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Community => City of Heroes => Topic started by: Apex Viper on July 20, 2014, 07:53:57 AM

Title: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 20, 2014, 07:53:57 AM
There's many things I wish would have been in the editor.

1. A better way of creating a second floor with stairs, without having to use desks for the floor.
2. Better vegetation. The Trees/bushes were fine, but limited. Everything else reminded me of plants you would see in the DMV. Some plants with blooms and some nice hedge would be nice. Some  grass too. Many of my bases had orchards with apple trees (made by placing red bottles in a tree).       
3. WATER! Fountains, pools, spray jets...just something other than slow fields. I had an ancient Greece water front bazaar complete with a hand-pieced cargo ship, and an ancient light house. 
4. A marble theme for the walls, floors, and columns. My SG's were themed after ancient Greek mythology. Don't get me wrong I made it work, but some marble would have been awesome.
5. Statuary. One male, one female. They don't have to be fancy or anything.
6. Better lighting. There's torches but no candles.

That's my top 6. What do you wish you had to use?
 
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: cohRock on July 20, 2014, 02:31:57 PM
Mine aren't so much end features, but capabilities which would have made base building a lot more convenient (such as your idea for a real second floor).
1) a multi-step undo capability
2) a temporary "catch-all" crate or room where you could temporarily put huge amounts of stuff while rearranging
3) a "playground" mode where you would just be trying something.  If you liked it, there would be some way to to transfer the playgrounded stuff to the actual base.

I was often amazed by what folks had done with their bases, even missing these and Apex's features.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: MWRuger on July 20, 2014, 05:47:49 PM
1. Portal that linked to Pretoria. You would add teleport beacons to the portal to tune it.
2. Teleport beacons to the shadowshard.
3. Increase capacity of storage.
4. Allow more control over the themes are applied. Basically, let us select everything to be individually tinted, not just by section.
5. Allow scaling of all objects. i want to be able to upscale and downsize various base pieces
6. The ability to place items in a doorway.
7. Doors. Even just decorative ones.
8. Era neutral furniture, like beds.
9. Lettering in say 3 or 4 fonts.
10. Tintable auras for objects.

There are others but that's my top ten wishlist. But I am totally with the OP on the vegetation options.

Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Pengy on July 20, 2014, 06:14:32 PM
Water. All sorts of water.

A customizable entrance. Even if it still just takes you to the blue light pillar in the zone, I would have liked to be able to make the entrance look like a teleporter, a door, a train, or anything else.

Better support for cave and sewer themes, such as vaulted roofs, pipe segments, natural rock textures for walls.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 20, 2014, 07:15:01 PM
Oh how could I forget about placing things in doorways...that never made sense to me. I remember walking through some really awesome and well thought out bases and being all "wow this room is awesome" then bam! empty space. I know when they tinkered with base stuff it messed up things and all, but I would have gladly went through it to have new things. I thought they should have released base booster packs.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: DocHornet on July 20, 2014, 08:49:04 PM
1.

Actually, my big wish for bases would be to be able to scrap the existing system and use the dev's map-building tools and utilize the various door mission maps as bases rather than blank cubic plots. More like AE than the current system.

Want to create a Batcave homage? Cave maps.
Want a high tech lab? Crey or Praetorian lab maps.
Want an abandoned warehouse (ala BATMAN 1966 show) for your villainous lair? Warehouse maps.
Want to keep the current blank cubes? Keep that as an option, too, by putting those assets into the map-designer.

Eliminate specific functions for rooms (regulate it purely on a maximum-#-per-base-size for power plants, inventory storage shelves, etc.

Eliminate item-by-item purchase cost on decorative-only items (to be included in the purchase cost of the map size).

Convert any (or most any) dev tool map tool item into having the core item/auxiliary item function you want. Maybe you want your power source to be a Croatoan pumpkin vine.

Finally, be able to output a base's design to a file on your computer (similar to current costume file or AE files) so you can back up your design, save different designs options, or even share them with friends.

2.

The second wish has to do with how bases are tied to supergroups.

My wish would be for any character to be able to a active member of one supergroup, and a reserve (or auxiliary) member of a second group (like your own solo SG), similar in comics of how a hero can be a member of more than one group at at time at various levels of activity.

You'd earn full SG prestige for your active membership group and half prestige for your reserve membership group.

You could participate with multi-player SGs and the group could build its base with your prestige, but you could also maintain and build your own private lair.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: ukaserex on July 20, 2014, 09:51:02 PM
I think, for me, the base system as it was, was okay. Nothing fantastic, but okay.

I did think the tp beacons should have been programmable by us - that is, we should have been able to put some object in a specific zone as our landing spot. It was always annoying to me to take the sg beacon and find myself transported to a corner of the zone that had the train very far away - for those times when you were doing zone kills during ...I think it's the numina task force.

I also think we should have had an SG portal portable power that would work like the Ouroboros portal. Place it down, click and you're in your base. Honestly, I don't know why I didn't think of this before - or maybe we had it and my old brain forgot about it already - but pretty sure I'd take the ouros portal to Talos or IP and step into the SG portal from there.

Heh, at this point, I think I might be willing to play the game without any travel powers, just for kicks and grins.  I've a feeling that would get old pretty quickly though.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 20, 2014, 10:13:00 PM
There was a personal base tp. I can't remember if it was in a booster pack or if it was a vet reward.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: DocHornet on July 20, 2014, 10:24:15 PM
There was a personal base tp. I can't remember if it was in a booster pack or if it was a vet reward.

"Base Transporter" power -- 24 month Vet Reward power

http://paragonwiki.com/wiki/Veteran_Reward_Powers#Base_Transporter
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 20, 2014, 10:45:17 PM
"Base Transporter" power -- 24 month Vet Reward power

http://paragonwiki.com/wiki/Veteran_Reward_Powers#Base_Transporter

yep..that's the one.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Charged Mastermind on July 20, 2014, 11:15:16 PM
I never really had any part to do with supergroup bases (partially because my supergroup didn't use their base much), but because I was sometimes Base Manager, I did some editing, and I would say creating more of a nature or park room seemed difficult so more vegetation would have been nice

and yes, the ability to make 2 floors would have been splendid. Using the props they offer did make some interesting rooms and designs however it was very difficult to pull off (from my experiences).
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: ukaserex on July 20, 2014, 11:19:52 PM
Oh yeah, I had that one. I think there must have been a lengthy recharge on it.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 20, 2014, 11:36:20 PM
Oh yeah, I had that one. I think there must have been a lengthy recharge on it.

Yea, the recharge was like 30 minutes. Some how I had 2 of them. I had the vet reward and one other one. I really think it came from a booster pack but don't quote me. I think it was in the steam punk set....I had them all so its hard for me to keep them separate.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: MWRuger on July 20, 2014, 11:59:19 PM
You could also get it as an accolade power by completing Monitor Duty and Patrol day jobs. It could hold 10 charges and could be recharged.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: LadyVamp on July 21, 2014, 01:32:23 AM
+1 to cohRock.  A sandbox mode aka playground would have been super nice.  I hated having to give up a room just to try new ideas or teach myself how to do things.

Everyone's ideas I agree with fully. 

Now my personal wish list of items not covered by others:

1) Customizable ncps in the base.  A mouse themed base with mice working in the base and some with specific dialog would have rocked.
2) Monitors that would give you a choice of what to display, ie computer general, a specific zone, rotating zones, another part of your base.
3) Items/columns that could be placed anywhere that didn't snap to predetermined locations.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Ohioknight on July 21, 2014, 01:54:27 AM
Actually, my big wish for bases would be to be able to scrap the existing system and use the dev's map-building tools and utilize the various door mission maps as bases rather than blank cubic plots. More like AE than the current system.

Yeah, starting with the AE system would have made a much more awesome base builder-- for starters, functional NPC's
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 21, 2014, 01:57:36 AM
A sandbox would have been great. I'm totally on board about the columns too. When my base was being built I used the entrance for my learning room, but it was just me in the beginning so I had that luxury.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Paragon Avenger on July 21, 2014, 02:15:20 AM
Basically there were 2 kinds of bases.
Bases that were very functional and bases that looked awesome.

In order to look awesome you needed prestige.
In order to get prestige you needed members playing in SG mode.
In order to get members to buy into SG mode, you needed functionality.

So, how about things that can only be accomplished through a SG.
Like the only place to get SO's is a base.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Aggelakis on July 21, 2014, 02:22:50 AM
So, how about things that can only be accomplished through a SG.
Like the only place to get SO's is a base.
Awful idea. Terrible. Horrible. You are forcing people into an SG. Does it cost anything to get this mythical base vendor that sells SOs? If yes, then you're screwing over soloists. If not, then why not leave them out in the world?
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Charged Mastermind on July 21, 2014, 02:27:08 AM
does anyone have screenshots of their base before it shut down? Funky but just wondering
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 21, 2014, 02:59:54 AM
does anyone have screenshots of their base before it shut down? Funky but just wondering

Here's a link to my old SG called Sisters of Avalon. It was an all female toon SG. My main at the time was a defender, named Goddess Buffy, and she was descendant of Queen Malosa. Queen Malosa was the last known ruler of the once great Amazon Nation. There's only a few pics of the construction phase, but something is better than nothing. I can not take all the credit for the work in this base as I had a dear friends help.

  http://sistersofavalon.guildportal.com/Guild.aspx?GuildID=378683&TabID=3184424&ShowFullGallery=1&SFGCI=12142444
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: MWRuger on July 21, 2014, 04:24:22 AM
You can always convert inf for prestige. Inf is easy enough to come by. I admit the rate is harsh but I paid for all mine like that and I had like 10 bases.

I agree with Aggelakis about SO's but what about SO vendors for the base in addition to the ones in the world? As long as we are wishing, let's add a new room, a danger room and add devices that vend SO's for double cost.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Von Krieger on July 21, 2014, 04:46:49 AM
Not being able to place stuff in and around doors was due to our good old friend and ruiner of everything, PVP. Since base raids were, once upon a time, supposed to be a big thing, you couldn't put stuff to block the doors, because the other team had to be able to easily get through your base and such.

PVP ruins everything. :P
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 21, 2014, 05:35:28 AM
I agree with Aggelakis about SO's but what about SO vendors for the base in addition to the ones in the world? As long as we are wishing, let's add a new room, a danger room and add devices that vend SO's for double cost.

If we are going as far as vendor's then why not have one that does all enhancements, SO's and IO's but not PvP IO's.  The influence spent in the vendor could be split 90% to the vendor (functioning the same as going to a store and 10% in the form of prestige to the SG. Doing that SG's with fewer members can afford needed base items like teleporters and beacons or whatever. The enhancements in the vendor could also be purchased the standard way via the market or by the luck of a good drop. This way those who play solo won't feel pressured to join an SG just to slot their powers.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: MWRuger on July 21, 2014, 06:37:47 AM
If we are going as far as vendor's then why not have one that does all enhancements, SO's and IO's but not PvP IO's.  The influence spent in the vendor could be split 90% to the vendor (functioning the same as going to a store and 10% in the form of prestige to the SG. Doing that SG's with fewer members can afford needed base items like teleporters and beacons or whatever. The enhancements in the vendor could also be purchased the standard way via the market or by the luck of a good drop. This way those who play solo won't feel pressured to join an SG just to slot their powers.

Because you can buy SO's in the game. You can't but IO's in the game except at auction. They don't  have to join an SG to slot their powers. This is in addition to the SO vendors already in the game, not instead of.

I would be fine with an auction terminal though.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 21, 2014, 07:39:52 AM
Because you can buy SO's in the game. You can't but IO's in the game except at auction. They don;t  have to join an SG to slot their powers. This is in addition to the SO vendors already in the game, not instead of.

I would be fine with an auction terminal though.

Yes I am aware that SO's can be bought and IO's generally come in the form of a recipe drop during missions, TF's etc. or bought via the market. When I said IO i meant standard IO's like basic healing or damage...In my mind I separate enhancements by 4.. 1. basic standard/single origin enhancements, 2. standard IO, 3. name brand IO's (like Numina, LotG etc.), 4. PvP IO's. My point was more towards converting influence to prestige and trying to validate having the vendor in base of things that can be bought anywhere. Think of it like this...if this said vendor was to be used and offered #1 and #2 and cost prestige to buy, AND gave a little prestige kick back to the SG, to me it would be worth the cost for the vendor. I was also thinking that this vendor was an add on and not replacing any store.

As far as an auction terminal, /auctionhouse command would make it obsolete since it can be used anywhere.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: MWRuger on July 21, 2014, 12:51:40 PM
I think that making IO's so easy to get would act as a disincentive to doing the more difficult content like the lower level TF's. Sure, some would do them for fun, but many wouldn't bother with anything but incarnate content and level 47 and higher missions that can drop a purple.

Why bother with reward merits or alignment merits when you just spend inf?

PS - Not everyone had the /auctionhouse command. It was a tier 8 vet reward. So newer players could find a console useful.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Tacitala on July 21, 2014, 03:30:47 PM
In order to look awesome you needed prestige.

You also needed someone with the ability to design the base and make it come out right.  I was the person for my group and my skills at building were... lackluster at best.

There was almost a running theme in my SG where our characters ended up living at the base.  So we were in desperate need of 'furniture': more couches, more desks, more chairs.  Preferably in a more neutral style than the few we had access to.  Our wish list included the vending machines seen in warehouses and beds other than those nasty, busted down Oranbegan cots.

Count me as another person who would have loved to be able to swipe some the in-game maps.  Maybe they could have set a flag for SGs that opted out of the base raid system (if it ever came back), so they wouldn't be restricted to the big empty box rooms.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: MWRuger on July 21, 2014, 05:00:46 PM
The time for this thread to shine will be if/when the new team starts working on COH2. They will undoubtedly be starting from scratch with bases so we should try and make sure that they see this thread when it happens,
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: goodtime on July 21, 2014, 06:09:41 PM
The ability to *temporarily* place rooms outside the plot boundary for rearranging them.   I remember having to wait til my SG earned more prestige so I could buy a bigger plot solely so I could move two large rooms.   

Turn off whatever it was that stopped doorways from being placed on walls that had objects near them.  I had a 2nd level in my workshop that I had to tear out when I moved rooms.  I rebuilt it as a hanging floor away from the walls so I could place new doors later if I needed them.  And I did.

Longer ramps, so they weren't as steep as the stairs.   Railings!  Railings for stairs, too.  I mean, really.  Have no heroes heard about the Americans with Disabilities act?

bottoms for all the things.

Teleport beacon to Cimerora, the Hive, and whatever other zones that didn't have one.    ORO, even.

Thinner dividers than those big blue things in room details.

Smaller stones.

More tech stuff.  Lots more tech stuff.   Lots and lots.

Smaller sewer pieces.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Apex Viper on July 21, 2014, 11:21:54 PM
I was just sitting here and I remembered on how to get the tp beacons for bases. All those hours getting exploration badges to unlock one. Do you think these could have been done differently? Maybe adding the completed beacons account wide? I'm talking just the beacons and NOT the exploration badges. How about having the beacons included in telepads or in the TP rooms themselves?
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Burnt Toast on July 22, 2014, 11:34:15 PM
I did A LOT of base editing. I probably designed 20 other bases aside from my own. I was known for my "weaving" of the spires...hundreds of them without flicker etc.


What I would like to have seen:


**The ability to make a danger room - complete with programmable NPCs that would fight you based on the level you choose.
**A message board: A chalk board/White board that messages could be left on for members (Similiar to the SG registrar interface...click and it would have date/time notes were left.
**A tailor that would have the SG costume saved...so all a person had to do was go..click on SG COSTUME..and boom they were decked out with all the right colors/designs etc.
**Actual doors...that could be opened based on specific permissions/users.
**The ability to increase the size of the entrance room
**A large teleporter (Think the raid teleporter) that could hold up to 8..12..or 16 beacons.
**More objects...I always thought that if it was in the game...it should have been available to be placed in base.
**Environmental objects...fog/mist/water/ etc
**A mission teleporter
**The ability to create a basement.


Here are a few tps I made for other people:
(https://i1216.photobucket.com/albums/dd369/IBurntTheToast/newesttp.jpg)


(https://i1216.photobucket.com/albums/dd369/IBurntTheToast/altfinished1.jpg)


(https://i1216.photobucket.com/albums/dd369/IBurntTheToast/vstortp2.jpg)
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: MWRuger on July 23, 2014, 12:33:26 AM
Very nice sir! Very nice indeed! Mine erred toward the functional side although I did decorating when ever possible.

I would classify myself as a mid tier designer. There were some tricks I hadn't mastered but I could make a 3 level room workshop, had the obligatory monitor room and the like. I had a very nice column of Ice n Flame room. The column was in a room filled with water at the base that was accessed from a stone pathway. I was working on something with spires as well.

Hope we get the chance to play with all this stuff again.
Title: Re: Base Builders: What do you wish was in the base editor that wasn't?
Post by: Burnt Toast on July 23, 2014, 12:57:38 AM

Thanks :) I used to spend hours and hours in the base editor. I remember when I started I would see people's bases and think... "Wow this is cool looking, but what is all that flickering???" So I made it my goal that no matter what I did I would not have flickering when combining objects. I felt the flickering made you realize it wasn't supposed to be that way and destroyed the illusion.


I truly cannot wait to start building my base again... :)



Very nice sir! Very nice indeed! Mine erred toward the functional side although I did decorating when ever possible.

I would classify myself as a mid tier designer. There were some tricks I hadn't mastered but I could make a 3 level room workshop, had the obligatory monitor room and the like. I had a very nice column of Ice n Flame room. The column was in a room filled with water at the base that was accessed from a stone pathway. I was working on something with spires as well.

Hope we get the chance to play with all this stuff again.