases prettier. This is a thread about bases having lasting function and value. To tell the truth, city's Prestige system and base builder are probably the most elegant "guild" system I've ever encountered. The concept of the group's achievements belonging to the group rather than a single individual, and the group losing that effort if someone is let go encourage building strong, lasting groups.
Now, back to the topic. Since my initial break with City, I've generally lapsed my subscriptions, returned every few issues to eat up the new, and left again. Those in my SG usually end up coming back all at once, we stick around for a month or two until the new wears off, and we bugger off.
In the mean time, the base grows with every fresh spurt of activity. The base itself is the one thing we're proud of, and the base is the only thing that really stands as a testament to our efforts ingame as a group. Racks full of storage, populated and de-populated by every member coming through. Racks of teleporters that'll take us anywhere we need to be. Decorations, bigger rooms, etc.
Since base raiding was effectively turned off, bases have been in a rapid decline. Aside from the aesthetic details, they are functionally null and void.
1: Base raiding axed/CoP killed.
I know why this was done. It was a flawed system that encouraged preying on people unequipped or inexperienced in PvP. not only that, the CoP and general raid related bugs/exploits were soul crushing. I'm glad to see the CoP come back with a (PvE) reward befitting its (PvE) risk. Base raids? Still on hiatus. Reason?
Result? All defensive systems, capacitors, and every raid related base item is effectively a really expensive paperweight. Sure they're shiny paperweights that don't look like the other ones, but they're still paperweights.
2: Ouroboros
Double edged sword. On the one hand, the flashback system being base accessible was a nice upgrade. On the other hand... you can do that from Ouroboros. Bonus? The O-Portal has invalidated in-base teleport upgrades. Stick that hand in hand with transporter powers from day jobs, boosters, etc. and now you've got more paperweights. Why bother walking to a base portal when you can simply oro-hop anywhere you might be?
3: Inventions
Now we're getting somewhere! All those salvage racks, finally useful for something other than the occasional base item! And they're right next to our tables to craft with! This is an extremely good reason to have a base again! Wait, you mean I can do all this stuff right outside the cap base portal too? Why do we still have this thing?
4: CoP/Silver Mantis redux.
The ONE reason left to have a base. That all important SG raid, was taken away. However, it was replaced with rework of the CoP. We're getting somewhere indeed. Sure, it's old content, but at least the raid teleporter is useful again!
Why haven't bases become more than collections of paperweights in the five years since they were invented?
Content.
Because in order to give bases all the love they need, it would run at odds with developing new SFs, new Story Arcs, and fifty other new ways to dangle a fresh shiny in front of us.
Here are new power sets. Have fun rolling more toons.
Here are new zones. Have fun collecting badges and temps.
Here's the problem. All those shinies are personal acheivements. I PUGd RSF yesterday. I don't expect I'll ever see those people again. The incarnate "endgame" is also a personal achievement. You can switch alignments and do tip missions now. However, these are also purely personal acheivements.
My question is this:
Why in the last five years of development has every addition to the game been focused completely on the single player experience? On "my" level of power.
You know what makes the Avengers work? The group. Fantastic Four? The group. Superfriends? Okay, that's basically just superman, but you get the picture.
In the realm of comics, there are far more stable groups of heroes or villains than there are random pickup groups to abolish some new threat. However, with each content addition, we've been treading further and further away from that all important concept of the "team that could" Yet again we stand on the eve of an issue that states. "You're all on the same side against a bigger threat. Again."
I don't know about the rest of you, but here's my thinking:
Bases can be content too.
Take a break from new personal shinies for an issue or two and focus on group shinies. How about some tip-style missions for the SG computer?
How about developing an NPC raid event system?
How about letting groups of opposing moralities declare an official rivalry?
How can we tie bases and supergroups in to other PvE content?
How can we tie bases and supergroups in to other PvP content?
How about any number of other fantastic (non decorative) suggestions?
In short, how about making bases, and by way of bases, supergroups, actually matter again? Will people complain they can't solo it? Maybe. It didn't seem to be a problem with the resurgence of CoP. Freelancers can piggyback works well enough.
In short, great job on GR. Now start thinking about the amount of "low hanging fruit" you've got in terms of AI pathfinding, the mission architect, and the base raid systems and try and get creative. I'm looking forward to defending my secret lair from intruders of any variety some day soon. -
-
A lot of good suggestions in this thread, just like the so... stalkers one. To add on to what I posted there, here are a few other screwy ideas:
Team buff - Assassination - For each member on your team, every one of your hide-crits gains an additional 10% chance to apply the debuff. This places grouped stalkers in a position where it is more advantageous to the team for the stalker to use his signature mechanic to benefit the team rather than attempting to compete with other melee ATs for pure damage numbers. It doesn't mean the stalker can't scrap, but as teams get larger, there are probably other damage sources on the team anyway. On smaller teams, the stalker retains his dps utility without becoming overpowered in terms of control mechanics.
Critical mechanics - Give stalkers an additional 10% chance to crit on bosses+. This makes them specifically better suited for sustained DPS against single hard targets than scrappers, while leaving scrappers and brutes the kings of wading in to large groups of foes and beating the mess out of them.
BU - 1.0 please!
Survivability: Def sets are fine, HP is fine, Regen/resist sets REALLY need to be looked at.
Additional REALLY screwy idea (while disregarding any and all other buffs) - Inherent power - Exploit weakness - Stalkers may slot this power to gain increased critical damage, knockdown, knockback, fear, or stun. This power modifies the stalker's critical hits. Base critical damage values remain the same, and all criticals apply a base mag 0.5 knockdown, knockback, fear, and stun. This allows the stalker to build for specific mitigation or damage in terms of criticals at the cost of slotting he could have used on other powers. If granted at level 1, this also significantly smooths out a stalker's lower levels, as enemies have less HP, and are less resistant to such effects in the early stages. -
1. Arc or mission specific temp powers.
Since we've seen the tech can support conditional removal of temp powers, how about configurable granted temp powers capable of the following:
Use temp power on object objective - Like the redside arc where you use the scanner on the rikti pods.
Use temp power on enemy - Basically a flag on custom enemy, or standard enemies in groups that makes them invulnerable unless they've been hit with your temp power.
Note that these MA temp powers can not be used to deal damage, but simply function as a sort of "key" to complete an objective (scan box with special dimensional thingy, etc.) Or exploit a critical weakness in an otherwise invulnerable enemy (Use the special formula dart to make the invincible end boss defeatable.)
You could just select the power's animation from a dropdown of any of the avaliable "tool" temp powers ingame, or even a selection of animations from existing powers.
I think this could add a lot of options for immersion in specific story arcs.
2. New GR style in mission dialogues.
I like the "banter boxes" that accompany several of the new missions, flagging bosses blue until they're interacted with. Set these up as a new event type with a sub-field for stuff like objects, bosses, etc.
3. FAILURE
I hate how MA Missions can be failed, but the arc will automatically proceed anyway. There should be an option to either end the arc on failure, or recycle the mission. This would allow for the use of some complex mechanics in missions which require the players to actually COMPLETE the objectives (take down a fleeing boss, protect someone, etc.) to progress, so that failure doesn't break the narrative.
4. Choice/Memory
Several tip missions have an either/or success condition. I'd like to see this in the MA. Additionally, It'd be nice if we could get a forking OR style contact dialogue to choose multiple missions. I can think of multiple times I wanted to do a story which required certian choices to be made at the end, or even in the middle of an arc that I simply couldn't do effectively because of the lack of any options for player choices.
The new GR tech where events can remember simple boolean variables based on your choices woul be nice too. Just give the MA interfact four namable flags in the base properties of the mission, and allow the events to set these flags when completed, and be triggered to spawn on a "true" condition of these flags. This would definately help with tying together player choices across missions to enable optional objectives that mean something. (Optional rescue of hero complete sets my "Hero Rescue flag" True. Mission 2, I have an ally who's spawn condition is set to "Flag is true: Hero Rescue flag") -
Thugs:
JoeMcExpendable
Larry Larceny
Arsonist:
Burny Mac
Enforcers:
Ugly, Butt Ugly
TAAAAANK:
Beef Johnson -
I actually went a similar route to dechs on mine, slotting mostly for forms, however I did make one major alteration.
I went deep presence. I six slotted Invoke Panic, I took whirlwind, and I heavily slotted pretty much all my CC tools.
Glimpse of the Abyssx2 (which I'm working on) helps pile on global recharge, and really help to cut incoming minion damage while shifting. Plus, I always wanted to six slot invoke panic.
Also, nothing say's "I'm the MFing warshade" like knocking people around and making them cower in terror. Sure, it doesn't have as much top end damage as some builds, but it's ridiculously fun to play. -
I actually run a thugs/pain tankermind and it does pretty well even though thugs is probably the squishiest set there is.
The trick is proper slotting of Pain's AoE Heal, I went for 3heal/2rech/1end. Haven't even gotten around to set slotting yet other than a KB protection in toughness. With that nullify pain slotting, you've got a recharge running fast enough that it's actually worth putting on auto, as it'll fire every other power and it gets tiresome hitting the button over and over.
Toss some leadership in there, grab toughness, and slot the mess out of world of pain, and you'd be suprised how much you can suck up by just letting BG mode distribute the damage, and then using Nullify to keep them all up, and spot healing/shooting stuff as necessary
Extra bonus: Take kick with the pistol attack or attacks of your choice for extra lulz. BLAM BLAM - *boot*