Supergroup Base: Difference between revisions

From Unofficial Homecoming Wiki
Jump to navigation Jump to search
imported>SpaceNut
(→‎Overview: added some stuff, still working on it)
No edit summary
 
(22 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{wip|date=0000-00-00}}
{{TOCright}}
{{TOCright}}
== Overview ==
== Overview ==
'''Supergroup Bases''' allow for a [[supergroup]] to congregate, pool resources, travel easier, and more. Bases were introduced with the release of City of Villains, and were initially restricted to those who has purchased the expansion.  Individuals who did not own CoV received a message stating {{red|what did it state?}} when they tried to enter a base.  Base access was expanded to all players on {{red|date}}.
[[File:Gameinfo_bases.jpg|left|350px]]
{{clrl}}
'''Supergroup Bases''' allow for a [[supergroup]] to congregate, pool resources, travel more easily, and more. Bases and all base facilities are free to construct. Bases were introduced with the release of City of Villains, and were initially restricted to those who had purchased the expansion.  Individuals who did not own CoV received a message stating that a City of Villains purchase was required to enter when they tried to enter a base.  Base access was expanded to all players on July 16, 2008, when City of Heroes and City of Villains were merged into a single game.


== Registering A Base ==
== Registering a Base ==
Before building a supergroup base, you must first register the base. Registering a base does not cost anything. This is done by speaking to the [[Super Group Registrar]]. Once the base has been registered, a supergroup may then begin construction.
Before building a supergroup base, you must first register the base. Registering a base does not cost anything. This is done by speaking to the [[Super Group Registrar]]. Once the base has been registered, a supergroup may then begin construction.


== Prestige ==
== Using the Base Editor ==
:''Main Article:'' [[Prestige]]
:''Main Article:'' [[Base Editing]]
All modification to supergroup bases and rent are paid for in prestige. Prestige is earned by supergroup members for staying in super group mode while defeating enemies and completing missions. If a member leaves or is kicked, the prestige that they earned stays with the supergroup, instead of taking it with them.


In addition, to provide a decent boost to smaller supergroups, the group will receive a 20,000 prestige bonus for their first '''{{red|15}}''' recruits. Should the membership of the supergroup ever drop below 15, however, the bonuses will be deducted for each member under 15. It is possible to achieve a ''negative'' prestige total this way. If the supergroup recruits again, the bonuses will return.
If you have base editing Privileges, you are given three options:
* '''Upgrade Plot''' which allows you to change your plot size-and-type, or to simply move where your entrance room is on that plot, by choosing the same plot as you currently have, and simply changing the relative position of your entry room on that plot. The command to enter this editing mode if you cannot access the Entrance Room window is /editbase 3.
* '''Edit Base''' which allows you to do most of what you would expect: create, move and delete rooms;  change Ceiling, Wall, and Floor patterns and colors; and add, move, and delete most rooms, and add, position, or delete ("sell") items from the editor. The command to enter this editing mode if you cannot access the Entrance Room window is /editbase 1.


== Rent ==
Currently, everyone in a supergroup (whether they have base editing privileges or not) may also access the command /editbase 2, which used to allow you to
:''Main Article:'' [[Rent]]
* '''Add Personal Item''' which allowed you to add an item that you had crafted from salvage, or have earned via [[Veteran Rewards Base Items|Veteran Rewards]] to the base.
Personal salvage was discontinued by Homecoming, so that option is greyed out in the Entrance Room window, but accessing the command /editbase 2 functions as a view-only editing mode. You can move through the base as if in editing mode, click on items and see what they are, but you cannot change anything or effect the actual build, so there is no danger of ruining anything. It can also be used at the same time as when someone else is in base editing.


Rent is calculated every four weeks for each base. Rent is an in-game charge to supergroups based on certain items they posses in their bases.
== Making a Functional Base ==
 
=== Plot ===
In order to pay the rent for your base, simply visit the [[Super Group Registrar]] and inform him that you would like to pay the rent. He will ask you to confirm the transaction. When the transaction is confirmed, the rent will be deducted from your super group's current prestige total.
:''Main Article:'' [[Base Plots]]
 
There are various size plots. Each is limited in the rooms it can accept only by the amount of space that is available on the plot selected, and the configuration of the rooms. Rooms are not limited in the number of items each can hold, or the types of items that can be placed inside, below, or above the room. Plot size can be changed at any time, increased or decreased, if the configuration and sizes of rooms permit. The largest room may only be placed on the largest plot. Reselecting the same plot will give you the opportunity to reposition the plot in relation to the rooms, without needing to worry about moving the rooms themselves.
== Using the Base Editor ==
:''Main Article:'' [[Base Editing]]


If you have base editing Privileges, you are given three options:
== Open Player Made Base Listing ==
* '''Upgrade Plot''' which allows you to change your plot size-and-type, or to simply move where your entrance room is.
* '''Edit Base''' which allows you to do most of what you would expect: create, move and delete rooms;  change Ceiling, Wall, and Floor patterns and colors; and add, move, and delete most rooms.


Currently, everyone (whether they have base editing privileges or not) is also given the option
Listings of bases by shard intended for open use by the public, with entry passcodes.
* '''Add Personal Item''' which allows you to add an item that you have crafted from salvage, or have earned via [[Veteran Rewards Base Items|Veteran Rewards]] to the base.
This option does not allow you to move an item once placed, but does permit you to place an item.


* [[Everlasting Base List]]


The golden rule in editing bases is:
* [[Reunion Base List]]
* any prestige cost you pay for something (other than rent) is 100% refundable by selling or deleting that item.


== Making a functional Base ==
* [[Excelsior Base List]]
=== Plot ===
:''Main Article:'' [[Base Plots]]
Your plot determines how big your base can get, and how many items it may have in those rooms. Larger plot sizes allow more, and larger, rooms.  Secure plots allow more functional items in particular categories than Hidden plots.


=== Energy and Control ===
* [[Torchbearer Base List]]
Energy and Control are the only two 'attributes' a base has that affect the function of items
within the base.


Energy is simply that: power generation, by means Technological or Arcane.
* [[Indomitable Base List]]
Control is the ability to monitor and control the various devices in the base.


While there are some items (notably storage items, and the [[Invention Worktable]]) that do not require either energy or control, most non-decorative items require some of each.  If you fall short in either category, things will cease working.


=== Item Types and Room Restrictions ===
== Player Base Spotlight ==
Every item you can place in a base has a ''type'' attribute.  This ''type'' is used to limit how items are placed.
[[Paragon Studios]] would occasionally spotlight supergroup bases that exhibited exceptional designs. Players were taken on a guided photo tour of these bases as posted on the [[Official Forums]]. The following bases were included in this community feature:


* The type of plot you have will limit how many of any given type of item you can place in your base.
* [http://web.archive.org/web/20121003113102/http://na.cityofheroes.com/en/news/news_archive/community_spotlight_down_the_r.php The Rabbit's Maze (May 5, 2011)]
* The room will further limit now many of a given type of item can be placed within it.  
* [http://web.archive.org/web/20121003112534/http://na.cityofheroes.com/en/news/news_archive/player_base_spotlight_kaison_corp_medical_center.php Kaison Corp Medical Center (October 14, 2011)]
* [http://web.archive.org/web/20121003110808/http://na.cityofheroes.com/en/news/news_archive/play.php Zero Strykers' Temporal Vault (December 22, 2011)]


=== Core and auxiliary items ===
== Changes since Issue 25 ==
Items that have a function in a base work in one of two ways: ''core'' or ''auxiliary''
;Increased Base Items
:Assets across the game have been converted into base parts, from signage used in St. Martial, to Praetorian building features.  Assets added since the latest Issue/Page release can be unveiled by searching for (NEW) in the Base Editor.


[[File:BE_Connected_Items.jpg|thumb|left|[[Circuit Breaker]] (Aux) connected to a [[Basic Generator]] (Core)]]
;SG Passcode system revamp
A ''core'' (or, if you wish, ''primary'') item will operate on its own.  Some require Energy, or Control, or both to function, but they will draw those from the base; the source is unimportantMost, but not all, core items allow items to connect to them. (Note: no specific term is used in-game.  ''Core'' is used here only for convenience.)
:The chat command /enterbasefrompasscode in Issue 25-26 initially worked on any location allowing players to effectively teleport to their SG base anywhere at any timeThis presented some issues with Player vs. Player modes and Quality of Life problems during Task Force and Trial play.  


An ''auxiliary'' (''aux'') item will not function on its own.  In order for it to function, it must be placed in a room that has an item of a type it connects toIt does not need to be right next to the item, just "somewhere in the room".  Each ''core'' item will only connect to a set maximum number of ''auxiliary'' items.  Any after that will not function.
:The command has been revamped to only work within proximity of a SG Base PortalUsing the command or macro button without triggering Long-Range Teleport or in proximity of a standing Base Portal will now give an error message.


An item will only ever be an auxiliary item (with a list of items it can connect to), or a core item (with a list of items that can connect to it), never both.  And some core items do not allow any connections at all.
:This also coincides with the Fast Travel transport powers and their timeouts (while the command doesn't have a time out, most temp Base Portals and Teleports have a 10 minute cooloff. This limits the number of times a player can exit a map without significant travel.)


When editing a base, you can see which items are connected to which other items by clicking on one of them. When a core item is selected, all auxiliary items connected to it have a yellow selection box around themSimilarly, when an auxiliary item is selected, the core item it is attached to has a yellow selection box around it.
;Completely Optional
{{clrl}}
:Some players do not prefer to use, build or interact with Supergroups or Supergroup Bases at all, so Fort Trident and The Crucible have been modified to act as 'de-facto' bases. These maps (entrances in Atlas Park and Mercy Island respectively) permit players to use equipment present in a base, such as Empowerment Stations, Mission Computers, and Crafting Stations without owning one or belonging to a SupergroupThis isn't perfect, as Salvage and Enhancement storage is left with the player to handle.


<!-- === Item Categories ===
<!-- === Item Categories ===
Line 82: Line 74:
* [[Storage Items]] - items allowing you to store [[salvage]], [[enhancements]], and [[inspirations]].-->
* [[Storage Items]] - items allowing you to store [[salvage]], [[enhancements]], and [[inspirations]].-->


{{BaseNavBox}}


== See Also ==
* [https://docs.google.com/spreadsheets/d/14DqavAx6ov60d92rhvwy2sNEW_909MCHp421GM4q-Yk/edit?gid=0#gid=0 The Community Base Directory]
{{Navbox SG Bases}}
{{Navbox Supergroup Commands}}
[[Category:Bases]]
[[Category:Bases]]

Latest revision as of 20:03, 24 August 2024

Overview

Gameinfo bases.jpg

Supergroup Bases allow for a supergroup to congregate, pool resources, travel more easily, and more. Bases and all base facilities are free to construct. Bases were introduced with the release of City of Villains, and were initially restricted to those who had purchased the expansion. Individuals who did not own CoV received a message stating that a City of Villains purchase was required to enter when they tried to enter a base. Base access was expanded to all players on July 16, 2008, when City of Heroes and City of Villains were merged into a single game.

Registering a Base

Before building a supergroup base, you must first register the base. Registering a base does not cost anything. This is done by speaking to the Super Group Registrar. Once the base has been registered, a supergroup may then begin construction.

Using the Base Editor

Main Article: Base Editing

If you have base editing Privileges, you are given three options:

  • Upgrade Plot which allows you to change your plot size-and-type, or to simply move where your entrance room is on that plot, by choosing the same plot as you currently have, and simply changing the relative position of your entry room on that plot. The command to enter this editing mode if you cannot access the Entrance Room window is /editbase 3.
  • Edit Base which allows you to do most of what you would expect: create, move and delete rooms; change Ceiling, Wall, and Floor patterns and colors; and add, move, and delete most rooms, and add, position, or delete ("sell") items from the editor. The command to enter this editing mode if you cannot access the Entrance Room window is /editbase 1.

Currently, everyone in a supergroup (whether they have base editing privileges or not) may also access the command /editbase 2, which used to allow you to

  • Add Personal Item which allowed you to add an item that you had crafted from salvage, or have earned via Veteran Rewards to the base.

Personal salvage was discontinued by Homecoming, so that option is greyed out in the Entrance Room window, but accessing the command /editbase 2 functions as a view-only editing mode. You can move through the base as if in editing mode, click on items and see what they are, but you cannot change anything or effect the actual build, so there is no danger of ruining anything. It can also be used at the same time as when someone else is in base editing.

Making a Functional Base

Plot

Main Article: Base Plots

There are various size plots. Each is limited in the rooms it can accept only by the amount of space that is available on the plot selected, and the configuration of the rooms. Rooms are not limited in the number of items each can hold, or the types of items that can be placed inside, below, or above the room. Plot size can be changed at any time, increased or decreased, if the configuration and sizes of rooms permit. The largest room may only be placed on the largest plot. Reselecting the same plot will give you the opportunity to reposition the plot in relation to the rooms, without needing to worry about moving the rooms themselves.

Open Player Made Base Listing

Listings of bases by shard intended for open use by the public, with entry passcodes.


Player Base Spotlight

Paragon Studios would occasionally spotlight supergroup bases that exhibited exceptional designs. Players were taken on a guided photo tour of these bases as posted on the Official Forums. The following bases were included in this community feature:

Changes since Issue 25

Increased Base Items
Assets across the game have been converted into base parts, from signage used in St. Martial, to Praetorian building features. Assets added since the latest Issue/Page release can be unveiled by searching for (NEW) in the Base Editor.
SG Passcode system revamp
The chat command /enterbasefrompasscode in Issue 25-26 initially worked on any location allowing players to effectively teleport to their SG base anywhere at any time. This presented some issues with Player vs. Player modes and Quality of Life problems during Task Force and Trial play.
The command has been revamped to only work within proximity of a SG Base Portal. Using the command or macro button without triggering Long-Range Teleport or in proximity of a standing Base Portal will now give an error message.
This also coincides with the Fast Travel transport powers and their timeouts (while the command doesn't have a time out, most temp Base Portals and Teleports have a 10 minute cooloff. This limits the number of times a player can exit a map without significant travel.)
Completely Optional
Some players do not prefer to use, build or interact with Supergroups or Supergroup Bases at all, so Fort Trident and The Crucible have been modified to act as 'de-facto' bases. These maps (entrances in Atlas Park and Mercy Island respectively) permit players to use equipment present in a base, such as Empowerment Stations, Mission Computers, and Crafting Stations without owning one or belonging to a Supergroup. This isn't perfect, as Salvage and Enhancement storage is left with the player to handle.


See Also