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Wild Plotbunny
Re: Wild Plotbunny
#14
In regards to the Base and whether it's a dimenional construct or an actual physical location, I lean towards the former.
I kinda _wish_ there was an actual consistent location for the base. Early on, shortly after the announcements were made by the Devs, but before we got more concrete details, I and some other people on the boards speculated that the base entrance system would make use of the existing doors throughout the City zones. In other words, when you made your base, you designated a specific mission door (like in the buildings around Blyde square) as the base entrance. You'd access the base just like you would a mission or access to City Hall - just walk up to the door and click to open it. We figured in most cases, if more than one supergroup chose the same door, that it wouldn't cause any more of a problem than it does for missions. If you wanted to rationalize it, just say that one supergroup has their base on floor 12, and the other has theirs on floor 20 of the same building.
But that's not how it came to be. We got the teleporter stations. And based on the idea that Portal Corp provides the tech for that, it's not much of a stretch to say that they provide for the set up of a pocket universe. With a power system in the walls that produces and maintains the field effect. It's very much like a TARDIS, really.
At least that's how I think about for explicitly techno bases. This doesn't cover "sewer themed" or arcane bases. If you have the ability to form a pocket universe, why would you choose to make it look like a sewer? Or like a Circle of Thorns map? Or a base with bare warehouse walls?
But who's to say we can't have both methods in use?
Say - for the sake of argument that when the supergroup speaks with their Portal Corp representative, one of the things they are asked is - do you have an existing base, and would you like the teleporter to drop your members in a specified location there? If not, would you like us to create a space for you?
You can do it either way, but in my own head, when I'm in the base editor, I imagine the TARDIS approach. It makes more sense to me to explain how come we all of a sudden have new rooms tacked on, or how you can MOVE the rooms themselves! Change the hallway positions, etc.
Anyway, that's my story, and I'm sticking to it. ^_^-Logan
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"This kind of thing tends invariably to devolve into the kind of "No, Nakajima, THIS is true power!!" argument that only really works if you're yelling it from the cockpit of a giant robot . . ."
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Messages In This Thread
Wild Plotbunny - by Acyl - 09-06-2006, 04:13 PM
QB - by Foxboy - 09-06-2006, 05:18 PM
Re: QB - by Bob Schroeck - 09-06-2006, 07:00 PM
Re: Wild Plotbunny - by His Lovely Wife - 09-06-2006, 11:43 PM
Re: Wild Plotbunny - by Bob Schroeck - 09-07-2006, 12:59 AM
Re: Wild Plotbunny - by Acyl - 09-07-2006, 01:11 AM
Re: Wild Plotbunny - by Morganite - 09-07-2006, 02:15 AM
Re: Wild Plotbunny - by Bob Schroeck - 09-07-2006, 02:53 AM
Re: Wild Plotbunny - by Morganite - 09-07-2006, 03:09 AM
Re: Wild Plotbunny - by Evil Midnight Lurker - 09-07-2006, 03:15 AM
Re: Wild Plotbunny - by sweno - 09-07-2006, 08:30 AM
Re: Wild Plotbunny - by Florin - 09-07-2006, 08:49 AM
Re: Wild Plotbunny - by Acyl - 09-07-2006, 11:33 AM
Re: Wild Plotbunny - by Logan Darklighter - 09-07-2006, 01:01 PM
Re: Wild Plotbunny - by Acyl - 09-07-2006, 03:07 PM
Re: Wild Plotbunny - by Ebony - 09-07-2006, 06:24 PM
Reactions - by Rev Dark - 09-07-2006, 09:28 PM
Re: Wild Plotbunny - by Acyl - 09-07-2006, 09:31 PM
Re: Wild Plotbunny - by Firvulag - 09-08-2006, 01:07 AM
Infamous side - by Foxboy - 09-08-2006, 06:57 AM
Re: Wild Plotbunny - by Ebony - 09-08-2006, 07:10 PM

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