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Discovery Player Base Guide - Printable Version

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Discovery Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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PLAYER-OWNED BASE GUIDE

Last updated for 5.0, 10-01-2024
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You fancy yourself a station administrator do you? Hope you've got some deep pockets or some friends with some heavy transports; both would be better!
In this guide I'll detail exactly what you need to construct your base, the commands used to do so, and various other tid bits you should know before staking your claim in space.

@Daedric and @Pimper helped in testing various parts of the original player base feature. Tel-Aviv & @Exdeathevn have both provided video tutorials.

This tutorial was made to help newer or even older players. If something seems off post a message below.




INDEX
  • Clicking on a Part will jump you to that section.
  • Part V : Factories & Crafting Recipes
    • Bulk Storage Module
    • Docking Module Factory
    • Jump Drive Factory
    • Hyperspace Scanner Factory
    • Cloaking Device Factory
    • Cloak Disruptor Factory
    • Exotic Weapons Foundry
    • Exotic Equipment Fabricator
  • Part VI : Refineries & Recipes
    • Hydroponics Bay
    • Scrap Refinery
    • Industrial Refinery
    • Legitimate Warehouse
    • Exotic Materials Laboratory
    • H-Fuel Plant
    • MOX Plant
    • Promethene Plant
Update Status
  • Updated: 9th January 2019. by @Dino
  • Updated: 3rd April 2019. by @xiphos
  • Updated: 21st October 2023. by @Wildkins
  • Visual & Data Update: 13th November 2023. by @TheKusari
  • This tutorial was originally made by @Daedric.

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Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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Part I
QUICK START GUIDE



Player Bases are a feature added to the mod in version 4.86 Update 4. This feature allows players to construct persistent yet destructible bases any where they wish. The bases require regular supply to maintain as they have a built in decay rate to prevent unused bases from flooding the game space. Player bases serve as the means to producing some of the new items that were also introduced with 4.86 Update 4; cloaks, jump drives, hyperspace scanners, and docking bay modules.

With Discovery 5.0: Fire and Fortune, player bases have received a significant overhaul, and are now capable of much more than they were in previous versions. With ore refineries, weapon foundries, and several quality of life updates, POBs are more relevant to the game than ever - and hopefully, more enjoyable, too.


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Preparing to Deploy

The first thing you need is a Base Construction Platform, formerly known as the Heavy Lifter.
Secondly, you will need to gather the following commodities in the hold of the Base Construction Platform:

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  • "Hercules"-Class Civilian Base Construction Platform
  • 2,500,000 credits
  • 150 Industrial Materials
  • 150 Super Alloy
  • 100 Basic Alloy
  • 100 Optronics
  • 50 Construction Machinery
  • 50 Nanocapacitors

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Things to keep in mind before Deploying a Player-Owned Base

Once you have the resources listed, you'll need to find some prime real estate for your station.
There are mechanical restrictions on where bases can be deployed - in general, they need to be away from other existing objects.
In specific, bases can only be constructed:



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  • More than 2,000 meters from all trade lanes.
  • More than 2,500 meters from the surface of planets.
  • More than 5,000 meters from other Player Owned Bases.
  • More than 8,000 meters from all other dockable stations.
  • More than 12,500 meters from all jump gates and jump holes.
  • More than 30,000 meters from the edge of all mining zones EXCEPT mining zones for:
    • Alien Organisms
    • Hydrocarbons
    • Oxygen
    • Scrap Metal
    • Toxic Waste
    • Uranium
    • Water
  • More than 2,500 meters from all other interactive objects (wrecks, buoys, etc.)

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Once you've found that prime location you're set. Zoom that Base Construction Platform to your location and remember,
once you enter the command the base will appear 1,000 meters in front of you, with the docking bays facing you.
Re-positioning a base is impossible. Be sure you're happy before you enter the command to construct the base.

Speaking of that command, here it is:



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Code:
/base deploy <password> <base name>

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Look at that beauty! Your very own piece of Disco, but you don't have time to sit back and sip some tea in your new pad.
That station is in need of a crew and commodities to make sure it doesn't turn into a wreck.
There are a few things you need to do immediately after your base is deployed.

Once you dock, you'll need to login in order to control the base:

<password> this can either be the master admin password you set or, after you've set up a 2nd tier password you can use that one here.
The only difference between the two tiers is that a master admin can remove a 2nd tier admin password.

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Code:
/base login <password>

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<tag> is either the name of the ship or the faction tag prefix. Stations cannot detect suffixes, so don't bother entering them.
An example would be OSI- This would allow anyone with OSI- as the first four letters in their name to dock to the station.

Be careful adding entire ship names as tags.
If you enter HeavyTransport as a tag and someone has a ship named HeavyTransport1 they will be given permission to dock.

Station control is still very simple. If you add a tag, all ships with that tag are considered allied.
Everyone else is either neutral or hostile depending on the station's defense mode. More about that later.

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Code:
/base addtag <tag>

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This is a second-tier administration password. Give it out to only those who are helping you to administrate the base directly.

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Code:
/base addpwd <password>

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This is a third-tier password. Give it to those who supply your base.
It allows them to view shop only, so it's easier to spot when the base requires food or repairs.

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Code:
/base addpwd <password> viewshop

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Now that those two things are done, you need to get your base some supplies;
the place is likely already falling apart without a crew to maintain it! You have a couple of choices;
either have a friend with you with the following commodities in their transport:



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  • 200 Crew
  • 400 Food
  • 400 Oxygen
  • 400 Water
  • X Repair Commodities
    • Basic Alloy
    • Robotics
    • Hull Panels
Where X is the rest of the cargo hold after the other commodities.
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At this point, your base is a bit of a target - but you have two things going for you.
The first is that your base is only able to be attacked during a certain window of time, also known as a vulnerability window.
Outside of this time, no weapons fire can damage your base whatsoever.
This ensures that you'll be around to keep evildoers away from your new home!

Currently, bases have one vulnerability window, and each window is two hours long.
The vulnerability window(s) can be set by inputting:

Where <start hour> is the starting hour in 24-hour server time (check /time for the current time!),
with the ending hour automatically calculated from your set starting hour.



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Code:
/base setshield <start hour>




Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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Part II
BASE CORE & LEVELS



What are base levels? Before I answer that question, let me explain what a Base Core is. A Base Core is module slot 0 on your base; this slot is effectively the base. A Base's Core can be upgraded four times; Core 2, 3, and 4 and 5. All bases start at level 1. Upgrading a Base's Core increases the number of modules it can house, increases the base's hit points, and also increases the number of Spaceship Crew required to effectively operate the base. I've listed the base stats for each base level below; these stats do not include any modules you may have constructed.

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Stats of Core 1

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  • Base will start with 6,000,000 hit points when initially deployed
  • Maximum Hit Points: 12,000,000
  • Modular Slots: 3
  • Required Crew: 200
  • In-built storage of 30,000 cargo

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Use the following command to start construction of the next Core Upgrade:


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Code:
/build start basic 1

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Stats of Core 2

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  • Maximum Hit Points: 16,000,000
  • Modular Slots: 6
  • Required Crew: 400
  • In-built storage of 40,000 cargo

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Stats of Core 3

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  • Maximum Hit Points: 20,000,000
  • Modular Slots: 9
  • Required Crew: 600
  • In-built storage of 50,000 cargo

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Stats of Core 4

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  • Maximum Hit Points: 24,000,000
  • Modular Slots: 12
  • Required Crew: 800
  • In-built storage of 60,000 cargo

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Stats of Core 5
  • Official Factions Only

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  • Maximum Hit Points: 28,000,000
  • Modular Slots: 15
  • Required Crew: 1,000
  • In-built storage of 70,000 cargo




Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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Part III
COMMANDS TO CONSTRUCT MODULES



What are modules? Modules are how you expand your station. There are storage modules, defense modules, and factory modules. Each requires commodities to be built and take up one module slot.

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In order to construct a module you will need to enter a Hook command:

Entering an invalid command, empty /build command, or /build help
will list out the various commands you can use for building modules on your station.

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Code:
/build list

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Here is the list of categories that will show once the command is used:

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Code:
|   defense
|   basic
|   factory
|   utility
|   refinery

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To get a further breakdown of what modules can be created within a category, use this command:

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Code:
/build list <category>

example: /build list basic

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For the "Basic" category, the following will show as available modules to build:

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Code:
|    1 = Core Upgrade
|    2 = Bulk Storage Module

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If you're wanting to find out what's needed to build a Bulk Storage Module, you would use:

Materials required to build modules are covered in Part V of this Guide.

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Code:
/build info <category> <list number>

example: /build info basic 2

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To start construction of the Bulk Storage Module, use:

This will assign the construction to the next available empty slot of your station's F9 window.

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Code:
/build start <category> <list number>

example: /build start basic 2

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You also have the option of pausing construction of a module:

No resources will be processed for the nominated module until it's resumed.

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Code:
/build pause <category> <list number>

example: /build pause basic 2

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Once you are in a position to continue construction, simply use:

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Code:
/build resume <category> <list number>

example: /build resume basic 2

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You can also outright stop an ongoing construction:

This will void any processed resources. You will not be refunded.

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Code:
/build stop <category> <list number>

example: /build stop basic 2

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If you want to order your modules a certain way, you swap the slot positions with the following command:

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Code:
/base swap <module number> <module number>

example: /base swap 1 3

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Later on, if you wish to destroy a constructed module, use this command:

Be warned that this will not refund any resources that were used to construct the module.

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Code:
/destroy <module number>

example: /destroy 4




Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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Part IV
COMMANDS TO CRAFT ITEMS



Factory modules are modules that once constructed can create in game items; currently these items include: cloaking devices, hyperspace scanners, jump drives, docking bay modules, cloak disruptors, and exotic (codename) weapon and equipment foundries. In order to build those items you will have to provide the factory module with the required goods to construct the item. Constructing items is similar to construction modules: they consume commodities at the same rate, but their required commodities tends to be much higher or more expensive.

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As with base modules there are Hook commands that list what you can build.

This is the command to display that list:

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Code:
/craft list

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The list will populate with items that you can craft, depending on the factories installed.

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Code:
Example list: (including, but not limited to)

1. hydroponics
2. battlecruisercodes1
3. battleshipcodes1
4. battleshipcodes2
5. cloak
6. cloakdisr
7. copperrefining
8. cruisercodes1
9. diamondrefining

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All the commands are the same as building the standard modules and factories.
Only difference is that "build" is now replaced with "craft."

Refer to Part III for an explanation on the commands.

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Code:
/craft list <category>

/craft info <category or number> <list number>

/craft start <category or number> <list number>

/craft pause <category or number> <list number>

/craft resume <category or number> <list number>

/craft stop <category or number> <list number>




Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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Part V
FACTORIES & CRAFTING RECIPES



There are several factory modules currently available for construction, all with different types of equipment available to manufacture. Some are broad, while others are specialized, and the sheer volume of items available now and in future patches means that the best source of up-to-date recipe information will always be in-game, at a POB using the help commands.

Weapon & equipment statistics have intentionally not been included as this guide is for Player-Owned Bases. A separate guide detailing weapon & equipment information is intended to be created.

Here is a list of the currently available factory modules, and their required resources:


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Bulk Storage Module

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  • Increases total cargo storage by 40,000 units.
  • Once built, you will have immediate access to the extra space.
  • Just like storage space on ships, base storage is volumetric.
  • If a commodity takes up more than one cargo unit on your ship; it will take up more than one cargo unit on your base.

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Defense Platform

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Docking Module Factory

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Jump Drive Factory

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Hyperspace Scanner Factory

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Cloaking Device Factory

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Cloak Disruptor Factory

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Exotic Weapons Foundry

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Exotic Equipment Fabricator

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  • Increases cargo storage by 10,000.




Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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Part VI
REFINERIES & RECIPES



Similar to factory modules in usage are refineries, however they principally take in one input material and output a processed version of that material, while also costing fuel (and perhaps other commodities) to run. These are more 'jobs' than one-time crafts, and most are set to auto-repeat unless explicitly told to run once.
Except for the refinement of Uncharted commodities, these recipes offer discounts to certain IFFs, which require less input volume and time for the same output.


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Hydroponics Bay

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Scrap Refinery

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Industrial Refinery

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Legitimate Warehouse

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  • Increases cargo storage by 10,000.

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Exotic Materials Laboratory

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  • Increases cargo storage by 10,000.

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H-Fuel Plant

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MOX Plant

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Promethene Plant

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Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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Part VII
BASE DEFENSES

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Base Defense Modes

Defense modes are settings that tell your base how to treat those who approach it.
There are currently only three settings. You set these modes with the following command.



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Code:
/base defensemode <mode>

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Defense Arrays

You have three types of Defense Arrays that you can build.
These arrays target certain ships, depending on the type built, and deal incredible amounts of Shield and Energy Damage.

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This command lists current positions of all defense platforms.

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Code:
/base defmod list

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This command positions selected defense platform at the given coordinates.

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Code:
/base defmod set <module index> <posX> <posY> <poxZ> <rotX> <rotY> <rotZ>



































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Part VIII
VULNERABILITY TIMERS



Once upon a time, base owners rushed to construct a Shield Generator module to protect their base from sieges. Now, such shields are included automatically in the core of your base as soon as it's deployed - and they render you totally immune from all forms of damage, except during a specific set of vulnerability window(s) that you, the base owner, define.

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Currently, a new base created will have one vulnerability window, set at 1000 - 1200 server time.
This window can be changed ONCE PER MONTH using the following command:

Where <starting hour> is the hour digits in 24 hour time for your first vulnerability window,
and <starting hour 2> is the hour digits for your second vulnerability window, et cetera.
Currently, we are only requiring one vulnerability window, but this may change in the future.
If it does, the timer on setting vulnerability windows will likely be reset.

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Code:
/base setshield <starting hour> <starting hour 2...>

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An example of a command to set the vulnerability window for my base at 2100 - 2300 SMT is:
Which results in a vulnerability window of 2100 - 2300 SMT.
And in a hypothetical future where two vulnerability windows are required,
which must be at least eight hours apart - that same command would be:

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Code:
/base setshield 21

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Which results in a vulnerability window of 2100-2300 SMT, and a second vulnerability window of 0700-0900 SMT.

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Code:
/base setshield 21 7

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Part VIII
SIEGING

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Sieging a POB is now performed exclusively by attacking it during its vulnerability timer,
which can be seen by using the command below with a POB targeted in space:

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Code:
/vuln

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Once used, this is how the information is displayed:

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This base has a vulnerability window starting at 10:00

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Even during a vulnerability window, player owned bases only take damage from special, ammo-fed siege weapons mountable to gunboats, cruisers, battlecruisers, and battleships.
These weapons are available anywhere their non-siege equivalents are sold, with the following names:
  • Battleship Siege Turret (Class 10 - Battleship Heavy)
  • Cruiser Siege Cannon (Class 8 - Cruiser Heavy)
  • Gunboat Siege Cannon (Gunboat Forward Gun)

These weapons are fully capable combat weapons, albeit with an ammo restriction, which are specifically tuned to be the only weapons capable of damaging POBs.
The ammunition is quite expensive, which imposes something of a cost to the sieging party. In return, however, sieges are now typically much faster across the board if uncontested.

As a POB takes damage, the internal shield will react accordingly and begin to harden against outside fire.
This will manifest in the shield resistance to damage massively increasing over time, until such a point where no more damage can be done to the base until the next vulnerability window.
Short, combative siege windows which can be performed by a larger variety of ships and factions spread out over a longer campaign are the ultimate objective of this new system.
The 'reinforcement' threshold, or point at which a POB can take no further damage in that window, is noted below:
  • Core 1: 6 000 000 damage
  • Core 2: 6 000 000 damage
  • Core 3: 7 300 000 damage
  • Core 4: 9 200 000 damage
  • Core 5: 11 000 000 damage

Note that a POB's repairs are NOT paused either during a siege nor between windows while reinforced, which results in higher-core bases taking more vulnerability periods to kill.
The effective repair rate of a fully stocked base (minus wear & tear damage) is listed below:
  • Core 1: 1 440 000 HP per day
  • Core 2: 3 168 000 HP per day
  • Core 3: 4 896 000 HP per day
  • Core 4: 6 624 000 HP per day
  • Core 5: 8 640 000 HP per day (no wear & tear)




Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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Part X
ESSENTIAL CARGO & CONSUMPTION RATES

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Here is a list of essential resources needed to keep your base running.

Only one of the three materials listed under Wear & Tear Upkeep is required. More later.

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  • Crew Upkeep
    • Food
    • Oxygen
    • Water
  • Wear & Tear Upkeep
    • Basic Alloy
    • Robotics
    • Hull Panels
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Player-Owned Bases use resources to maintain their hull integrity and safety of it's crew.
As you jump up in Core Levels, more resources are needed to keep up with the demand.

Here is a basic calculation for a Core 1 Player-Owned Base:

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Factories & Refineries:

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Repairing your Player-Owned Base:

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Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012

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Part IX
COMPREHENSIVE BASE COMMANDS

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General Management & Information

This command will invoke a Freelancer style interface. This interface is the in game help feature for base commands.

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Code:
/base

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Prints out a quick overview of Food, Oxygen, and Water supplies, as well as repair commodity stocks and current crew count.

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Code:
/base supplies

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Docking Rights

Docking Rights are one of the most important aspects of operating a player base.
As the title suggests, this section focuses on the commands and settings to control who can and cannot dock on your base.
This is currently controlled by what we on Disco call tags.



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Code:
/base addtag <tag>
/base rmtag <tag>
/base lsttag

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These commands allow ships to be black listed. They work in the exact same was as the add tag commands.

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Code:
/base addhostile <name or tag>
/base rmhostile <name or tag>
/base lsthostile

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Base Administration Commands

This command allows a base administrator to easily change the master password.

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Code:
/base setmasterpwd <old password> <new password>

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Allows an administrator to access the base command functions.

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Code:
/base login <password>

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Lists all passwords except the first password.

Since the first password is not listed, a base owner can keep their password secret but allow other players to be administrators of the base.

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Code:
/base lstpwd

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Adds an administrator password to the base.

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Code:
/base addpwd

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Removes an administrator password.

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Code:
/base rmpwd

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Either sets the current affiliation of the base to the IFF of the player using the command, or clears the reputation of the base.

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Code:
/base rep [clear]

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These commands allow you to manage allied factions for the base via IFF, rather than by tag.
Using /base myfac will list all available IFF tags and then your current IFF.
Using those tags with addfac and rmfac (add and remove, respectively) will allow you to set certain IFFs allied, regardless of their tag.
lstfac will show you all current factions set to allied.

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Code:
/base addfac <aff tag>
/base rmfac <aff tag>
/base lstfac
/base myfac

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Base Info-card Description

This command allows the base administrator to set the base info-card text that is shown when the base info icon is clicked.
<paragraph> The paragraph number in the range 1-5.
<command> The command to perform on the paragraph, 'a' for append and 'd' for delete

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Code:
/base info <paragraph> <command> <text>

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Bank Commands

List the current balance of the base's bank. The base needs money to buy goods off players.
Unlike player ships, the bank can hold many times more than 2 billion credits and is essentially unlimited.

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Code:
/bank status

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Deposits / withdraws credits between the player's credits the base's bank.

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Code:
/bank deposit [credits]
/bank withdraw [credits]

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Shop Commands

Both the trade window and equipment window are controlled via the shop Hook commands.

By default the shop will not accept goods that it does not already have in its shop status list.
This simple command brings up a Freelancer-style interface, where you can see your listed goods, their price,
as well as the minimum and maximum cargo allotments for each good.
The screen also displays the other ship commands available to you.

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Code:
/shop

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This command allows the price of goods to be controlled.

<item> refers to the number of the item as listed by the /shop command.
<price> is the price of the good in credits.

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Code:
/shop price <item> <price>

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<min stock> is the minimum cargo allotment for a commodity.
A commodity will not show up for sale if the amount of it is less than <min stock>.

<max stock> is the maximum cargo allotment for a commodity.
A base will not let you sell any more of a commodity, if the current stock is over <max stock>.

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Code:
/shop stock <item> <min stock> <max stock>

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Allows you to completely remove a commodity from the base.

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Code:
/shop remove [item]

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Show the shop stock list for <page>. A maximum of 40 items are listed per page.

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Code:
/shop <page>

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This command will take whatever entered in [search] and only show you results from that page that contain that search term.
[page] is the normal shop page that the items would be listed on without a filter.

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Code:
/shop filter [search] [page]