|
Next: sell wow gold ,sell gaia gold,sell ffxi gil.sell ..
|
| Author |
Message |
External

Since: May 31, 2007 Posts: 112
|
(Msg. 1) Posted: Fri Dec 05, 2008 8:55 am
Post subject: Remodeled/Upgraded Base Design Question. Archived from groups: alt>games>coh (more info?)
|
|
|
Thanks to the Episode 13 infusion of prestige, I upgraded our base
plot to the Small Secure Location.
I also migrated the row of smaller Teleporter rooms into 3 secure
teleport bays, upgraded the control room, the powerplant room, and
also installed a spiraling maze of security corridors to the (skweee!)
Secure Containment Hall. I kept the main control room I started with,
and had room for a small additional workshop. I have it set up so
that to get to the Vault, raiders will have to fight past security
corridors, the powerplant, the control room, more security
passageways, and then the Vault itself.
The only afterthought I am having is that it might be worth a look to
see if I can squeeze in another medlab someplace else in the base; I
don't want attackers "camping the respawn". (but then again, they
have to fight thru security corridors to get to it in the first
place... I don't want to over build, so redundant power rooms (I can
still have 2 generators) and redundant control rooms are not in the
floorplan space.
I am reading up on how some are using the transparent backsides of
paintings as "forcefields" and I hope to see if I can use this to set
up some choke points. I'd also like to find a majestic way to make the
Item of Power holder rise up higher in the room, so I'll look at
stacking desks...I know about creating a false ceiling to help obscure
the 6 anchors.
Any other base building tricks y'all wish to share? Again, our SG is
not super active, but as of late we recruited some new faces that have
really been working hard. |
|
| Back to top |
|
 |  |
External

Since: May 31, 2007 Posts: 112
|
(Msg. 2) Posted: Fri Dec 05, 2008 1:05 pm
Post subject: Re: Remodeled/Upgraded Base Design Question. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Dec 5, 9:55 am, Amigoid <lbrown-amig... DeleteThis @comcast.net> wrote:
> Thanks to the Episode 13 infusion of prestige, I upgraded our base
> plot to the Small Secure Location.
>
> I also migrated the row of smaller Teleporter rooms into 3 secure
> teleport bays, upgraded the control room, the powerplant room, and
> also installed a spiraling maze of security corridors to the (skweee!)
> Secure Containment Hall. I kept the main control room I started with,
> and had room for a small additional workshop. I have it set up so
> that to get to the Vault, raiders will have to fight past security
> corridors, the powerplant, the control room, more security
> passageways, and then the Vault itself.
>
> The only afterthought I am having is that it might be worth a look to
> see if I can squeeze in another medlab someplace else in the base; I
> don't want attackers "camping the respawn". (but then again, they
> have to fight thru security corridors to get to it in the first
> place... I don't want to over build, so redundant power rooms (I can
> still have 2 generators) and redundant control rooms are not in the
> floorplan space.
>
> I am reading up on how some are using the transparent backsides of
> paintings as "forcefields" and I hope to see if I can use this to set
> up some choke points. I'd also like to find a majestic way to make the
> Item of Power holder rise up higher in the room, so I'll look at
> stacking desks...I know about creating a false ceiling to help obscure
> the 6 anchors.
>
> Any other base building tricks y'all wish to share? Again, our SG is
> not super active, but as of late we recruited some new faces that have
> really been working hard.
Addendum: by deleting the Gauntlet security hallway and replacing it
with a couple smaller security corridors, I was able to put an
infirmary in its place, move the old infirmary over to next to the
teleporter bays, and instead of the tiny lab and a small lab, I have
one big lab. I want to post the map so you guys can see it. Now I
need to spend a couple days decorating and outfitting it. I have
plenty of power right now, but will need more control soon.
BTW, once I put the holder into the vault, the mission computer says
that the CoPain is not accessible right now. Is it still down? |
|
| Back to top |
|
 |  |
| Related Topics: | Costume design question - I have a character I designed well over a year ago on which I selected the chitin chest and leg design and a different color for the armor and skin that showed through from underneath. It still appears that way today. Now, I can't get the chitin..
AGCOH group upgraded - I poured the Prestige grant into the AGCOH base, and it's pretty much maxed out for a minimal plot base. 6 Transporters, 12 beacons (well-selected, I think) Linear Accelerator for making high-power buffs 2 salvage racks (sorted by General and..
Base 'porters - So: the basic telepods you can craft are only useful for transit to beacons in the five or six zones where they can be collected? And: what's the advantage of having more than one medical rez unit? Is there a time window that each is blocked when it's...
Base Teleporters - Combing through some alternate websites for CoH info (main site is blocked by corp firewall) I read someone say that they might be offering enhanced teleporters that will handle more than 2 beacons. True? As far as I know, there are two types of..
Base salvage - Okay, so base salvage is no more. No prob except that I have about a thousand items to laboriously convert to Brainstorm tokens and then to rare invention salvage (easier to store and worth more). Is there *any* reason to retain base salvage or is.. |
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|