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Since: Jun 05, 2007 Posts: 108
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(Msg. 1) Posted: Fri Aug 10, 2007 3:22 pm
Post subject: My Supergroup Base is perfect now! :-) Archived from groups: alt>games>coh (more info?)
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Okay okay, that was a silly thing to say...
So... Finally scraped up enough prestige with the help of my good SG
teammates to buy the Invention Salvage Vault. At some point I will
post the picture set, but for now, I'll describe all the rooms as best
I can.
This is all done on the basic secret base floorplan. The secret
entrance was moved to the middle of the map. Originally I was doing
it just to be different, since I had seen several bases where it was
in the corner and never touched. I did it up with an asian motif,
dropped the ceiling and hung 4 lighted lanterns from the ceiling along
with a large spotlight (to light up the modern wall art painting),
placed a 3-sectional sofa below the painting, put in restrooms, a
water cooler, wallphone and wastebasket. Opposite side of the room
has a spare trophy case someone else installed, and the oblong planter/
sofa. With it as the hub most rooms are accessible from the center.
I have the teleport chamber (on a raised floor, with the beacons below
the porters, and a ramp leading up to them in the middle. Perez,
Hollows, Peregrine, Steel. (My intention is to make them as useful
for lowbies as possible, who need help getting around the most). Lots
of tech, lots of fans and decorations to make it look nice.
Across from that is the only Arcane room, the healing room. I have
one of the enormous engraved curved spikes, a firepit, and the healing
circle, with a small stone head you stroll through its mouth to pass
through that way. At some point I will upgrade the room to the more
expensive version with the same space, so I can store another set of
inspires right next to the healing unit.
The original central room (help me out here, the one where you can
install the combo power/control starter) has moved to a corner with
the aforementioned combo module (don't want to dump it; its too good a
bargain). With a nice long superhero confence table, the speakers
podium, a nice sci-fi energy tower, and the giant LCD. Multilevel
flooring and ceiling light pilars make the table and podium more
dramatic. In another corner of the room I placed a prop safe next to
the Invention Station, which is next to the newly purchased ISV.
Off to the opposite corner is a set of bulletin boards and a work
desk, with copier (and two trashcans, one for recycling copy paper).
Just off this room is a power room with our generator with the
enhancement storage in that room so that members have an excuse to go
in that room. Opposite the meeting room on the far side from the
entrance room is a long control room, with the mainframe planted dead
center. This room was my biggest expenditure for cosmetic expenses,
as I installed all the large comic posters, with display cases and
wall cases alternating along the entire length. I dropped the light
levels and placed wall lights above each poster so the light draw's
your eyes to them. The room has a dark glow to it, with the secondary
color making the walls look powered. The healing room has a reddish
hue, the meeting room has a lot of blues, and the energy room has a
radioactive green glow to it. The lab is spartan with just some light
increases, with the salvage rack and inspire rack drawing attention,
along with the linear accelerator. I think I may be able to squeeze
one more teleport chamber in a single square room, and I think I'll
put Cratoa (sp) there to encourage players to explore there. With
that, and a Pocket D ViP card you could TP to 9 different locations
quickly and from the Steel canyon / Perez locations, you are only a
short hop to everywhere else. I'll probably make the single TP room
an Arcane room, so that my magic based players don't get too bored
with the tech locations, and the Entrance room was done up in neutral
asian themes to appeal to all walks.
I think I have covered about everything you can put in a starter base,
and I'm pretty liberal about access to the goodies. I think the
Holoprojector will be the next addition since I have loads of power
and but not as much extra control, plus I think someone mentioned it
looks really cool. I would guess the next things to do would be
install a supercomputer so you can get special missions. Is that
correct?
Anyone on Freedom, look up my character Spectrum, or ask a member of
the West Coast Defenders to give you a tour.
I figure it will stay this way as I add databases, swap the linear
accelerator for a supercollider, and perhaps put in a autodoc (tree of
wonders?) in the healing center. If I upgrade right, I probably could
move some of the lab storage units to other rooms and make the tech
lab into another teleporter room, or merge the two rooms into a bigger
single T-port room. The big base teleporter is only good for base
raids, right? Or can you hang beacons off it like the basic ones?
I would really appreciate some advice on what other cool items I
should consider, and it'll probably be a year before I am ready to
build a defensive base. By that time perhaps they'll have CoH2. >> Stay informed about: My Supergroup Base is perfect now! :-) |
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