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A Personal Base

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Halae
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A Personal Base

I was discussing the idea with a friend of mine, and we came to the conclusion that having a personal base setup is a good idea.
The big thing is that a lot of heroes have their own personal base of operations.The examples that spring to mind for me are Superman's Fortress of Solitude, the Batcave, Peter Parker's house, Iron Man's workshop, the X-men's school, and innumerable villain bases. The big thing with these is they put in a locational identity to a given character, which would help you out from a roleplaying angle quite a bit, and gives people the chance to do their "an interior decorator is you" thing. I know some people back in coH lamented the inability to have a personal abode, and I almost certainly would have put together a small apartment for a few of my characters.
Ignoring the fluffy bits for a moment, there's a potentially a lot that can be done with a personal base mechanically.
First and foremost is trainers - back in CoH, locating and getting to trainers was a hassle, but I still enjoy the essence of going to a trainer more than just auto-leveling wherever you are as seems to be becoming a more common thing. Imagine this - you've leveled up after a recent Task Force run, but leveling up through a trainer tweaks your brain because it doesn't fit in with what you imagine for such a character advancement; maybe your character works with unique tech that he developed for himself, and his way of improving is optimizing his tech or making new gadgets. Maybe she has a pact with infernal powers for... well, power, and goes home to summon up an entity she can talk with to upgrade her contract. Maybe it makes the most sense for him just to go home and take a nap, and growth happens naturally while he's asleep. Maybe she has a gym she spends a while training his abilities in. If you can customize what your personal trainer looks like, it opens up a variety of things you can do that make sense in character. Having that option for character customization is a big bonus.
But then we can also start looking at other services you might want to be able to access from home. The big ones that come to my mind are the costume shop, the auction house, and storage. Storage should be largely self-explanatory and doesn't deal heavily with stuff like banks, which are kinda weird for taking items from a fluff point of view (in Neverwinter, I have a horse sitting in my bank. Really?) but make sense if you're just storing your stuff at home, in closets and boxes or even in the back yard or basement.
The auction house and costume shop are a bit trickier, but I'm sure you guys remember having to cross multiple zones trying to remember where the hell the costume shop was, or running along a dangerous road while underleveled to get to the costume shop on your lowbie character, but this makes sense if you think about it. Accessing an online exchange of goods from the computer is something that happens a lot nowadays; a friend of mine even has her groceries delivered to her home, since she can't leave often due to health issues. The same concept applies for costume and auction house shopping, as both can be theoretically available from home. Maybe your character has a computer that he buys things to be delivered off of. Maybe you have a demonic auction broker you can summon up. maybe you tinker with your gear and "make" new ones using blueprints you found online. Maybe you just have a really, really extensive wardrobe.
"But Halae," you may be asking, "How does any of this matter if the home is in such an out of the way location that you never go there?" Well I'm glad you asked. the thing is, we're going to have travel powers; that was guaranteed, right from the concept phase of the game, since it's based on super heroes. I, personally, am imagining that many different power sets would have a quick "return home" power available. Teleportation could take you right there, flight could could be a fly off into the sky and vanish animation. Super speed you just leave very quickly, and a vehicle power could have your vehicle arrive, you get on, and drive away. Cue loading screen regardless of the power in question, and you're instantly at home. This is the sort of thing that could even be earned ingame, rather than needing to spend points on it, since it's more convenience than an actual power.

Anyways, this sort of system could have quite a large impact in character (i know where my character lives), mechanically (I've got lots of amenities at my character's home) and out of character (players love having their own house and such in MMOs), so I feel it's worth looking into.

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If you go to the Kickstarter,

If you go to the Kickstarter, click on the Campaign tab, and scroll down until you find the add-on "Mogul", at the end of that description you'll find the phrase "unique living space or super base". I think this means that the personal bases are already being planned for. ^_^

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I'm sure MWM has stated that

I'm sure MWM has stated that it's not a question of if we get personal bases but rather a question of when.

Personally I would like to be able to tie the base entrance to an actual entrance in the world, like a door skylight sewer/cave entrance and so on, in addition to the "fast travel" mechanic. That specific entrance would of course not be exclusive to me once done since that would put a hard limit on the number of such "connections". When trying to use a specific entry it should only display bases you and your guild/friends/team (including alts?) have tied there and only if the access settings would allow you to enter it. This could then make it so that you can have more than one base (like several safe houses) and to prevent "littering" the second and more could have a fairly high maintenance cost.

I also think that any and every amenity available in the world as a whole should be available to personal/guild bases as long as you have gotten certain pre-reqs for that specific amenity, like having a minimum level of faction rep for a faction vendor.

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I have a few thoughts

I have a few thoughts/suggestions for this myself.

Firstly, if (as seems to be customary, so a safe bet) each base comes with several types of room within it, can we have the option of taking multiples of any type of room to suit our character? So for example, we could choose to have no central living room, no bedroom, no foyer or hall, but just several libraries/studys furnished solely with wall to wall bookcases, or maybe walls of filing cabinets plus a forensic laboratory with a tiny bed in a corner, which would suit certain detective or esoteric character types?
Or no real living spaces, but just wall to wall rows of gun racks and ammo boxes plus a firing range slash workout space and a forensic study complete with mugshots of targets on a whiteboard which would suit another type of character ("Welcome back, Frank")?

Or maybe, for villains especially, the whole place could be just dungeon chamber after dungeon chamber with shackles and torture instruments?

Or, architecturally, the whole place could be one huge chamber like a warehouse or something more esoteric like a museum (or a Shadow Gallery) or could be just a huge cavern without any real amenities at all?

Plus, could it be something even more outlandish like this: https://www.flickr.com/photos/joshsommers/2758514473/

Could the arcitectural and customizing support stuff like that?

Plus, this would be even more of a stretch, but how about having functional cells or dungeons in a base, in which certain NPCs could be imprisoned even while offline, with differing benefits?

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I hope they take the basis of

I hope they take the basis of how bases in CoH were made, where you bought individual neutral rooms and connected them how ever you wanted, and expand on it.

Maybe the "ideal" would be to get a blank (expandable) square where you can erect walls how ever you want (or using pre-fabs of full structures) designing the full layout including multiple floors and multiple ground types so you can have indoor and outdoor portions, and even decide if it is under or above ground by setting the "surroundings" appropriately.

Being able to make your "base" an Escher style pocket dimension would of course be very nifty.

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I remember people having to

I remember people having to do some crazy stuff to construct architecture from the base builder back in CoH.....

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Lost Deep
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I had a thought concerning

I had a thought concerning the 'return home' power: while I'm all for fast traveling to the home, it seems a little redundant to me to put one such power in each travel set. Maybe instead it should be somewhere else, like a fast travel set, and then have a variety of possible animations. Teleportation, flying or jumping away, speeding off, maybe having a door appear for the more magically (or realitywarpingly) minded. That way, it's available to any character, without taking up a slot in every single travel power set. I might write up my thoughts on a fast-travel set in a different topic...

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We do plan to provide each

We do plan to provide each account with a personal base / lair. Unique appearances or actual in-game locales was the Mogul from our KS as already linked. A player can create their own account-based super group and invite their own characters into their base / lair. Personal bases will be able to link up with ither personal bases and share a common space to allow ad-hoc super group bases too. Increasing the size and finctionality of personal bases and shared super group spaces will be possible but comes at with an increased resource cost management in-game.

One of the reasons we has to start our map making system over was that we had to make sure that the tool set and interface is the same for both players and devs - though devs will have expanded options of course. This makes it so that we don't end up with multiple map-building systems where the devs use one tool set and the players another and if problems come up with the player version the devs are so unfamiliar with it solutions aren't readily provided. It also is more efficient to make one entire system instead of multiple systems. It is also the tool that will be used for user-genrated-content. One tool set with different options, all of it modular.

We had talked about allowing game world locations to be used for base entrances. Moguls may have that possibility, but honestly it has been a while since we outlined the design needs for bases and things have changed. There may be limitations on what is possible as there have been concerns over disconnects between locations for base entrances. They can't use mission entrances for example. And what happens if there are multiple players entering the same "place". One of the reasons the old games base teleport locations work was they were agnostic to the location of the actual base. Another was an easy system to use for allowing movement from a base to multiple locations in the world map.

As for a return to base travel power, this would be something that could be customizable - we will always strive to apply aesthetic decoupling whenever possible. And it would be something related to base functionality, purchasable items, or account reward perks.


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Quote: We do plan to provide
Quote:

We do plan to provide each account with a personal base / lair. Unique appearances or actual in-game locales was the Mogul from our KS as already linked. A player can create their own account-based super group and invite their own characters into their base / lair. Personal bases will be able to link up with ither personal bases and share a common space to allow ad-hoc super group bases too. Increasing the size and finctionality of personal bases and shared super group spaces will be possible but comes at with an increased resource cost management in-game. .

Account linked bases. That's probably the second best thing I have heard about the game so far....after power aesthetic decoupling and just (only just) before leads.

Quote:

One of the reasons we has to start our map making system over was that we had to make sure that the tool set and interface is the same for both players and devs - though devs will have expanded options of course. This makes it so that we don't end up with multiple map-building systems where the devs use one tool set and the players another and if problems come up with the player version the devs are so unfamiliar with it solutions aren't readily provided. It also is more efficient to make one entire system instead of multiple systems. It is also the tool that will be used for user-genrated-content. One tool set with different options, all of it modular. .

Is there any more you can say on this....I am mostly interested in the amount of variety in decorations and interior styles that will be available as well as if bases can be multi-floored.

Quote:

We had talked about allowing game world locations to be used for base entrances. Moguls may have that possibility, but honestly it has been a while since we outlined the design needs for bases and things have changed. There may be limitations on what is possible as there have been concerns over disconnects between locations for base entrances. They can't use mission entrances for example. And what happens if there are multiple players entering the same "place". One of the reasons the old games base teleport locations work was they were agnostic to the location of the actual base. Another was an easy system to use for allowing movement from a base to multiple locations in the world map. .

A base teleport location is fine but I prefer simply giving players a personal base teleporter with a variety of animations when they unlock bases instead, even if we have to use it only in specific locations of the game. If for no other reason than just allowing players more customization. They would in effect be the same thing...special animations could still be store purchases.

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Tannim222 wrote: One of the
Tannim222 wrote:

One of the reasons we has to start our map making system over was that we had to make sure that the tool set and interface is the same for both players and devs - though devs will have expanded options of course.

Hmmmm.........

I find myself wondering if the entire suite of UGC tools will be included in the "costume creator" that (hopefully!) will be released sometime in 2016 along with the capability of setting up a private server.

Little hints here and there are quite tantalizing. We may be in for quite a surprise when the first elements of the game are finally released.

But this is pure wishful thinking on my part, of course. Still...so many tantalizing hints here and there.

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Universal Caveat: "I am not a

Universal Caveat: "I am not a programmer." Now comes the almost universal: "However..."

I seem to recall that DCUO presented you with several map options for the location of your lair. Could we expand on that idea?

I'd suggest that SG Entrances have a generally central "landmark" entrance. Like one in each zone, or whatever the CoT equivalent of "zone" might be. So maybe there are a handful of those total and everyone knows where they are 'cuz they get a map icon.

Moving on to the personal lairs; I presume that these will all be an 'instanced' location that does not actually exist within the space of the main map. Also, I reckon that everyone wants there unique snowflake of an entrance, but unless you ponied up mogul money, I doubt that is practical. So, I suggest a compromise between that and the Central SG Hub.

During the process of acquiring your lair (Dev question: Will those be level gated, or available on character creation?) you are presented with several 'types' of lair. For instance,

- building door
- manhole cover
- skylight
- phone booth
- hollow tree
- crypt/mausoleum
- etc.

You pick the type, then you are presented with a map with all of those location types picked out. There may be dozens of that 'type' scattered around the city environs. Maybe making up hundreds of possible lair locations! So you get something that fits your character, it's just not completely exclusive. You throw in enough of these and you reduce the possibility of arriving at your shared entrance at the same time as the other players that use the same entry point. (And is that such a big deal, really?) That particular entry point then shows up permanently on your map. Really, it's just a clickable object that teleports you to your lair instance. What's the cost?

Personally, I'd love to get a little thumbnail screenshot of the location when I hover over it so that I can tell what the local area looks like. Is it clean and orderly or grungy and rundown? Is it upscale apartment building or industrial warehouse? Is it a lovely clearing in the woods or a spooky cemetery? These might be important considerations regarding my backstory. I also recognize that there IS a dev time cost for that little feature.

I am also very excited about Tannim's mention of being able to link lairs together to form ad hoc bases, and two travel between lairs and bases.

Oh, and being able to teleport to either one with a cool animation would be terrific. Further reducing the "Hey, what are you doing hanging around my lair?" moments. I'd further suggest that teleport tokens are things you earn/buy. Not an innate ability.

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I think you can use doors for

I think you can use doors for multiple purposes. For example, in CoX, when you clicked on a door, you either got a "The door is locked" message, or you went in for your mission there, or you got a menu (like at the monorail station) asking where you want to go.

So if your personal lair or whatever is a particular manhole on a particular street, maybe that manhole also is used for some mission or another. If you're the guy with that mission, but not the guy with that door as his Personal Lair, the door only let's you into the mission. If you're the guy with that lair but not that mission, the door only lets you into the lair. If you have that mission AND you have access tot hat lair (due to being the owner or being on the owner's team at present, etc) then you get a menu, like the monorail station, asking if you want to enter the mission or the lair.

If you're saying that the outside world will have publicly accessible areas that are hard-wired as the interior of that specific building, like in the recent video where the guy walks through the sliding doors, I think all you need is to still have the "old style" doors that just open into a wall of black and TP you to a new interior map in there as well.

If you want a liar with a view of the outside (UPGRADE!), it might be simplest to just let the lair map be an instanced copy of the local outdoor map, complete with a penthouse apartment or whatever that is your lair, complete with doors that continuously transition you from the interior to the exterior like the sliding doors in the video. Then you just wall it off with the same sort of transparent walls CoX had for outdoor instances.

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It might be easier to have

It might be easier to have 'cameras' in the outdoor instances, which show a result in the instanced base. I'd suspect it'd be cheaper, processing-wise, than putting an entire zone outside a window. Plus, that means that if someone in the real zone is hanging out on your windowsill, you can actually see them inside the house (presumably after a delay, I doubt it'll be real-time). Call this good or bad as you wish.

That said, I find it far more likely that there's going to be 'x zone view' wall items with stylized skyboxes or something. I'm all for bases with a view no matter how we get it, in short.

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Lost Deep wrote: ... that
Lost Deep wrote:

... that means that if someone in the real zone is hanging out on your windowsill, you can actually see them inside the house (presumably after a delay, I doubt it'll be real-time).

It defeats the purpose of making it Instanced, if the game has to relay Open World Payers as well. :P

I rather not see any players on my balcony. :/

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Real time view windows seems

Real time view windows seems like a waste of time and effort to implement to me... at least to start with...prolly should see if bases end up being ghost towns first.

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I have a couple of thoughts.

I have a couple of thoughts. I'm not sure having every type of shop available from an instanced base is really the best idea for the overall health of the game. We need some game related reasons to gather in public places or CoT looks like a ghost town to new folks. Looking like a ghost town isn't so good for retaining new players and we all need those new players for the game to survive and thrive the way we all want it to. I think CoH had a pretty good balance on this.

Secondly, since it's been a long time since the last base thread, I'm glad to see it implied that there may be a way to see the bases of others. It was a true shame that there were so many hoops to jump through in CoH to see some of the beautiful bases and all the hard work put into them. I would like to see the ability for players/SGs to flag bases as tourable.

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I agree with the thought that

I agree with the thought that there needs to be a reason to go out in public areas so that people will go out in public areas and make the city look alive. This might mean not having as many QoL toys in personal lairs and SG bases as could be had, I don't know. I think also outdoor areas should have some kind of lucrative thing that causes people to want to go out and street sweep occasionally/regularly. I don't know what, maybe missions that ask you to do that, maybe some kind of rare item drop that you can only get from the mobs that spawn outdoors, etc.

Hey here's an idea, inspired by the recent Powerball jackpot. Maybe you could make the rate of getting a certain tier of reward items that drop from outdoor spawns slowly go up over time until some kewl item or other drops for someone, then the rate resets to it's base value, then as people revert back to doing other stuff, the rate slowly creeps up again until the item drops again, like the way the powerball jackpot works.

That or you could leave the drop rates alone and just have an actual "street sweeping sweepstakes" where every time someone defeats a mob that spawned outdoors, they have a tiny chance of getting the "jackpot" to drop, but usually you just get nothing or random common crap, etc. So over time, as people defeat outdoor mobs and nobody wins the jackpot, the jackpot get's added on to little by little until at some point someone eventually wins it by defeating an outdoor mob, at which point it resets again. You could even advertise what the current contents of the jackpot are (which items it contains, how much IGC, etc).

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Radiac wrote: I agree with
Radiac wrote:

I agree with the thought that there needs to be a reason to go out in public areas so that people will go out in public areas and make the city look alive. This might mean not having as many QoL toys in personal lairs and SG bases as could be had, I don't know. I think also outdoor areas should have some kind of lucrative thing that causes people to want to go out and street sweep occasionally/regularly. I don't know what, maybe missions that ask you to do that, maybe some kind of rare item drop that you can only get from the mobs that spawn outdoors, etc.Hey here's an idea, inspired by the recent Powerball jackpot. Maybe you could make the rate of getting a certain tier of reward items that drop from outdoor spawns slowly go up over time until some kewl item or other drops for someone, then the rate resets to it's base value, then as people revert back to doing other stuff, the rate slowly creeps up again until the item drops again, like the way the powerball jackpot works. That or you could leave the drop rates alone and just have an actual "street sweeping sweepstakes" where every time someone defeats a mob that spawned outdoors, they have a tiny chance of getting the "jackpot" to drop, but usually you just get nothing or random common crap, etc. So over time, as people defeat outdoor mobs and nobody wins the jackpot, the jackpot get's added on to little by little until at some point someone eventually wins it by defeating an outdoor mob, at which point it resets again. You could even advertise what the current contents of the jackpot are (which items it contains, how much IGC, etc).

That is a brilliant idea. BRILLIANT! I wouldn't let it get too crazy valuable, though. Otherwise you'd eventually just have throngs of players roaming the streets, ignoring content, looking for mobs that haven't been killed. Maybe if it were not ridiculously valuable (like the power ball jackpot) and restricted to lower level mobs, that way a new character/player gets an un-looked for "leg up" rather than all the level capped folks just mowing down everything they see.

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Yeah, even jackpots have

Yeah, even jackpots have limits I guess. Then again, since only outdoor spawn defeats will add to the jackpot, there should be a self-limiting factor there in the sense that as more people defeat more outdoor mobs, the odds of someone somewhere winning the current jackpot increase, so when the rewards start to look "good", people should start sweeping more and as such the jackpot will be won an thus reset that much faster, you'd hope. I'm not in favor of limiting to jackpot winners based on level. MAYBE you could make it a thing that's "turned on" only for subscribers though, I don't know. Another question is whether you would want to make it optional. Like if you "opt in"to the Street Sweeping Sweepstakes" then every time you defeat an outdoor mob, some amount of your usual IGC or rewards get's automatically siphoned off by the game (like paying for lotto tickets) but that then makes you illegible to win the jackpot. You could also tie the jackpot value to the amount of IGC "surrendered" by participants in various ways too.

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Bring on the recipe and

Bring on the recipe and costume drops, I wouldn't mind something like that. I am interested to see how the whole base system will work since it seems a lot has changed from the kickstarter days.

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Tannim222 wrote: There may be
Tannim222 wrote:

There may be limitations on what is possible as there have been concerns over disconnects between locations for base entrances. They can't use mission entrances for example. And what happens if there are multiple players entering the same "place".

That's disappointing. I was hoping for player bases to use mission doors, because it seems to be the easiest way to fit them into the world. Unless there are always going to be more mission doors than missions, which is probably impossible, there has to be some way of dealing with collisions. If I recall, City of Heroes just reused the train destination UI. I was expecting something similar in CoT, but with bases included. Actually, I wouldn't mind having the option of "locating" a generic hero base at/near a subway stop.

If we must have some sort of "hero ghetto" where bases are tucked safely away from mission doors and the public view, I think they should be crammed into this:

Kiyori Anoyui wrote:

I think it would be cool to have a fortified HQ of some kind like in One Punch Man Ep 10

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I would like a secret

I would like a secret entrance to the base in the real world. Like a broom closet elevator, or a Get Smart Phone Booth

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With the talk of personal

With the talk of personal bases I'm thinking of personal Strongholds from Swtor. In there however, many of the strongholds are accessible across all your legacy characters. Since you can get certain item-producing areas it's a great way to get a large number of items for crafting and ect.

That does raise another question, but that'll be for a different thread.

I'd like to see it where base items can also be granted from having completed a TF like a villain's helm, a hero's cape, a monster's tooth or claw. Maybe a ancient book or a shred of a manuscript?

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Souvenirs is something I

Souvenirs is something I would like to expand upon, where they are available to display in a base and possibly provide certain benefits related to Lore. It was (to me) something vastly under utilized in the old game. It is as of this moment more of a nice feature so pretty much a low hanging fruit, but I have it listed with other QoL items.


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Tannim222 wrote: Souvenirs
Tannim222 wrote:

Souvenirs is something I would like to expand upon, where they are available to display in a base and possibly provide certain benefits related to Lore. It was (to me) something vastly under utilized in the old game. It is as of this moment more of a nice feature so pretty much a low hanging fruit, but I have it listed with other QoL items.

I certainly agree. There were seemingly no real way to gain items besides crafting them or getting them via vet rewards.

Lost Deep
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Personally, I think that

Personally, I think that having some use to the base is essential. I've been playing The Old Republic, and I never use the 'Stronghold' system because there's just no reason to. It's difficult to get to, there's no reason to use it other than more inventory space (that doesn't work with bound items), and if you want to do actually useful stuff, you need to spend the real-money currency (and even then, given the difficulty of getting to and from the places, there's not a lot of reason to). It feels like a vestigial gimmick more than a cool side-feature.

I can appreciate cosmetic concerns, I've played my share of Minecraft, but if bases don't have some kind of mechanical use, they won't be as well-loved as they could be. Maybe certain milestones or events unlock items for base functionality? May some souvenirs have fitting uses?

Under Construction...

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Trophies for your lair/base

Trophies for your lair/base would be cool.

I would suggest that components for 'building' the thing are dropped during the appropriate mission and completing the mission unlocks the 'recipe', then it costs a moderate IGC fee to craft it. I would make the components tradable, but not the recipe.

elegantmess
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Holiday-inspired decor for

Holiday-inspired decor for the bases, too. Maybe have some of it dropped by seasonal missions and some available for purchase. SGs could probably pool resources to decorate for holiday seasons, at least to get a few garlands and other little things. Make an event of it; decorating the group base with appropriate roleplay.

As for customizing...

--Lights: can look like candles or strings of "fairy" lights, both chunky retro bulbs and tiny modern ones, floating garlands of motes or LED/Neon ropes. Maybe have the option of hanging them as a pattern (to spell words or drape over furniture)
--Garlands/Plants: Paper chains, real chains, greenery/flowers, trees with ornaments, banners, lettering...
--Stuffed Animals
--Costumes for any Base NPCs (if those are made available)
--Seasonal Atmosphere: A "jukebox" of holiday BGM (big band in the summer, airy and playful for spring, jingly and tinkly for winter, haunting and spooky or homey and warm for autumn, piles of "environment" (leaves, flower petals, snow, confetti)

Especially if there's the option of leaving things up year-round and having options of colors. I may love the Christmas light set, but my girly faerie witch PC is Pagan and red and green will clash with her violet and aqua color scheme! *wibble*

Non-lyrical background music and sounds might be fun too. Maybe with a little radio/jukebox/music box/victrola as an option to change it.

Oh! And, maybe, for PCs with pets, have the ones not in use wandering the base or in crates, if preferred.

Not even sure how realistic this all is, but hope springs eternal.

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