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The Official Hideout Functionality Thread!

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  • kungpowroosterkungpowrooster Posts: 19 Arc User
    edited August 2012
    I'm not sure they'd need to introduce whole new versions of the Hideouts to do that. The probably could just add the functionality to the ones they have.

    Which, to an extent, I'd like to see -- chairs one can sit in by Interacting with them (as opposed to taking five minutes to figure out how to position the figure right to cast the illusion), beds one can lay down on, and so forth.

    /signed I agree with the original poster as well with that idea. It does get tiring when trying to adjust the character to the chair right.

    Plus I hope they re fix some of the chairs in CO. Because some chairs aren't able to be sit on, two example: Hideout penthouse balcony the chairs for the loft one aren't even able to fit in them. And my character isn't a giant character, but even for a small character it wasn't able to be sit on. the other is in MC where there are chairs with the umbrella that only just one can be kind of sit on. But the rest is unable to be seated.


    I think the hideouts should have a jukebox, boombox or a radio to play music in the hideout. So when you have guest over and even throw a party. Your friends can dance to the music that is being play from ether in game music or it be great from your own Itune song list to play music for others to hear in the hideout. COH, has many different songs to play for dancing with the emote boombox. Why can't CO do that?
  • thetwilightedthetwilighted Posts: 22 Arc User
    edited August 2012
    I'd like to see a choice in NPCs for the Hideouts. You could limit it to one NPC, to be chosen by the player. Ideally, it'd be great to be able to customize the NPC to our tastes, but you could have 'pre-packaged' ones.

    Choices could include:
    -English Butler
    -French Maid
    -Robotic Butler or Maid
    -Robotic Teddy Bear
    -Holographic Interface
    -a male or female Roommate (for the Loft Penthouse)
    -Mom (for Mom's Basement)
    -Younger Sibling (Ditto)
    -Cantankerous Retired Mentor (Like Bruce was to Terry. :P)

    Add an 'intercom' that you'd click to choose the NPC and they'd take up residence in the Hideout. Make them functional trainers and/or mechants that you can buy supplies from, like 'the Great' merchants that are around. You could have them just stand or sit in a certain spot, but it'd be nice if they interacted with the surroundings, like dusting the place or cooking in the Penthouse kitchen, or even just watching the telly.

    Marketing Hook: You could sell each type of NPC seperately (a fully customizable NPC could be more expensive than a pre-packaged one), and having a place to readily spend Zen may encourage players to spend more.
  • drdestructosdrdestructos Posts: 5 Arc User
    edited August 2012
    I'd love a trophy room. Some trophies found, some bought on the C-Store, but the majority I'd like to see would be earned through perks.

    *A giant Teliosaurus skull from defeating the big bad lizard.
    *Shadow Destroyer's battered helmet for freeing Mutlifaria
    *Etc
    It would be nice to ACTUALLY have a use for those perk points.
  • battybattybatsbattybattybats Posts: 777 Arc User
    edited August 2012
    I'd like to see a choice in NPCs for the Hideouts. You could limit it to one NPC, to be chosen by the player. Ideally, it'd be great to be able to customize the NPC to our tastes, but you could have 'pre-packaged' ones.

    Choices could include:
    -English Butler
    -French Maid
    -Robotic Butler or Maid
    -Robotic Teddy Bear
    -Holographic Interface
    -a male or female Roommate (for the Loft Penthouse)
    -Mom (for Mom's Basement)
    -Younger Sibling (Ditto)
    -Cantankerous Retired Mentor (Like Bruce was to Terry. :P)

    Add an 'intercom' that you'd click to choose the NPC and they'd take up residence in the Hideout. Make them functional trainers and/or mechants that you can buy supplies from, like 'the Great' merchants that are around. You could have them just stand or sit in a certain spot, but it'd be nice if they interacted with the surroundings, like dusting the place or cooking in the Penthouse kitchen, or even just watching the telly.

    Marketing Hook: You could sell each type of NPC seperately (a fully customizable NPC could be more expensive than a pre-packaged one), and having a place to readily spend Zen may encourage players to spend more.

    /signed
    We've been told moving npc's are too much work technicly but stationary ones would be great (other than the tailor in the spacesuit on the moon we already have, sortof).

    Other suggestions:
    lab assistant,
    acolyte,
    homonculus,
    familiar animal,
    reprogrammed gadroon observer (though some like myself are lucky to have the old crafted pet it'd still suit some alien/space heroes),
    grizzled army vet,
    ball-lightning energy being,
    floating brain,
    brain-bot (again i'm lucky enough to have the old crafted AF but this would suit some folks less fortunate),
    ghost,
    beam of divine sunlight mysteriously shinging from the roof,
    Monkey or chimp,
    It would be nice to ACTUALLY have a use for those perk points.

    Agreed!
    ___________________________________
    While she has been rescued
    what diabolical mastermind
    was behind the devious brain-napping of
    the Volterrific Dr Cerebellum?
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited August 2012
    I like the idea of customizing the NPCs costumes. Make them a cheaper slot function that could be purchased in game.

    So adding more options that could be paid with Questionite to unlock on a single character to further advance the hideout and make it more customizable.
  • chaelkchaelk Posts: 7,732 Arc User
    edited August 2012
    and for the basement hideout, slacker friend on the couch

    :)
    Stuffing up Freeform builds since Mid 2011
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  • battybattybatsbattybattybats Posts: 777 Arc User
    edited August 2012
    So, for my Basement hideout, I'd have an old motor scooter parked in a corner?

    I'd say you get to choose between that, a rusty bmx with a milk-crate occy-straped to the back with papers from your paper-run in them or your kid sisters undersized pink bike with unicorns and streamers and training wheels.
    ___________________________________
    While she has been rescued
    what diabolical mastermind
    was behind the devious brain-napping of
    the Volterrific Dr Cerebellum?
  • lonnehartlonnehart Posts: 846 Arc User
    edited November 2012
    This thread is way too big for me to read in one sitting. So I'll just drop my two coins here.

    The player's choice of a radio or TV (perferably high def) in the living room. While the crime computer is reliable, a TV or radio that's turned on could give the player missions the same way saving civilians on the streets could. Or you could get rampage alerts from them. Even better, you can create a brand new "breaking news" alert that leads to open missions (such as a building on fire) that players can go to and try to rectify.

    Stove/Kitchen usability. You could craft foods that give you buffs for a short while. Of course you'd need to create specialty stores within Millenium City where you can shop for ingredients, and a cooking skill to let you use those ingredients. You can create food items in your hideout's kitchen if it has one. Large items don't leave your hideout and their buffs are small, but would last as long as 8 hours. Small items (like cookies) can be taken out of the hideout, offer a slightly larger buff to stats, but would only last up to 15 minutes with the food items disappearing after 12 or 24 hours (to prevent hoarding). Could make for a social event where the player and some of his friends could "have dinner" where everyone leaves full... and buffed. :)

    Using the shower or the large tub on the balcony (if the hideout has one) would give a general "comfort" buff that makes energy regenerate for a good 8 hours.

    The bed? It could be a logout point. You could create several emotes that let you sleep in the bed, and you could get the prompt to log out of the game. And when you log back in your character will get out of bed.
    *sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"

    "Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
  • bobgreenwadebobgreenwade Posts: 186 Arc User
    edited November 2012
    lonnehart wrote: »
    This thread is way too big for me to read in one sitting. So I'll just drop my two coins here.

    The player's choice of a radio or TV (perferably high def) in the living room. While the crime computer is reliable, a TV or radio that's turned on could give the player missions the same way saving civilians on the streets could. Or you could get rampage alerts from them. Even better, you can create a brand new "breaking news" alert that leads to open missions (such as a building on fire) that players can go to and try to rectify.

    Stove/Kitchen usability. You could craft foods that give you buffs for a short while. Of course you'd need to create specialty stores within Millenium City where you can shop for ingredients, and a cooking skill to let you use those ingredients. You can create food items in your hideout's kitchen if it has one. Large items don't leave your hideout and their buffs are small, but would last as long as 8 hours. Small items (like cookies) can be taken out of the hideout, offer a slightly larger buff to stats, but would only last up to 15 minutes with the food items disappearing after 12 or 24 hours (to prevent hoarding). Could make for a social event where the player and some of his friends could "have dinner" where everyone leaves full... and buffed. :)

    Using the shower or the large tub on the balcony (if the hideout has one) would give a general "comfort" buff that makes energy regenerate for a good 8 hours.

    The bed? It could be a logout point. You could create several emotes that let you sleep in the bed, and you could get the prompt to log out of the game. And when you log back in your character will get out of bed.

    I don't think I've seen any of these suggestions before, and I'd be very pleasantly surprised if any of them were implemented.
    =====
    Author of the Realm Hunter series of novels
    Join in the Doctor Who fan film, Doctor Who 2.0 Origins!
    My ideas: Arch-Nemesis
  • carbonoxcarbonox Posts: 7 Arc User
    edited November 2012
    A suggestion regarding the NPCs idea.

    It's maybe not that easy, but it would be awesome to have some of the characters from your account as NPCs. It would simulate a super team formed by your own characters, something that I think gives a lot of flavour to the Hideout system (that sometimes is a bit cold when playing alone).

    As a further idea, I would suggest to have the NPCs in some default positions (for example, slot 1, slot 2, slot 3), so they are doing something in particular (in front of the Crime Computer, working on something on the table, looking the holomap...). They may have two or three routins (walk from one side of the Crime computer to the other, for example).

    The whole thing could be something to activate and deactivate. It may be useful in order to RP hard or lite, because of the simulation of a Super Group may don't match with the other characters as NPCs.

    That's only an idea, but I use to think of it as a good idea. I hope you like it.

    PD: I'm Spanish, so I must apologize for my English in case I said something not properly.
  • lonnehartlonnehart Posts: 846 Arc User
    edited November 2012
    lonnehart wrote: »
    Stove/Kitchen usability. You could craft foods that give you buffs for a short while. Of course you'd need to create specialty stores within Millenium City where you can shop for ingredients, and a cooking skill to let you use those ingredients. You can create food items in your hideout's kitchen if it has one. Large items don't leave your hideout and their buffs are small, but would last as long as 8 hours. Small items (like cookies) can be taken out of the hideout, offer a slightly larger buff to stats, but would only last up to 15 minutes with the food items disappearing after 12 or 24 hours (to prevent hoarding). Could make for a social event where the player and some of his friends could "have dinner" where everyone leaves full... and buffed. :)

    I know. I quoted my own post. Well, this part of it.

    I figure you can use your mods as part of the cooking process. They will help power your stove and along with the other buffs the food you craft will give the mod will also add their effects on the food for the duration of the food buff. Of course, if you're not skilled enough you end up with a failed dish...

    Now extend this cooking skill to those hideouts with a chemistry set. Instead of crafting food you're making fuel additives for your vehicles. These additives cannot be carried outside the hideout in large amounts, so you're stuck with a few vials which have a viability of 8 hours while their buffs last an hour.

    What do these fuel addtives do? They give your vehicles an hour long small buff to their abilties depending on what vehicle mod was used in making them. Depending on your skill you end up with either 1-8 vials of the stuff and the buffs do not stack. However, horrible skill results in an explosion causing you to suffer a debuff that prevents use of vehicles for 1 - 8 hours (depending on how bad the attempt went). You can trade vials with your friend, 8 is the maximum anyone can carry at any one time (carry anymore and they may explode, causing damage and giving you a vehicle disabling debuff).
    *sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"

    "Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
  • kulchatilakulchatila Posts: 0 Arc User
    edited November 2012
    In powerhouse and hideout training room for Vehicule!
  • bobgreenwadebobgreenwade Posts: 186 Arc User
    edited November 2012
    kulchatila wrote: »
    In powerhouse and hideout training room for Vehicule!

    I assume you mean "Vehicle"?
    =====
    Author of the Realm Hunter series of novels
    Join in the Doctor Who fan film, Doctor Who 2.0 Origins!
    My ideas: Arch-Nemesis
  • americanwulfamericanwulf Posts: 2 Arc User
    edited December 2012
    Why not have customization to your hideout like the super group customization from CoH/CoV?

    Use a pallet set based on the hideout you purchased and allow players to purchase add-on to customize their hideout based around a grid setup allowing the players to move rooms around that they purchase via ZeN or in-game currency to a design of their choosing as long as it fits within the grid. You purchase a room, say a war room, and then it comes with a standard conference table but then you can purchase different decor for the room or different table designs as an example. Also since it would be grid based the player would have to choose which rooms they can fit within the grid. If a standard hideout grid was say 4x4 and the main hideout takes up 2 grid spaces then the player would only be able to fit rooms that make up the other 2 grid slots, but then can also purchase bigger grid sizes as they wish to expand their hideout designs.

    Just some ideas to make the hideouts seems more personalized and not just a standard static design.

    apologies if this was already said, didn't read the entire thread.
  • americanwulfamericanwulf Posts: 2 Arc User
    edited December 2012
    carbonox wrote: »
    A suggestion regarding the NPCs idea.

    It's maybe not that easy, but it would be awesome to have some of the characters from your account as NPCs. It would simulate a super team formed by your own characters, something that I think gives a lot of flavour to the Hideout system (that sometimes is a bit cold when playing alone).

    As a further idea, I would suggest to have the NPCs in some default positions (for example, slot 1, slot 2, slot 3), so they are doing something in particular (in front of the Crime Computer, working on something on the table, looking the holomap...). They may have two or three routins (walk from one side of the Crime computer to the other, for example).

    The whole thing could be something to activate and deactivate. It may be useful in order to RP hard or lite, because of the simulation of a Super Group may don't match with the other characters as NPCs.

    That's only an idea, but I use to think of it as a good idea. I hope you like it.

    PD: I'm Spanish, so I must apologize for my English in case I said something not properly.

    I think this would be a great implantation to the game and to the hideouts. They already do a form of this in STO with your crew and bridge officers so putting this into Champions would be only natural. It would also bring your different character design into one place to interact with even if it was on a scripted level, it would also make a player feel like they have their own personal super group within their own character designs.
  • keshmarchkeshmarch Posts: 59 Arc User
    edited December 2012
    co-forum.perfectworld.com/showthread.php?p=2744271

    Yeah, that's me apparently making just another of those 'newb-posts-what-was-suggested-millions-of-times-before' threads, so instead of repeating what I posted there, I just posted the link.
    Tark%20Signature_zpscmqoxjfn.png~original
  • johnbattlejohnbattle Posts: 57 Arc User
    edited January 2013
    Hey guys... little bit late coming in on the discussion and I've tried going over the thirty-seven-or-so pages of suggestions and discussions (not to mention reading the other threads) before posting so here goes.

    For those refugees from "The City" (like I was - twice) that love all the detail that was put into base design which really got abandoned afterward, I should mention that I've been in the web-chats with the developers and the common line I heard from them was that the base system was so unstable that it was being held together by the digital version of package tape and fishing wire, and any attempts they made to try to "fix" things would cause the whole base system to go "boom".

    I know that was "The City" and this is not, but I would suggest that this may be part of the reason why the devs here are keeping things relatively simple in terms of available options.

    HAVING SAID THAT...
    These are MY suggestions. If others have suggested them too then goodie-goodie, and if some are necro posts then too bad for you.

    I only recently got both Penthouse options, so right now my only frame of reference is with that. (BTW, if you do a search in YouTube you should find a few walk-through videos of all of the hideouts.)

    I don't mind having the design interface appear when you're first crafting the hideout, but maybe that can be minimized afterward so we can pull it up later if we need to make changes? I don't need to have it in my face every time my character shows up.

    I would love to see some clickable interaction with certain places. For instance, you click on the chair and the character automatically sits in the chair. You click on the sink and the character looks like they're doing the dishes. You click on the door in the bathroom and the character walks in, ten seconds later you hear a flushing sound, and the character walks out.

    Like I said, I only have the Penthouse options (loft and luxury) and I like seeing the interchangeable options and being able to mix-and-match them to the character's tastes. Kudos on that. But the one thing missing here is an entertainment center. Big plasma screen, stereo system. This could even be a left-or-right wall option in the living room.

    Kudos also on the dresser option in the bedroom. And especially on the running water option for both the shower and the hot tub. On that you one-upped "The City" devs.

    That leaves the office/secure room. By Odin that area is empty! Could we not throw in some couches and a table? You have the space. Also, in the "tailor" section, why not a "media" room? You have good options for vigilante, melee, and ranged weapons space, so why not one with just multiple monitors and maybe a whiteboard? Not all characters need to have weapons or armor in their "work space".

    Overall, an area for vehicles would be a good addition to all of the hideouts. With the Penthouse I would suggest even if you don't have the space for vehicles you at least have a "secret entrance" for the character connecting the secure room to the roof so they don't have to walk out the balcony. There's a door next to the switch. You can touch the door, the character walks out and then steps out on the roof.

    Okay, one more... the NPC "assistant" idea is nice, but should this be possible I would suggest this to be a purchasble option, not neccessarily one to automatically come with the hideout. And WHY am I having a "Soylent Green" feeling on the subject?

    Well, that's all I have... have at it guys and gals.
    - John Battle (aka David 2)

    Battlerock Comics
    http://battlerockcomics.com
  • corniviccornivic Posts: 199 Arc User
    edited January 2013
    It would be kinda cool to see your own heroes in the base, and choose where they stand or sit.

    Maybe let us fight them too in a training room
  • ranathenranathen Posts: 1 Arc User
    edited January 2013
    http://cloud-2.steampowered.com/ugc/560965477483956251/E50A1DC4C341EA438C981DEB763E8BDE6A933DD6/

    The moon base also already has a bunch of stuff there, it's just that the doors are closed. It's kind of disappointing that nobody else seems to have pointed this out.
  • battybattybatsbattybattybats Posts: 777 Arc User
    edited January 2013
    ranathen wrote: »
    http://cloud-2.steampowered.com/ugc/560965477483956251/E50A1DC4C341EA438C981DEB763E8BDE6A933DD6/

    The moon base also already has a bunch of stuff there, it's just that the doors are closed. It's kind of disappointing that nobody else seems to have pointed this out.

    We have pointed it out. Lots. Every base has two unusable rooms. They were intended to be a training room and a crafting room back when training up could only be done in the powerhouse and crafting only done on crafting tables.

    I personally have made several threads and many posts suggesting new uses for these rooms.
    ___________________________________
    While she has been rescued
    what diabolical mastermind
    was behind the devious brain-napping of
    the Volterrific Dr Cerebellum?
  • bioshrikebioshrike Posts: 5,491 Arc User
    edited January 2013
    We have pointed it out. Lots. Every base has two unusable rooms. They were intended to be a training room and a crafting room back when training up could only be done in the powerhouse and crafting only done on crafting tables.

    I personally have made several threads and many posts suggesting new uses for these rooms.

    At the very least, it'd be nice to just open the rooms up - even if they didn't have any additional functionality. I'm sure people could find uses for them as RP instances and so forth. Maybe re-enable dueling for the training rooms...
    <::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::>
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  • bobgreenwadebobgreenwade Posts: 186 Arc User
    edited February 2013
    We have pointed it out. Lots. Every base has two unusable rooms. They were intended to be a training room and a crafting room back when training up could only be done in the powerhouse and crafting only done on crafting tables.

    I personally have made several threads and many posts suggesting new uses for these rooms.

    Also, I've mentioned several times that several of the items in the smaller room could be used in the main part of the Basement (and probably in other Hideout types too; I only have the Basement at present). After all, they've already been built, and so are in the game; they might as well become available.
    =====
    Author of the Realm Hunter series of novels
    Join in the Doctor Who fan film, Doctor Who 2.0 Origins!
    My ideas: Arch-Nemesis
  • bwdaresbwdares Posts: 1,517 Arc User
    edited February 2013
    If you run at the door correctly-sometimes you need to fly- you can use the workout room in the Penthouse. The door closest to the bed it best.
    #Mechanon!(completed) #New Zones! #Foundry!
  • carbonoxcarbonox Posts: 7 Arc User
    edited February 2013
    Do admins or devellopers really read this threads? I'm not saying I doubt it, not even blaming them in case they don't (I'm sure they may not have time), but some of the ideas here are just great and a bit of feedback or sort of "official" answers or comments would be great.

    Maybe the develloping it's pointing new directions (vehicules, or other Cryptic games). Despite, hideout releases seem to be a bit out of the plan, I think. Maybe lower sales than spected? Or just too many hideouts for just one or two purchases per player (if any)?
  • terrycottonterrycotton Posts: 12 Arc User
    edited December 2013
    I'm going to quote the thread I made yesterday in here. Carbonox, unfortunately, devs very, very, very, very rarely respond to suggestion threads. It's too much of a PR risk and they don't want people's hopes getting up because they can only work on what their employer allows them to. If this thread got a reply, it would be like a golden beacon of hope that's never going to happen. But anyway.


    Please enable dueling in Hideouts.

    Why? Simple - give people the option, and it's likely just a toggle in the area editor. Yes, hideouts might be in tight spaces. Yes, moon base gravity might make knockback a pain, but for roleplay and for fun, people want to duel in private. And it's Christmas Time! Surely this wouldn't be a hard gift?

    The bottom line:

    Enabling dueling in hideouts is a good thing. This has been requested by many others, so please take note.
  • bwdaresbwdares Posts: 1,517 Arc User
    edited December 2013
    They may read what is in hear, but yeah, they hardly respond. Though they have been pretty good with feedback on the PTS posts.
    #Mechanon!(completed) #New Zones! #Foundry!
  • circleofpsi#4619 circleofpsi Posts: 2,961 Arc User
    edited December 2013
    Geart Ideas so far and what I think of them and my own ideas.


    Account Wide Storage: Meh
    Power Trainer: YES!
    Training Dummy: YES!
    Trophy Room: What?
    Crafting Room: Meh
    Travel Room: What?
    Auction House Interface: Useful
    Vendor (to sell stuff to): Useful
    Bank Access: Useful
    Entrance/Exit Keybinds: No Need


    Ok so here are my own Ideas

    Customization NPCs: I whuold hope you can add any type of NPC hostile or friendly too add into your pethhouse and allow them to walk around and talk. and even pick what they say. Also wanting NPCs to maybe sometimes attack your hideouts and you need to protect it.
    Maybe in such as a moonbase ships will come before loading of NPCs. Etc (Post ideas!)

    Outside effects: maybe add more sound effects or visal like passing cars or jets and in moonbase flying space ships and shooting stars and maybe even a space attack that add to NPCs.



    More Hideouts: I'm REALLY wanting hideouts that have the indoor decor of the inside of a qularr ship or bunker or Ron'eish. This can even be Thames like more options for you old hideouts. "Qularr Set"


    Penthouse Hideout: I whuold like the pethhouse to act more like a real pethhouse, with the following objects and functions and rooms.

    1. Working Lights or Day/Night system: I whuold like some UI to pick what day and time it is in your penthouse. and once it gets dark your able to switch the lights on by a UI or by walking to the switch like the tailor door thingy.

    2. Realistic Rooms: With the other rooms coming out soon i whuold like more bedrooms and a bathroom added as well. and more objects to choice from like a damm TV! its a pethhouse PEOPLE!.

    3. Lift Door Room: Ok this has been buging me for a **** like time. the lift door can be accessed to anyone that comes in. whats stopping someone strolling in the lift and going to your floor and walking right in? So what I whuold like is that small walkway where you walk to the lift is blocked by another door that can be opened and locked from the inside. So when players come in they will not be able to walk right in without opening the door or waiting for the owner to unlock it. and to avoid trapping yourself in that room a UI can easily open the door. (Glados: you have managed to trap yourself in this room...good..job)


    End of Penthouse. (Please submit anymore ideas on the pethhouse)


    Moon-base Hideout: This has to be my..best hideout due to im a big fan of space. anways like pethhouse here are my ideas.


    1. Spaceship Hanger Bay: Maybe add this to allow players to put in objects of a spaceship such as a qularr ship or ron'eish etc or make their own. but can;t use it exactly just mostly decor thing.

    2. Space Announcer: Maybe some sort of computerized voice or Socrates could talk to you about latest missions or crimes going around or when ever someone comes in. This can be turned off and on or choice what they say in a UI.

    3. Moon Choices: I whuold love a choice to remove the moon or change out it looks so it could be a different kind of moon your base is on or even just a space station floating aimless in space.


    All ideas gone. If you got anymore please submit.
    Psi.
  • tester4thtester4th Posts: 2 Arc User
    edited January 2014
    Didn't read through whole list so I don't know if this has been sudgested but being able have an event happen inside the base. Like your nemesis and/or your guest nemesis attack to start a roleplay/team up session.
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