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- This tutorial was originally made by @Daedric.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
- 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:
.- Keep in mind that you will need to supply the base daily in order for it to survive.
- Proximity to the basic commodities that make your station tick is extremely helpful.
- Many of the houses and regional powers currently have in-roleplay laws restricting or forbidding the construction of player stations in their space.
- Do your homework before setting up shop, otherwise you may find a large fleet of battleships parked outside beating the doors down.
- If you know your base will eventually be assaulted, remember that asteroid fields hinder large ship movements.
- Player bases also take no damage from radiation fields, placing one inside a field will give it a passive defense mechanism.
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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:
.- <password> this part of the command sets your master admin password; no spaces are allowed and there is no character limit.
- This password allows you to create and clear regular admin passwords. Do not give it out to anyone you do not trust with your station's life.
- <base name> this part of the command sets the display name of your station; spaces are allowed, but there is a 60 character limit.
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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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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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Or park one of yours nearby and F1 it when no one is around.
After you've done what I've instructed you to do above, log into that ship, dock, login as an admin, and then sell the commodities to the base.
Now go get more repair commodities! You'll need to feed the base a steady supply of alloy, panels, and robotics until it completes construction.
Your base isn't completed just because you typed in a command! It starts out at 50% of is maximum hit points - those repair commodities will see it to 100%,
so long as you keep your base well-fed. Fully stocked with three sets of repair commodities, your base should be at full strength after about two weeks.
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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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The second thing helping you defend your base is that only specialized,
ammo-using siege weapons can damage your base, even inside that vulnerability window.
These can be mounted to gunboat forward guns, cruiser heavy slots (on cruisers and battlecruisers), and battleship heavy slots.
On top of that, only a certain amount of total base HP in damage can be dealt per vulnerability window,
with the number of total windows (and thus total siege encounters) increasing as the Core Level of the base increases.
Keep in mind, though, that bases that are not kept supplied will perish. All cargo and credits on the station are lost.
Ships docked to the station at the time of its demise will appear 100k below the system's sun when they un-dock.
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Code: /base setshield <start hour>
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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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Core Upgrades do not require a free modular slot to start construction.
Construction will pause if you run out of all the required goods.
Once complete, the base stats will change immediately to reflect the new base level.
You need to have an extra 200 Crew dropped on the base immediately after a Core Upgrade completes.
Otherwise the base will not operate effectively; repairs won't happen.
Core levels are currently the only statistic that modify the appearance of your station.
Provided you have the means to quickly supply all necessary resources,
it is possible to "speedrun" your station to Core 4 in two months, provided enough roleplay has occurred.
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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
.- 25,000 Industrial Materials
- 10,000 Hull Panels
- 10,000 Robotics
- 10,000 Basic Alloy
- 10,000 Super Alloy
- 10,000 Construction Machinery
- 10,000 Titanium
- 5,000 Optronics
- 5,000 Nanocapacitors
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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
.- 25,000 Industrial Materials
- 10,000 Hull Panels
- 10,000 Robotics
- 10,000 Basic Alloy
- 10,000 Super Alloy
- 10,000 Construction Machinery
- 10,000 Titanium
- 5,000 Optronics
- 5,000 Nanocapacitors
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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
.- 25,000 Industrial Materials
- 10,000 Hull Panels
- 10,000 Robotics
- 10,000 Basic Alloy
- 10,000 Super Alloy
- 10,000 Construction Machinery
- 10,000 Titanium
- 5,000 Optronics
- 5,000 Nanocapacitors
- Core Upgrade Blueprints
- At least Two Months of Roleplay
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.- Maximum Hit Points: 28,000,000
- Modular Slots: 15
- Required Crew: 1,000
- In-built storage of 70,000 cargo
.- 25,000 Industrial Materials
- 10,000 Hull Panels
- 10,000 Robotics
- 10,000 Basic Alloy
- 10,000 Super Alloy
- 10,000 Construction Machinery
- 10,000 Titanium
- 5,000 Optronics
- 5,000 Nanocapacitors
- Core Upgrade Blueprints
- At least Three Months of Roleplay
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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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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
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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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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>
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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
- 10,000 Hull Panels
- 5,000 Construction Machinery
- 5,000 Industrial Materials
- 5,000 Optronics
- 5,000 Robotics
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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
- 5,000 Hull Panels
- 5,000 Industrial Materials
- 5,000 Robotics
- 5,000 Construction Machinery
- 5,000 Munitions
- 5,000 Quantum Multiplexors
- 2,500 Optronics
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- Will only target Fighters, Freighters and Gunboats
- Resources needed to build are listed on the left.
- Will target everything except Fighters and Freighters
- Resources needed to build are listed on the left.
- Will only target Cruisers and Capital ships
- Resources needed to build are listed on the left.
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Docking Module Factory
- 10,000 Robotics
- 10,000 Industrial Materials
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Optronics
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- 2,500 Hull Panels
- 5,000 Industrial Materials
- 5,000 Robotics
- 2,500 Copper
- 2,500 Niobium
- 2,500 Molybdenum
- IFF Bonus
- Bristol +15%
- ALG +15%
- BMM +15%
- Samura +15%
- Daumann +15%
- Bowex +15%
- DSE +15%
- EFL +15%
- GMS +15%
- IMG +15%
- Junkers +15%
- Kishiro +15%
- Kruger +15%
- RGS Shipping +15%
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Jump Drive Factory
- 10,000 Robotics
- 10,000 Super Alloy
- 10,000 Superconductors
- 10,000 Industrial Materials
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Optronics
- 5,000 Quantum Multiplexors
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- 10,000 Basic Alloy
- 7,500 Industrial Materials
- 7,500 Robotics
- 7,500 Super Alloy
- 7,500 Quantum Multiplexors
- 2,500 Energy Field Equipment
- 5,000 Platinum
- 5,000 Aluminium
- 3,500 Azurite Gas
- 2,500 Optronics
- 1,500 Xeno Relics
- 5,000 Silver
- IFF Bonus
- Kishiro +15%
- Ageira +15%
- LSF +15%
- EFL +15%
- KOI +15%
- Technocracy +15%
- BIS +15%
- GNI +15%
- MND +15%
- Core +15%
- Order +15%
- 15,000 Basic Alloy
- 10,000 Industrial Materials
- 10,000 Robotics
- 7,500 Super Alloy
- 7,500 Quantum Multiplexors
- 5,000 Energy Field Equipment
- 7,500 Platinum
- 7,500 Aluminium
- 7,000 Azurite Gas
- 10,000 Optronics
- 3,000 Xeno Relics
- 7,500 Silver
- The same Workers & IFF Bonuses from the Jump Drive Series II apply.
- 25,000 Basic Alloy
- 15,000 Industrial Materials
- 15,000 Robotics
- 10,000 Super Alloy
- 10,000 Quantum Multiplexors
- 7,500 Energy Field Equipment
- 10,000 Platinum
- 10,000 Aluminium
- 10,000 Azurite Gas
- 7,500 Optronics
- 5,000 Xeno Relics
- 10,000 Silver
- The same Workers & IFF Bonuses from the Jump Drive Series II apply.
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Hyperspace Scanner Factory
- 10,000 Industrial Materials
- 10,000 Optronics
- 10,000 Quantum Multiplexors
- 10,000 Robotics
- 5,000 Bio-Neural Processors
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 2,500 Xeno Relics
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- 15,000 Basic Alloy
- 10,000 Industrial Materials
- 10,000 Robotics
- 7,500 Super Alloy
- 7,500 Quantum Multiplexors
- 7,500 Nanocapacitors
- 5,000 Diamonds
- 5,000 Azurite Gas
- 5,000 Optronics
- 2,500 Xeno Relics
- IFF Bonus
- Kishiro +15%
- Ageira +15%
- LSF +15%
- EFL +15%
- KOI +15%
- Technocracy +15%
- BIS +15%
- GNI +15%
- MND +15%
- Core +15%
- Order +15%
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Cloaking Device Factory
- 10,000 Industrial Materials
- 10,000 Optronics
- 10,000 Quantum Multiplexors
- 10,000 Robotics
- 5,000 Bio-Neural Processors
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 2,500 Xeno Relics
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- 7,500 Industrial Materials
- 7,500 Robotics
- 5,000 Super Alloy
- 5,000 Superconductors
- 5,000 Nanocapacitors
- 2,500 Bio-Neural Processors
- 5,000 Copper
- 5,000 Gold
- 5,000 Platinum
- 5,000 Xeno Relics
- 1,500 Azurite Gas
- IFF Bonus
- Kishiro +15%
- Ageira +15%
- LSF +15%
- EFL +15%
- KOI +15%
- Technocracy +15%
- BIS +15%
- GNI +15%
- MND +15%
- Core +15%
- Order +15%
- 12,000 Industrial Materials
- 10,000 Robotics
- 7,500 Super Alloy
- 7,500 Superconductors
- 7,500 Nanocapacitors
- 5,000 Bio-Neural Processors
- 7,500 Copper
- 7,500 Gold
- 7,500 Platinum
- 3,500 Xeno Relics
- 3,000 Azurite Gas
- The same Workers & IFF Bonuses from the Light Cloak apply.
- 17,500 Industrial Materials
- 17,500 Robotics
- 10,000 Super Alloy
- 10,000 Superconductors
- 10,000 Nanocapacitors
- 7,500 Bio-Neural Processors
- 10,000 Copper
- 10,000 Gold
- 10,000 Platinum
- 5,000 Xeno Relics
- 5,000 Azurite Gas
- The same Workers & IFF Bonuses from the Light Cloak apply.
- 17,500 Industrial Materials
- 12,500 Robotics
- 10,000 Super Alloy
- 10,000 Superconductors
- 10,000 Nanocapacitors
- 7,500 Bio-Neural Processors
- 10,000 Copper
- 10,000 Gold
- 10,000 Platinum
- 6,500 Xeno Relics
- 7,000 Azurite Gas
- The same Workers & IFF Bonuses from the Light Cloak apply.
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Cloak Disruptor Factory
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Industrial Materials
- 5,000 Optronics
- 5,000 Quantum Multiplexors
- 5,000 Robotics
- 2,500 Bio-Neural Processors
- 1,000 Xeno Relics
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- 7,500 Industrial Materials
- 7,500 Basic Alloy
- 5,000 Energy Field Equipment
- 5.000 Superconductors
- 5,000 Quantum Multiplexors
- 5,000 Bio-Neural Processors
- 5,000 Iridium
- 2,500 Optronics
- IFF Bonus
- Kishiro +15%
- LSF +15%
- EFL +15%
- KOI +15%
- Technocracy +15%
- BIS +15%
- GNI +15%
- MND +15%
- Core +15%
- Order +15%
- The same Resources, Workers & IFF Bonuses from the Cloak Disruptor MK1 apply.
- The same Resources, Workers & IFF Bonuses from the Cloak Disruptor MK1 apply.
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Exotic Weapons Foundry
- 10,000 Industrial Materials
- 10,000 Robotics
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Platinum
- 5,000 Quantum Multiplexors
- 5,000 Silver
- 2,500 Bio-Neural Processors
- 2,500 Optronics
- 1,000 Organic Capacitors
- 1,000 Xeno Relics
- 200 Reflective Lattices
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- 750 Molybdenum
- 750 Niobium
- 1,000 Gold
- 150 Prototype Components
- 30 Chiromaterials
- 75 Organic Capacitors
- 75 Cryo-Organisms
- 750 Copper
- 1,000 Diamonds
- 750 Boron
- 150 Protype Components
- 30 Chiromaterials
- 15 Reflective Lattices
- 75 Cryo-Organisms
- 750 Beryllium
- 1,000 Silver
- 750 Optronics
- 150 Prototype Components
- 30 Chiromaterials
- 75 Organic Capacitors
- 75 Cryo-Organisms
- 750 Bio-Neural Processors
- 750 Gold
- 1,000 Platinum
- 150 Prototype Components
- 30 Chiromaterials
- 20 Reflective Lattices
- 50 Cryo-Organisms
- 1,000 Aluminium
- 750 Diamonds
- 750 Optronics
- 150 Prototype Components
- 30 Chiromaterials
- 150 Organic Capacitors
- 750 Bio-Neutral Processors
- 1,000 Iridium
- 750 Gold
- 150 Prototype Components
- 30 Chiromaterials
- 15 Reflective Lattices
- 25 Organic Capacitors
- 50 Cryo-Organisms
- 750 Silver
- 1,000 Copper
- 750 Gold
- 150 Prototype Components
- 30 Chiromaterials
- 10 Reflective Lattices
- 75 Organic Capacitors
- 30 Cryo-Organisms
- 1,000 Silver
- 750 Copper
- 750 Diamonds
- 150 Prototype Components
- 30 Chiromaterials
- 25 Reflective Lattices
- 25 Organic Capacitors
- 1,250 Molybdenum
- 1,250 Azurite Gas
- 750 Gold
- 750 Iridium
- 150 Prototype Components
- 30 Chiromaterials
- 5 Reflective Lattices
- 25 Organic Capacitors
- 100 Cryo-Organisms
- 1,500 Iridium
- 1,250 Bio-Neural Processors
- 1,250 Silver
- 1,000 Xeno Relics
- 150 Prototype Components
- 30 Chiromaterials
- 10 Reflective Lattices
- 75 Organic Capacitors
- 25 Cryo-Organisms
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- 1,500 Ablative Armor Plating
- 2,500 Molybdenum
- 1,500 Platinum
- 1,000 Gold
- 1,000 Diamonds
- 450 Prototype Components
- 100 Chiromaterials
- 20 Reflective Lattices
- 200 Organic Capacitors
- 450 Cryo-Organisms
- 1,500 Ablative Armor Plating
- 2,500 Molybdenum
- 1,500 Platinum
- 1,000 Niobium
- 1,000 Aluminium
- 450 Prototype Components
- 100 Chiromaterials
- 50 Reflective Lattices
- 400 Organic Capacitors
- 100 Cryo-Organisms
.
.
- 3,000 Ablative Armor Plating
- 2,000 Gold
- 2,000 Aluminium
- 1,500 Niobium
- 1,500 Copper
- 450 Prototype Components
- 125 Chiromaterials
- 50 Reflective Lattices
- 125 Organic Capacitors
- 125 Cryo-Organisms
- 3,000 Ablative Armor Plating
- 2,000 Platinum
- 2,000 Silver
- 1,500 Molybdenum
- 1,500 Aluminium
- 450 Prototype Components
- 125 Chiromaterials
- 25 Reflective Lattices
- 75 Organic Capacitors
- 275 Cryo-Organisms
- 3,000 Ablative Armor Plating
- 2,000 Copper
- 2,000 Diamonds
- 1,500 Gold
- 1,500 Molybdenum
- 450 Prototype Components
- 125 Chiromaterials
- 10 Reflective Lattices
- 350 Organic Capacitors
- 100 Cryo-Organisms
- 3,000 Ablative Armor Plating
- 2,000 Iridium
- 2,000 Aluminium
- 1,500 Gold
- 1,500 Niobium
- 450 Prototype Components
- 125 Chiromaterials
- 40 Reflective Lattices
- 175 Organic Capacitors
- 125 Cryo-Organisms
.
.
- 7,500 Ablative Armor Plating
- 2,500 Copper
- 2,500 Silver
- 2,500 Iridium
- 2,500 Molybdenum
- 2,500 Diamonds
- 750 Prototype Components
- 200 Chiromaterials
- 50 Reflective Lattices
- 150 Organic Capacitors
- 100 Cryo-Organisms
- 15,000 Ablative Armor Plating
- 5,000 Niobium
- 5,000 Molybdenum
- 5,000 Gold
- 5,000 Platinum
- 5,000 Iridium
- 900 Prototype Components
- 200 Chiromaterials
- 40 Reflective Lattices
- 300 Organic Capacitors
- 500 Cyro-Organisms
.
.
- 10,000 Ablative Armor Plating
- 5,000 Aluminium
- 3,500 Copper
- 3,000 Diamonds
- 2,000 Gold
- 1,500 Molybdenum
- 900 Prototype Components
- 300 Chiromaterials
- 250 Organic Capacitors
- 50 Reflective Lattices
- 10,000 Ablative Armor Plating
- 5,000 Diamonds
- 5,000 Platinum
- 3,000 Silver
- 2,000 Iridium
- 900 Prototype Components
- 300 Chiromaterials
- 350 Cryo-Organisms
- 30 Reflective Lattices
- 10,000 Ablative Armor Plating
- 5,000 Diamonds
- 4,000 Gold
- 3,000 Aluminium
- 2,000 Copper
- 1,000 Silver
- 900 Prototype Components
- 300 Chiromaterials
- 300 Cryo-Organisms
- 40 Reflective Lattices
- 10,000 Ablative Armor Plating
- 7,500 Gold
- 3,000 Molybdenum
- 1,500 Niobium
- 1,500 Silver
- 1,500 Iridium
- 900 Prototype Components
- 300 Chiromaterials
- 250 Cryo-Organisms
- 50 Organic Capacitors
- 40 Reflective Lattices
- 10,000 Ablative Armor Plating
- 5,000 Molybdenum
- 2,500 Niobium
- 2,500 Aluminium
- 2,500 Copper
- 2,500 Gold
- 900 Prototype Components
- 300 Chiromaterials
- 400 Organic Capacitors
- 20 Reflective Lattices
- 10,000 Ablative Armor Plating
- 5,000 Niobium
- 3,000 Molybdenum
- 3,000 Platinum
- 2,000 Silver
- 2,000 Iridium
- 900 Prototype Components
- 300 Chiromaterials
- 100 Reflective Lattices
- 10,000 Ablative Armor Plating
- 5,000 Aluminium
- 3,500 Silver
- 3,500 Iridium
- 1,500 Molybdenum
- 1,500 Diamonds
- 900 Prototype Components
- 300 Chiromaterials
- 250 Organic Capacitors
- 50 Reflective Lattices
- 10,000 Ablative Armor Plating
- 5,000 Silver
- 5,000 Platinum
- 2,000 Iridium
- 2,000 Molybdenum
- 1,000 Diamonds
- 900 Prototype Components
- 300 Chiromaterials
- 350 Organic Capacitors
- 30 Reflective Lattices
- 10,000 Ablative Armor Plating
- 3,750 Platinum
- 3,750 Silver
- 2,500 Iridium
- 2,500 Molybdenum
- 2,500 Diamonds
- 900 Prototype Components
- 300 Chiromaterials
- 400 Cryo-Organisms
- 20 Reflective Lattices
- 10,000 Ablative Armor Plating
- 3,750 Iridium
- 3,750 Niobium
- 3,500 Aluminium
- 2,500 Molybdenum
- 1,500 Diamonds
- 900 Prototype Components
- 300 Chiromaterials
- 250 Cryo-Organisms
- 500 Organic Capacitors
- 10,000 Ablative Armor Plating
- 3,750 Copper
- 3,750 Gold
- 3,500 Aluminium
- 2,500 Niobium
- 1,500 Platinum
- 900 Prototype Components
- 300 Chiromaterials
- 450 Organic Capacitors
- 10 Reflective Lattices
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.
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Exotic Equipment Fabricator
- 10,000 Industrial Materials
- 10,000 Robotics
- 5,000 Construction Machinery
- 5,000 Copper
- 5,000 Gold
- 5,000 Hull Panels
- 5,000 Quantum Multiplexors
- 2,500 Energy Field Equipment
- 2,500 Optronics
- 1,000 Organic Capacitors
- 1,000 Xeno Relics
- 200 Reflective Lattices
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.- Increases cargo storage by 10,000.
- 5,000 H-Fuel
- 1,250 Aluminium
- 1,250 Diamonds
- 1,000 Gold
- 1,000 Niobium
- 1,000 Iridium
- 1,000 Superconductors
- 1,000 Super Alloy
- 600 Prototype Components
- 75 Chiromaterials
- 35 Reflective Lattices
- 50 Cryo-Organisms
- 125 Organic Capacitors
- 5,000 H-Fuel
- 1,500 Copper
- 1,500 Molybdenum
- 1,000 Ablative Armor Plating
- 1,000 Platinum
- 1,000 Superconductors
- 1,000 Super Alloy
- 500 Iridium
- 600 Prototype Components
- 75 Chiromaterials
- 35 Reflective Lattices
- 50 Cryo-Organisms
- 125 Organic Capacitors
- 5,000 H-Fuel
- 1,500 Silver
- 1,500 Aluminium
- 1,000 Niobium
- 1,000 Molybdenum
- 1,000 Superconductors
- 1,000 Super Alloy
- 500 Xeno Relics
- 750 Prototype Components
- 100 Chiromaterials
- 50 Reflective Lattices
- 75 Cryo-Organisms
- 150 Organic Capacitors
- 3,750 Azurite Gas
- 3,750 Bio-Neural Processors
- 1,750 Gold
- 1,750 Diamonds
- 1,500 Platinum
- 600 Prototype Components
- 120 Chiromaterials
- 40 Reflective Lattices
- 150 Cryo-Organisms
- 250 Organic Capacitors
- 3,000 Iridium
- 3,000 Optronics
- 2,500 Gold
- 2,000 Silver
- 2,000 Niobium
- 450 Prototype Components
- 100 Chiromaterials
- 25 Reflective Lattices
- 125 Cryo-Organisms
- 200 Organic Capacitors
- 3,000 Iridium
- 3,000 Optronics
- 3,000 Gold
- 1,750 Silver
- 1,750 Niobium
- 375 Prototype Components
- 90 Chiromaterials
- 20 Reflective Lattices
- 100 Cryo-Organisms
- 175 Organic Capacitors
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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
- 5,000 Construction Machinery
- 5,000 Fertilizers
- 5,000 Hull Panels
- 5,000 Industrial Materials
- 5,000 Robotics
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....................................................................................................................................................................
- IFF Discounts:
- -15%: Alliance, Bowex, Gateway, IDF, Samura
- -10%: Freelancer
- Produced Goods:
- 333 Food Rations
- 333 Oxygen
- Required Goods:
- 1,000 Water
- 100 Fertilizer
- Produced Goods:
- 500 Food Rations
- 500 Oxygen
.
- IFF Discounts:
- -15%: Synth Foods, Zoners
- -10%: Freelancer
- Produced Goods:
- 333 Synth Paste
- 333 Oxygen
- Required Goods:
- 1,000 Water
- 100 Fertilizer
- Produced Goods:
- 500 Synth Paste
- 500 Oxygen
.
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.
.
Scrap Refinery
- 10,000 Industrial Materials
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Optronics
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.
- IFF Discounts:
- -15%: ALG, Bristol, Junkers
- -10%: Freelancer
- Required Goods:
- 100 MOX
- 1,000 Scrap Metal
- Produced Goods:
- 500 Basic Alloy
- 150 Toxic Waste
- Required Goods:
- 100 MOX
- 100 Industrial Materials
- 1,000 Scrap Metal
- Produced Goods:
- 750 Basic Alloy
- 150 Toxic Waste
.
- IFF Discounts:
- -15%: ALG, Bristol, Junkers
- -10%: Freelancer
- Required Goods:
- 100 Promethene
- 1,000 Scrap Metal
- Produced Goods:
- 500 Basic Alloy
- 150 Toxic Waste
- Required Goods:
- 100 Promethene
- 100 Industrial Materials
- 1,000 Scrap Metal
- Produced Goods:
- 750 Basic Alloy
- 150 Toxic Waste
.
- IFF Discounts:
- -15%: ALG, Bristol, Junkers
- -10%: Freelancer
- Required Goods:
- 50 H-Fuel
- 1,000 Scrap Metal
- Produced Goods:
- 500 Basic Alloy
- 150 Toxic Waste
- Required Goods:
- 50 H-Fuel
- 100 Industrial Materials
- 1,000 Scrap Metal
- Produced Goods:
- 750 Basic Alloy
- 150 Toxic Waste
.
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.
.
Industrial Refinery
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Industrial Materials
- 5,000 Robotics
- 2,500 Optronics
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.
- IFF Discounts:
- -15%: Daumann, Kishiro, Kruger
- Required Goods:
- 500 Aluminium Ore
- 200 MOX
- Produced Goods:
- 500 Aluminium
- 150 Toxic Waste
- Required Goods:
- 500 Aluminium Ore
- 200 Promethene
- Produced Goods:
- 500 Aluminium
- 150 Toxic Waste
- Required Goods:
- 500 Aluminium Ore
- 100 H-Fuel
- Produced Goods:
- 500 Aluminium
- 150 Toxic Waste
- Required Goods:
- 500 Aluminium Ore
- 100 Industrial Materials
- 200 MOX
- Produced Goods:
- 600 Aluminium
- 150 Toxic Waste
- Required Goods:
- 500 Aluminium Ore
- 100 Industrial Materials
- 200 Promethene
- Produced Goods:
- 600 Aluminium
- 150 Toxic Waste
- Required Goods:
- 500 Aluminium Ore
- 100 Industrial Materials
- 100 H-Fuel
- Produced Goods:
- 600 Aluminium
- 150 Toxic Waste
.
- Produced Goods:
- 500 Copper
- 150 Toxic Waste
- Required Goods:
- 500 Copper Ore
- 200 Promethene
- Produced Goods:
- 500 Copper
- 150 Toxic Waste
- Required Goods:
- 500 Copper Ore
- 100 H-Fuel
- Produced Goods:
- 500 Copper
- 150 Toxic Waste
- Required Goods:
- 500 Copper Ore
- 100 Industrial Materials
- 200 MOX
- Produced Goods:
- 600 Copper
- 150 Toxic Waste
- Required Goods:
- 500 Copper Ore
- 100 Industrial Materials
- 200 Promethene
- Produced Goods:
- 600 Copper
- 150 Toxic Waste
- Required Goods:
- 500 Copper Ore
- 100 Industrial Materials
- 100 H-Fuel
- Produced Goods:
- 600 Copper
- 150 Toxic Waste
.
- IFF Discounts:
- -15%: Daumann, Hessians, IMG, Kruger
- Required Goods:
- 500 Uncut Diamonds
- 200 MOX
- Produced Goods:
- 500 Diamonds
- 150 Toxic Waste
- Required Goods:
- 500 Uncut Diamonds
- 200 Promethene
- Produced Goods:
- 500 Diamonds
- 150 Toxic Waste
- Required Goods:
- 500 Uncut Diamonds
- 100 H-Fuel
- Produced Goods:
- 500 Diamonds
- 150 Toxic Waste
- Required Goods:
- 500 Uncut Diamonds
- 100 Industrial Materials
- 200 MOX
- Produced Goods:
- 600 Diamonds
- 150 Toxic Waste
- Required Goods:
- 500 Uncut Diamonds
- 100 Industrial Materials
- 200 Promethene
- Produced Goods:
- 600 Diamonds
- 150 Toxic Waste
- Required Goods:
- 500 Uncut Diamonds
- 100 Industrial Materials
- 100 H-Fuel
- Produced Goods:
- 600 Diamonds
- 150 Toxic Waste
.
- IFF Discounts:
- -15%: BMM, Corsairs, IMG, Mollys
- Required Goods:
- 500 Gold Ore
- 200 Promethene
- Required Goods:
- 500 Gold Ore
- 100 Industrial Materials
- 200 MOX
- Required Goods:
- 500 Gold Ore
- 100 Industrial Materials
- 200 Promethene
- Required Goods:
- 500 Gold Ore
- 100 Industrial Materials
- 100 H-Fuel
.
- IFF Discounts:
- -15%: AI, Core, Order, Zoners
- Produced Goods:
- 500 Iridium
- 150 Toxic Waste
- Required Goods:
- 500 Iridium Ore
- 200 Promethene
- Produced Goods:
- 500 Iridium
- 150 Toxic Waste
- Required Goods:
- 500 Iridium Ore
- 100 H-Fuel
- Produced Goods:
- 500 Iridium
- 150 Toxic Waste
- Required Goods:
- 500 Iridium Ore
- 100 Industrial Materials
- 200 MOX
- Produced Goods:
- 600 Iridium
- 150 Toxic Waste
- Required Goods:
- 500 Iridium Ore
- 100 Industrial Materials
- 200 Promethene
- Produced Goods:
- 600 Iridium
- 150 Toxic Waste
- Required Goods:
- 500 Iridium Ore
- 100 Industrial Materials
- 100 H-Fuel
- Produced Goods:
- 600 Iridium
- 150 Toxic Waste
.
- Required Goods:
- 500 Molybdenum Ore
- 200 MOX
- Produced Goods:
- 500 Molybdenum
- 150 Toxic Waste
- Required Goods:
- 500 Molybdenum Ore
- 200 Promethene
- Produced Goods:
- 500 Molybdenum
- 150 Toxic Waste
- Required Goods:
- 500 Molybdenum Ore
- 100 H-Fuel
- Produced Goods:
- 500 Molybdenum
- 150 Toxic Waste
- Required Goods:
- 500 Molybdenum Ore
- 100 Industrial Materials
- 200 MOX
- Produced Goods:
- 600 Molybdenum
- 150 Toxic Waste
- Required Goods:
- 500 Molybdenum Ore
- 100 Industrial Materials
- 200 Promethene
- Produced Goods:
- 600 Molybdenum
- 150 Toxic Waste
- Required Goods:
- 500 Molybdenum Ore
- 100 Industrial Materials
- 100 H-Fuel
- Produced Goods:
- 600 Molybdenum
- 150 Toxic Waste
.
- IFF Discounts:
- -15%: BMM, GMS, IMG, Outcasts, Samura
- Produced Goods:
- 500 Niobium
- 150 Toxic Waste
- Required Goods:
- 500 Niobium Ore
- 100 Promethene
- Produced Goods:
- 500 Niobium
- 150 Toxic Waste
- Required Goods:
- 500 Niobium Ore
- 100 H-Fuel
- Produced Goods:
- 500 Niobium
- 150 Toxic Waste
- Required Goods:
- 500 Niobium Ore
- 100 Industrial Materials
- 200 MOX
- Produced Goods:
- 600 Niobium
- 150 Toxic Waste
- Required Goods:
- 500 Niobium Ore
- 100 Industrial Materials
- 200 Promethene
- Produced Goods:
- 600 Niobium
- 150 Toxic Waste
- Required Goods:
- 500 Niobium Ore
- 100 Industrial Materials
- 100 H-Fuel
- Produced Goods:
- 600 Niobium
- 150 Toxic Waste
.
- IFF Discounts:
- -15%: DSE, Kishiro, Samura
- Produced Goods:
- 500 Platinum
- 150 Toxic Waste
- Required Goods:
- 500 Platinum Ore
- 200 Promethene
- Produced Goods:
- 500 Platinum
- 150 Toxic Waste
- Required Goods:
- 500 Platinum Ore
- 100 H-Fuel
- Produced Goods:
- 500 Platinum
- 150 Toxic Waste
- Required Goods:
- 500 Platinum Ore
- 100 Industrial Materials
- 200 MOX
- Produced Goods:
- 600 Platinum
- 150 Toxic Waste
- Required Goods:
- 500 Platinum Ore
- 100 Industrial Materials
- 200 Promethene
- Produced Goods:
- 600 Platinum
- 150 Toxic Waste
- Required Goods:
- 500 Platinum Ore
- 100 Industrial Materials
- 100 H-Fuel
- Produced Goods:
- 600 Platinum
- 150 Toxic Waste
.
- IFF Discounts:
- -15%: Daumann, DSE, IMG, Kruger
- Produced Goods:
- 500 Silver
- 150 Toxic Waste
- Required Goods:
- 500 Silver Ore
- 200 Promethene
- Produced Goods:
- 500 Silver
- 150 Toxic Waste
- Required Goods:
- 500 Silver Ore
- 100 H-Fuel
- Produced Goods:
- 500 Silver
- 150 Toxic Waste
- Required Goods:
- 500 Silver Ore
- 100 Industrial Materials
- 200 MOX
- Produced Goods:
- 600 Silver
- 150 Toxic Waste
- Required Goods:
- 500 Silver Ore
- 100 Industrial Materials
- 200 Promethene
- Produced Goods:
- 600 Silver
- 150 Toxic Waste
- Required Goods:
- 500 Silver Ore
- 100 Industrial Materials
- 100 H-Fuel
- Produced Goods:
- 600 Silver
- 150 Toxic Waste
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.
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Legitimate Warehouse
- 10,000 Hull Panels
- 5,000 Industrial Materials
- 5,000 Robotics
- 5,000 Construction Machinery
- 5,000 Optronics
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....................................................................................................................................................................- Increases cargo storage by 10,000.
- IFF Discounts:
- -15%: GC, Junkers, Rogues
- -10%: Freelancer, Pirate
- Required Goods:
- 1,000 Cardamine
- 200 Consumer Goods
- IFF Discounts:
- -15%: Hogosha, Junkers, Unioners
- -10%: Freelancer, Pirate
- Required Goods:
- 1,000 Artifacts
- 200 Consumer Goods
- IFF Discounts:
- -15%: Corse, Junkers
- -10%: Freelancer, Pirate
- Required Goods:
- 1,000 NOX
- 200 Consumer Goods
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Exotic Materials Laboratory
- 10,000 Industrial Materials
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Quantum Multiplexors
- 5,000 Robotics
- 2,500 Energy Field Equipment
- 2,500 Optronics
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.- Increases cargo storage by 10,000.
- Required Goods:
- 500 Cerulite Crystals
- 300 Industrial Materials
- 100 Alien Organisms
- Required Goods:
- 500 Chirodebris
- 300 Industrial Materials
- 100 Pharmaceuticals
- Produced Goods:
- 100 Chiromaterials
- 400 Toxic Waste
- IFF Discounts:
- -15%: ALG, BMM, Bowex, Bristol, Core, Corsairs, Daumann,
DSE, EFL, GMS, Hessians, IMG, Junkers, Kishiro, Kruger, Order,
Outcasts, RGS Shipping, Samura, Zoners
- Produced Goods:
- 25 Prototype Components
- 300 Scrap Metal
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.
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H-Fuel Plant
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Industrial Materials
- 5,000 Robotics
- 2,500 Optronics
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- IFF Discounts:
- -15%: GMG, Kishiro, Kruger, Samura
- Required Goods:
- 500 Helium-3
- 100 Industrial Materials
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MOX Plant
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Industrial Materials
- 5,000 Robotics
- 2,500 Optronics
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- Required Goods:
- 1,000 Toxic Waste
- 100 Uranium
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.
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Promethene Plant
- 5,000 Construction Machinery
- 5,000 Hull Panels
- 5,000 Industrial Materials
- 5,000 Cracking Catalysts
- 2,500 Optronics
.
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- Required Goods:
- 900 Hydrocarbons
- 100 Prometheum
- Required Goods:
- 900 Hydrocarbons
- 100 Prometheum
- 100 Catalysts
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Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
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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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Defense Mode 1 - Logic: Blacklist > Whitelist > IFF Standing
Docking Rights: Whitelisted ships only.
Defense Mode 2 - Logic: Blacklist > Whitelist > IFF Standing
Docking Rights: Anyone with good standing.
Defense Mode 3 - Logic: Blacklist > Whitelist > Hostile
Docking Rights: Whitelisted ships only.
Defense Mode 4 - Logic: Blacklist > Whitelist > Neutral
Docking Rights: Anyone with good standing.
Defense Mode 5 - Logic: Blacklist > Whitelist > Neutral
Docking Rights: Whitelisted ships only.
Please bear in mind the following:- NPCs ignore player bases. Player Bases ignore NPCs.
- Bases have no IFF and no faction diplomacy.
- The only thing a base recognises as an ally is whatever you set out in the list of nametags.
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Code: /base defensemode <mode>
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.
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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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........................................................................................................
- Will only target Fighters, Freighters and Gunboats
- Will target everything except Fighters and Freighters
- Will only target Cruisers and Capital ships
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.
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This command lists current positions of all defense platforms.
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........................................................................................................
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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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.
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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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.
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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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........................................................................................................
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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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.
.
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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Once used, this is how the information is displayed:
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........................................................................................................
Code: 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)
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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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- 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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.- Crew Upkeep
- Crew Needed: 200
- The daily Food, Oxygen & Water consumption rate is your Crew, multiplied by 2.
- That means you will need to make sure 400 units of Food, Oxygen & Water are on station to run for one day.
- Total of 1,200 units per day.
- Wear & Tear Daily Upkeep
- Basic Alloy & Robotics: 4,320
- Hull Panels: 2,880
- These rates remain the same regardless of Core Level.
- Total Daily Upkeep
- Adding together the daily Crew Upkeep and, for example, Basic Alloy.
- This would result in a total of 5,520 needed to run for a day.
- For a week, this would mean you will need:
- 2,800 Food
- 2,800 Oxygen
- 2,800 Water
- 30,240 Basic Alloy
- 38,640 TOTAL
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Factories & Refineries:
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The additional factories and refineries require additional Crew and Scientists to run.
Depending on the modules installed, this may greatly increase your Crew's consumption rates.
Weigh your options and read over which modules you can afford to run and supply.
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Repairing your Player-Owned Base:
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Below are the calculations on how player bases use the above commodities:- 1 Crew eats 1 Food item + 1 Oxygen + 1 Water every 12 hours
If Food, Water, or Oxygen numbers are less than the number of Crew you have on your base (when the code makes its 12-hour check) then 10 Crew start disappearing every minute.- Less than 200 x Core Level of Crew in your cargo = NO REPAIRS
- Less than 200 Robotics OR Hull Panels OR Basic Alloy in your base cargo = ONE THIRD REPAIRS
- Less than 200 Robotics AND Hull Panels AND Basic Alloy in your base cargo = NO REPAIRS
Base repair rates and damage rates are:- Wear and Tear Damage every 60 seconds = (200 * Core Level)
- Wear and TearBase will take 4x Damage on bases below Crew requirement
- Repair every 60 seconds = Number of repair commodities x 240 x Core Level
Every 60 seconds the base will check for damage and use 3 Basic Alloy to repair the damage. Then it checks for damage again. If it detects more damage it will use 3 Robotics to make repairs. Then it will check for damage again. If it detects damage it will use 2 Hull Panels. This is one repair cycle that processes every 60 seconds.- If, after it makes repairs with Basic Alloy, it detects no damage it will not continue the cycle. If, after it makes repairs with Robotics, it detects no damage it will not continue the cycle
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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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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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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.
.- <tag> is where you input the faction tag of the group of players who you want to be allowed to dock to your base. You can also enter whole ship names too. Be careful when entering whole ship names, if two ships have the same name with the exception of a few letters at the end - both will be able to dock. An example would be:
- You add the tag BigTransport to your base's docking rights. Any ship with BigTransport at the beginning of their name will be able to dock to your base. BigTransport1, BigTransportKiller, etc etc.
- You're typically going to want to restrict access to faction tags for security reasons. Only prefix tags work. Tags that are suffixes will not work. Sorry.
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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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Adds an administrator password to the base.
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Removes an administrator password.
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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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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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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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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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Show the shop stock list for <page>. A maximum of 40 items are listed per 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]
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