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 Rank: Articulate Rogue
Joined: 3/4/2008 Posts: 1,294
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Plans/notes at this point:
TP room closest to new entrance location: Major/main destinations. Suggestions please! We have space for eight more teleports- that's up to 16 zones. The AP/PI TP is in there now. Other plans include Steel Canyon; that's a nice one to most of the high level zones.
Auxiliary TP rooms: Everything else. These are closest to the infirmary and the big meeting room.
Memorial Room: Had to be rebuilt/ the old one was glitching on me. Kept the storage and the layout, needs to be redone, though I have the basic layout. It is now between the big meeting room and what will be the main bay.
I managed to tighten the layout up a bit- we still have a lot of room.
Somewhere between here and there.
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Rank: Web Troll
Joined: 8/15/2005 Posts: 1,671 Location: Maidstone, UK
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Perez Park is handy.
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 Rank: Articulate Rogue
Joined: 3/4/2008 Posts: 1,294
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Still need to build a few teleporters, but we have:
Main (near portal) AP, PI, Steel, Founders, KR, Pocket D, Croatoa, GC
Secondary (Near main meeting room) Skyway, Talos, IP, Bricks
Secondary (old TP room) Terra Volta, Boomtown, RWZ, DA, Striga, Hollows
Small (May remove this one) Striga, Hollows, Perez, Faultline
Not everything is linked yet. Working on it.
Somewhere between here and there.
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 Rank: Articulate Rogue
Joined: 3/4/2008 Posts: 1,294
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Well, crappola.
in the Memorial Room, the storage there no longer displays who put what in. Since that was meant to be non-public enhancement storage, we need to figure out what we are going to do. The log shows the whole base (Enhancements and salvage) so that's gonna be useless.
Somewhere between here and there.
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Rank: Web Troll
Joined: 8/15/2005 Posts: 1,671 Location: Maidstone, UK
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That's been the case for a long time I think. I guess just ask people to be honest.
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 Rank: Articulate Rogue
Joined: 3/4/2008 Posts: 1,294
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The issue there is twofold- I can't remember what I put in, and some of those are in there, placed by no longer active characters or players.
Somewhere between here and there.
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Rank: Web Troll
Joined: 8/15/2005 Posts: 1,671 Location: Maidstone, UK
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Well, if people can't remember what they put in, it obviously wasn't too important to them?
Also, given what I can remember of its contents there was a lot of perfectly ordinary rather than set IOs in there - I don't think many people tried to use it for its intended purpose.
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 Rank: Articulate Rogue
Joined: 3/4/2008 Posts: 1,294
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Added a lab and a clean room with it. Still working on everything in general.
Somewhere between here and there.
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 Rank: Articulate Rogue
Joined: 3/4/2008 Posts: 1,294
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Yes. I know what your thinking.
"Oh god oh god, Bash has been at the base again!"
Swapped the leetle TP room to expend the medbay and add an insp storage, then added additional apartment type places.
Somewhere between here and there.
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 Rank: Articulate Rogue
Joined: 3/4/2008 Posts: 1,294
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Because I wasn't aware I needed to post this, I am now.
What zones do we want the teleporters to go to?
And since people are complaining the base is too big/complex now, suggestions on improving would be helpful.
Somewhere between here and there.
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Rank: Articulate Rogue
Joined: 11/14/2008 Posts: 316 Location: Cardiff, UK
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Bashere wrote:Because I wasn't aware I needed to post this, I am now.
What zones do we want the teleporters to go to?
And since people are complaining the base is too big/complex now, suggestions on improving would be helpful. In terms of teleporters I don't think we need that many. Atlas Part & Perigrine Island are a must because there's far too many fed-exes between the two. Faultline's probably a good one since there's no tram to it, otherwise I think Steel Canyon so you have access to a University, a Wentworths, a Vault and an Aeon Entertainment. As for ways to improve the base, my main problem with it is that all the functional items (teleporters, med-bay, salvage racks etc) are buried in a maze of intersting to look at but difficult to navigate rooms that serve no purpose beyond the decorative. All of the stuff that serves a prupose needs to be located in one place, preferably next to the entrance.
I'm not saying. I'm just saying.
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Rank: Web Troll
Joined: 8/15/2005 Posts: 1,671 Location: Maidstone, UK
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Teleporter rationalisation.
All the hazard zones.
Then...
Steel Canyon - because it drops you very close to the Green line PI - because every other route is two stops away Kings Row - As for Steel, but for the Yellow Line Pocket D Faultline - everything else is two stops away IP - good for a trainer, okay for base portal, Could be replaced by Atlas for fed-ex reasons listed above.
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 Rank: Articulate Rogue
Joined: 3/4/2008 Posts: 487
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I'm not really any good with the base editor, so don't know how possible this would be but I think it might help if from the entrance room you turned one way to get to the "useful" rooms which are only connected to themselves and went the other way to the decorative rooms (which I love by the way).
CoH Global name: @xoid
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 Rank: Articulate Rogue
Joined: 3/4/2008 Posts: 1,294
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xoid wrote:I'm not really any good with the base editor, so don't know how possible this would be but I think it might help if from the entrance room you turned one way to get to the "useful" rooms which are only connected to themselves and went the other way to the decorative rooms (which I love by the way). The big issue is I might have to delete rooms. Not a lot of space to shift things around as it is right now. I'll see what I can do though. I've tried to shift most useful things to the west side of the base. As far as TPs I was thinking at least this set up for starters. Everything can be reached from those easy enough usually. Main room: Steel Canyon/Kings Row PI/Atlas Faultline/Striga
Somewhere between here and there.
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Rank: Web Troll
Joined: 8/15/2005 Posts: 1,671 Location: Maidstone, UK
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That looks like a good teleporter list.
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