PDA

View Full Version : SG Bases - both of them...


Jade_Dragon
11-03-2006, 07:34 AM
Okay, I just finished setting up the Deep Six base, and with Elemento's help got enough characters into the group to add an Oversight room and a Salvage storage bin. I put a bunch of ToT salvage in there, but in case you hadn't noticed the post in the main forum, you won't be able to turn it in until I8. They had to take the contacts that accept the costumes out because the Halloween event ended, however, they'll be back and not associated with any event in I8.

Anyway, I gave the base a sort of tech feel, and dropped some decorations into it. It may not be exactly what we want for some of the more magic-oriented members of the group, but we can go back in and work on the design some. I stuck part of Noirbot's containment vat or whatever that thing is over in one corner, but couldn't quite remember exactly how it looked, so that's something Aether might want to go in and redesign.

As for the SGI base, I have some information about the items we can build that I said I would probably post here. Mainly, this is a listing of the component objects that we have, so we can decide how we want to use them, or even if we want to use them. They're still useful for Empowerment, as well, so if we've got a good selection of different things, and we do, it might be useful to hold on to it.

One thing I still want to do is log on to one of my other characters and write down what it takes to build an upgraded Empowerment Station. That might be more useful to our group than any of the other stuff. The mission computer, for instance, is pretty much useless to us if we don't want to do the Items of Power thing. Although on the villain side there is the Silver Mantis Task Force, which is given through the computer.

We currently have:

Tech Material = 37
Tech Power = 28
Tech Prototype = 2

Objects we can build:

Mission Computer
- Have to have a Control item other than the Combo Power/Control item. Not really useful to us.
- Material 6
Basic Telepad
- Teleport (we have one, not really room for another)
- Power 6
Holodisplay
- Aux item, adds Control to any Control item (but not the Combo Power/Control item)
- Material/Power 3/5
Monitor Bank
- Aux item, adds Control to any Control item (more than Holodisplay)
- Material/Hardware 12/1
Turbine Generator
- Energy item
- Material/Power/Hardware/Prototype 19/6/3/1

The Turbine Generator is probably the most useful thing, it would be our first step towards hooking up more Teleporters and Medical Bays. Unfortunately, I don't think it's any less Prestige than the Energy item we currently can use, and we have nowhere we can put that. Plus, we need 3 Tech Hardware before we can build it anyway.

The Widowed
11-03-2006, 08:44 AM
Basic Telepad
- Teleport (we have one, not really room for another)
- Power 6
It is possible to fit two Basic Telepads in a 2x2 teleporter room; You just have to rotate them the right way. Notice that one dimension in the telepad's footprint is longer than the other (the difference is more noticeable in the Arcane telepads); Either place the telepads side-by-side with their long sides touching or, if there's only one entrance to the room, at opposite corners (one telepad directly across from the doorway and the other right beside the doorway). Of course, these solutions might be very difficult or even impossible if the entire floor isn't flat and level. Experiment a little and see which arrangement works best for you. :)

Or are you talking about the new 1x2 teleporter room?

Jade_Dragon
11-03-2006, 05:15 PM
Or are you talking about the new 1x2 teleporter room?

The latter. :D Thanks for the input though.

Honestly, I have only one teleporter in my personal bases, and only need the one. Since I have editing permission set for all my characters, I can just go in, and change the beacon any time. :D So even though it does kind of annoy me that the 1x2 only allows one beacon (you would normally be allowed two per teleporter) for my Freedom or Virtue chars it's not an issue.

I kind of doubt we want to totally open up editing permission on SGI's base, though, so down the line we may want a bigger room and another teleporter or two. Then again, we need to have a beacon hunting party, too. :D

Jade_Dragon
11-03-2006, 05:20 PM
I also wanted to add that I like the Deep Six logo. (It's a Nautilus, which refers back to the "sea" feel of the name. But also if you look at it that way, it could be seen as a spiral stairway going down)

I'm not sure about the colors though. The deep green kind of makes sense as a counterpart to SGI's deep red. However, the other color is a sort of light tan. I worked on 4L4N's costume using the colors and came up with something I kind of like, but I don't know if we want to stick with those colors, they were just selected as placeholders, or what.

The base is decorated in the SG colors, though, and it does kind of work. If anybody has any thoughts on the colors, though, go ahead and reply. (And I really like SGI's color selection, it fits both Alan and Rachel perfectly)

Aether
11-09-2006, 09:27 PM
Did I pick the Nautilus? I was playing around with all the symbols and I don't recall what I left them at when I signed off. I think I liked the nautilus 'cause of it's spiral shape. Both for "going around in circles" and "down the drain". The colors I don't remember either. We'll have to try some combinations. Maybe we can a striped sort of team outfit. If we're going with the abandoned prison base, that also meshes well with some of those "Prisoner" references, so it's a nice secondary theme.

Was playing around with the SGI base earlier. I'm really hating how doorways are, they are such a waste of space. You can't even position rooms so their corner's touch, they have to have a one square space around the every side no matter what.

Not that this is stuff I didn't know but it's keeping us from having a bigger workshop. Which means we still need the "combo room", for storage and the 2nd worktable. That in turn means that I can't use that space for a control room. I turned Noirbot's space into an "energy" room (used to be a Medical bay, which I think we can hold off on since you have to spend some Prestige for the reclaimators to be worth it. Not to mention control/power).

Adding a control room would be great 'cause we'd have enough control and power for a lot of good stuff. Instead , I think we'll have to wait until we have enough influence for a bigger base. Which is annoying 'cause technically the space is already there.

They really need more combo rooms. Why the heck can one room only serve one purpose? In particular it'd be nice if you could put storage anywhere.

Aether
11-23-2006, 02:59 AM
Well after some creative rebuilding, room moving, and throwing things around, the base now has a control center (Aether's office) and a power center (Noirbot's nook). I also added in inspiration storage. There's also some more empty space than we had before, which is good for expansion.

The only problem I see for the short term is that the higher end workshops eat up a lot of control and control is very expensive. I've used collected salvage to build a Holodisplay and Monitor Bank, but even the specs on those don't look too impressive, so I haven't placed them yet.

I don't see why you need to have every type of work table, of both tech and arcane, to be able to build all the items. Ideally, the highest end table should be able to build anything.

Long term: Other than space for Noc X, a med bay and more teleporters would be nice. Maybe those could all hold out until we get a plot upgrade.

Overall the more I play with base building the less I like it. For all the time the design team supposedly put into base construction, it sure has a lot of flaws, quirks, and, in my opinion, a broken prestige system tied to it.