McSpazz Posted April 19 Posted April 19 Back on live, there was a period where, due to a faulty change in the base code, all base defense items became hostile to players and would fire at will. As a joke, the base editor of a group I was in placed a knockback trap and a poison trap on a bathroom door so that when players got too close, a giant green gas cloud would erupt from the door and throw you back several feet. That memory got me to think...what if this was done intentionally? Introduce base items that had some kind of effect that could be activated by a player's proximity much like a trap? We obviously aren't using bases as a hub for PvP like they were originally intended, but maybe similar principles could be applied to create more dynamic effects for SG bases. A functional slow field, having a frost cloud around you as if hit by a cold effect, whatever. Proximity based effects could also be utilized to limit effects to only trigger when a player is near, thus potentially reducing zone lag. It might be something of an undertaking, but the trap framework could be a good starting point. 2
gabrilend Posted April 20 Posted April 20 Can't help but think that the SG base designer is how Architect Entertainment should have been implemented... If this suggestion is implemented, we could create bases that could act as forms of PvE content created for people to engage with. I think that would be awesome.
McSpazz Posted April 20 Author Posted April 20 1 hour ago, gabrilend said: If this suggestion is implemented, we could create bases that could act as forms of PvE content created for people to engage with. I think that would be awesome. Well, it could in a way, but pathing restrictions would mean that the PvE content would be pretty non-standard. Still, it would make bases like Everlasting's Witch House way more interactive.
Rudra Posted April 20 Posted April 20 1 hour ago, gabrilend said: Can't help but think that the SG base designer is how Architect Entertainment should have been implemented... If this suggestion is implemented, we could create bases that could act as forms of PvE content created for people to engage with. I think that would be awesome. You know, as long as that content doesn't require combat. Otherwise MMs are hosed. SG bases don't have pet/NPC pathing.
gabrilend Posted April 20 Posted April 20 33 minutes ago, Rudra said: You know, as long as that content doesn't require combat. Otherwise MMs are hosed. SG bases don't have pet/NPC pathing. I didn't realize that. That's a shame.
McSpazz Posted April 21 Author Posted April 21 On 4/20/2024 at 12:36 AM, gabrilend said: I didn't realize that. That's a shame. Yup! And it's the same reason why AE wasn't designed like the base editor. Basically, because of how old the game is, the game absolutely needs to run something that bakes NPC pathing into the map itself. The reason this isn't done in SG bases is because it would have to be run literally every time a single object is moved and would likely have really weird results because of how bases are made in the first place. The same issue applies to any pet that doesn't naturally fly.
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