Betweenthe forums and the Discord channel, I see a lot of folks confused about setting up base teleporters. It's easy to do once you understand the principles, but since there are things that aren't self-evident, I decided to put together a little guide. (With pictures and everything! Ooh! Ahh!)
Base teleporters are, in the simplest terms, a base item you can click that will move your character to somewhere else. Because real heroes & villains don't take cabs, and car insurance in Paragon is just outrageous.
PI Paragon's VP of Engineering, Karen, agreed to be in these photos to provide a sense of scale. She's a shapeshifter and a bit of a clothes-horse, but so dependable and dedicated--I never see her leave her office!
Back in my day, we only had one basic and one advanced 'porter for each style...and you needed a special Transportation Room and enough power to run the thing...and even then, the basic 'porters would only go to two places, uphill, BOTH WAYS! These young whipper-snappers and their free, pretty, 10-destination porters don't know how good they have it! Muttergrumblemumumble...
The beacons, up to ten per teleporter, can be placed anywhere...above the porter, behind it, buried in the floor, wherever...as long as they are within range. You can tell if a beacon is in range in two ways:
Regular beacons teleport you to zone points the game already knows how to find. So, to make an in-base teleporter work, you need to explain to the game where you want people to end up. That's where this tab comes in:
Note, the above setup will only get you to the bathroom. If you want to teleport back, you'll need to repeat the steps above, except in the opposite direction and using a second teleport point.
So there you have it, everything you need to be a physics-defying location hopper. Did I leave anything out? Did something get added/changed since this post was written? Did I...*GASP*...get something wrong? Or worse yet...HAVE A TYPO?!?!? :-[ Let me know, and I'll get it fixed.
[*]Also, when exiting your base (not teleporting), you will appear in one of two spots, depending how you got there...If you come in with a base portal, you will return to the portal. If you come in any other way, you'll return to zone's SG beacon
What a fantastic guide! I too spent an inordinate amount of time trying to alphabetize the zone names. That may or may not have included destroying and remaking my portal setup about three or four times.
For anyone trying to optimize their portal setup, I think every available zone beacon can be accessed using four portals. Two portals connected to hero zones (ten beacons each), one portal connected to villain zones (seven beacons if memory serves), and one catch-all portal connected to co-op zones, echo zones, Praetoria, and anything else (nine beacons if memory serves).
One oddity I noticed when setting up my portals is that if I placed one portal and its corresponding beacons before placing the next portal and its beacons, everything went smoothly. One time I placed all four portals first and then starting placing beacons, and things went haywire. The beacons for the first portal I placed connected fine, but none of the beacons for the other three portals would connect. Nothing I tried would make them connect so I scrapped it and remade them one at a time and it was fine.
Anyway, the way I group the beacons is to lump the Hazard Zones with the Echos to get an even split of 10 & 10 for Blueside. Then of course there's a portal with the 7 red zones, and everything else is Co-Op (Which I usually mark with yellow somehow).
Same, and you reminded me that I wanted to include the wiki page listing all the zones, so thank you! I never seemed to have an issue with setting up a bunch of portals first, but the builder is notoriously glitchy. I'm pretty sure it's possessed by the spirits of all the heroes/villains who died while languishing in the base, waiting for their rooms to be finished. ;)
I've noticed that. I think I heard that those things could all be rotated at one point, but because they were related to some crashes/glitches, the rotate functionality was disabled. (I don't remember who said that, so it may be totally made up in my head...but it makes sense.)
As far as I know, the only items that still require power/control are medical devices like medi-porters. Everything else is powered with the energy of our glee at not having to fill up bases with giant database objects. ;)
Eep...I just love that feeling when you spend hours getting base items juuuusst so...and then reload the base and they've wiggled out of place. Glad the forum format/server shift let me experience that feeling outside of the game, by warping a bunch of the formatting in this guide, LOL. ? (All fixed now. ? )
Speaking of teleporters, has anyone else run into a situation where some of them simply don't work? The only one that seem to work consistently for me when I'm building in non-standard areas (as in, I'm making 'terrain' and having a portal stuck to a rock wall or something rather than up against a fixed base wall) is the carnival portal. All the others either don't work, or only work sporadically.
As a side note, Lining up the portals with a red square (Hidden marker) plate is much easier than lining up a semi-transparent dark animation on a dark object. Getting the depth consistent also was much easier as well. Centering the Flyer "Entrance Donut" where it passed through the inset portal plane in the bright red square was a snap. It also works very well for consistency between the flyers.
Note also that leaving thrugh the entrance into a zone that lacks a teleport destination, you will reappear where you were last (if an open zone) or outside the mission door (if you entered the base from a mission.) In other words, ALWAYS rez in base if you die in Cimerora or the Shadow Shard.
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