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Player Base Guide
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Daedric
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Joined: Nov 2010
Post: #1
Player Base Guide
Player Base 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.

This guide is not entirely my work, I pulled some of the basic info from Friday's guide and expanded on it as throughly as I felt possible. I've also pulled a good deal of information from X-TheDark guide on cloaks, jump drives, and hyperspace scanners.

In addition to myself, Pimper has helped in testing various parts of the player base feature. Tel-Aviv & exdeathevn have both provided video tutorials.


Contents

Quick Start Guide
Base Core & Levels
Constructing Base Modules
Factory Modules
Defense Modules
Shield Generator Module
Storage Modules
Docking Rights & Shop Commands and Information
Essential Cargo & Commoditiy Consumption Rates
Q&A Section

Other helpful links:
X-TheDark's Guide to cloaks, jump drives, and hyperspace scanners
aerelm's Guide to Wreck Hunting
Charos' Docking Module Tutorial

Bugs & Important Updates

Report bugs here!

August 25th, 2012 Update Notes

-Jumping is dangerous. Seems there is a higher risk of them blowing you up when using them. Use at your own risk.

October 6, 2013 Update Notes

-Updated all commodities per the 4.87 Update 2 changes
-Updated the information regarding Wear and Tear damage and repair rates

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(This post was last modified: 10-06-2013 10:09 PM by Daedric.)
05-16-2012 02:10 AM
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Daedric
Member

Posts: 4,377
Joined: Nov 2010
Post: #2
Player Base Guide
Quick Start Guide

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. The first thing you need is a Heavy Lifter, which has been renamed to the Base Construction Platform. Secondly, you will need to obtain the following commodities in the vessels cargo holds:
  • 140 PlasFoam Conduits
  • 140 Industrial Hardware
  • 100 Reinforced Alloy
  • 140 High Performance Alloy
  • 50 Optronic Arrays
  • 50 Heat Sinks
  • 30 Fusion Diodes
Once you have that, you'll need to find some prime real estate for your station. Where you build your base is totally up to you and there are no server rules prohibiting station construction. I will offer some advice though:
  • 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 currently have in role play laws restricting or forbidding the construction of player stations in their ZoI. Do your homework before setting up shop. Otherwise you may find a large fleet of battleships parked outside beating the doors down with mortars.
  • If you know your base will eventually be assaulted, remember that astroid fields hinder battleship movements.
  • Player bases also take no damage from radation fields, placing one inside a field will give it a passive defense mechanism.
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 200 meters in front of you, with the docking bays facing you. Repositioning 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:

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

Alright, to explain this command:

<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.

Here is an image of the result of that command.

Look at that beaut! 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 immdiately after your base is deployed. Dock to it with your Construction Platform, this is the only ship that can dock right now. After you are docked you will need to assign docking permissions and a 2nd tier admin password (if you're going to have people helping you run the base). Without these two things done, no one can dock to the station to supply it! Here are the commands:

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

Code:
/base login <password>

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

Code:
/base addtag <tag>

<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-. (no period) 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.

Code:
/base addpwd <password>

This is a 2nd tier admin password. Give it to those who will help you administor the base.

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 commodites in his large transport:
  • 200 Crew
  • 400 Food (see below for different types)
  • 400 Oxygen
  • 400 Water
  • XXX Reinforced Alloy
Where XXX is the rest of his cargo hold after he has the other commodities.

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 Reinforced Alloy. You'll need to feed the base a steady supply of Reinforced Alloy until it completes construction. Your base isn't completed just because you typed in a Hook command! It starts out at 40% of is maximum hitpoints, all that Reinforced alloy is to see it to 100%.

My advise at this point is to quickly begin getting the materials for a Shield Generator Module to the station and begin its construction. Without this module, your base is a sitting duck in a pond full of hunters.

Keep in mind 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 undock.

Warning!

If you attempt to construct a base and you do not have all of the required commodities; the construction will eat everything you have, but fail. Ensure you have everything required before you enter the command to construct the base.

If you attempt to construct a base and do not give it a name or password all of the required commodities will be remove from your cargo hold, but not base will be deployed.

Want to know the cost and time it takes? Take a look at the below.

Core Upgrade - Cost to make 116M. 5k trips = 84 (per Upgrade)
Docking Module Factory - Cost to make 15.5M. 5k trips = 12
Docking Module - Cost to make 14.25M. 5k trips = 12
Jump Drive Factory - Cost to make 34M. 5k trips = 20
Hyperspace Scanner Factory - Cost to make 49.5M. 5k trips = 24
Cloaking Device Factory - Cost to make 30M. 5k trips = 14
Weapon Platform - Cost to make 27.75M. 5k trips = 16
Shield Generator Module - Cost to make 20.25M. 5k trips = 12
Storage Module - Cost to make 23.25M. 5k trips = 19
JD MkII - Cost to make 37.25M. 5k trips = 27
JD MkIII - Cost to make 69.2M. 5k trips = 40
Jump Drive MkIV - Cost to make 80M. 5k trips = 50
Hyperspace Survey Mk1 - Cost to make 47M. 5k trips = 35
Hyperspace Survey Mk2 - Cost to make 59.5M. 5k trips = 44
Hyperspace Survey Mk3 - Cost to make 70.75M. 5k trips = 52
Cloaking Device (Small) - Cost to make 15M. 5k trips = 12
Cloaking Device (Medium/MkII) - Cost to make 30M. 5k trips = 23
Cloaking Device (Large/MkII Advanced) - Cost to make 45M. 5k trips = 34

For example, to make a Core 4 Base with the following Modules:

5 x Storage
2 x Weapon Platforms
1 x Shield Module
1 x Docking Module Factory
1 x Jump Drive Factory
1 x Cloaking Device Factory
1 x Hyperspace Scanner Factory

It will cost 642.5M to build and will take a total of 461 Trips using a 5ker.

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(This post was last modified: 10-06-2013 09:45 PM by Daedric.)
05-16-2012 02:10 AM
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Daedric
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Posts: 4,377
Joined: Nov 2010
Post: #3
Player Base Guide
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 three times; level 2, 3, and 4. 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.

Level 1 What it looks like.
Starting Hit Points = 400,000
Maximum Hit Points = 8,000,000
Storage Capacity = 30,000
Module Slots = 3
Required Spaceship Crew: 200

Level 2 What it looks like.
Maximum Hit Points = 12,000,000
Storage Capacity = 30,000
Module Slots = 6
Required Spaceship Crew: 400

Level 3 What it looks like.
Maximum Hit Points = 16,000,000
Storage Capacity = 30,000
Module Slots = 9
Required Spaceship Crew: 600

Level 4 What it looks like.
Maximum Hit Points = 24,000,000
Storage Capacity = 30,000
Module Slots = 12
Required Spaceship Crew: 800

Level 5 What it looks like.
Maximum Hit Points = 32,000,000
Storage Capacity = 30,000
Module Slots = 15
Required Spaceship Crew: 1000

Core Upgrade Information

You will very likely want to upgrade your base, so keep a module slot free for the Core Upgrade. To build this module, you will need the following commodities:

40,000 Hull Segments
100,000 Industrial Hardware
40,000 Robotic Hardware
40,000 Reinforced Alloy
40,000 High Performance Alloy
40,000 Optronic Arrays
40,000 Heat Sinks
20,000 Plasfoam Conduits
20,000 Nanomembrane Filters
1 Core Upgrade Blueprints

Remember, construction will pause if you run out of all of these goods. Once complete, the base stats will change immediately to reflect the new base level. You will need to ensure you have an extra 200 Spaceship Crew dropped on the base very quickly after a Core Upgrade completes otherwise the base will not operate effectively; repairs won't happen. Core Upgrades are currently the only modules that modify the appearance of your station.

This is the complete cost in terms of commodities to upgrade your base from Level 1 to Level 4.

120,000 Hull Segments
300,000 Industrial Hardware
120,000 Robotic Hardware
120,000 Reinforced Alloy
120,000 High Performance Alloy
120,000 Optronic Arrays
120,000 Heat Sinks
60,000 Plasfoam Conduits
60,000 Nanomembrane Filters
3 Core Upgrade Blueprints

Credit cost is dependent on where you purchase the above commodities from. If you purchase them from the base that sells them the cheapest this is the total cost to upgrade from Level 1 to Level 4

<Updaing Information> credits

This doesn't seem like much, but the time investment is far larger. This figure is also mostly unobtainable as it is doubtful you will be able to access every base that sells the above commodities the cheapest.

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(This post was last modified: 10-06-2013 09:45 PM by Daedric.)
05-16-2012 02:16 AM
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Daedric
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Posts: 4,377
Joined: Nov 2010
Post: #4
Player Base Guide
Constructing Base 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. In order to construct a module you will need to enter a Hook command.

Code:
/base buildmod

This will display a numbered list of all available modules. Example:
[Image: buildmod.PNG]

Code:
/base buildmod list

This will display a numbered list the represents the modules you currently have constructed on the base, if any are in construction it will also list what they are lacking. Example:
[Image: buildmodlist.PNG]

To begin construction of a new module you need to select what module you want from the list of available modules and then what slot you want it to occupy. Remember, slot 0 is your Core and you cannot construct anything in it.

So an example command might be

/base buildmod construct 2 3

This means you want to construct a number 3 module and put it into slot 2 of your base. You will get a message telling you that construction has started - and you can keep track of it by pressing F9 or using the /base buildmod list command.

Construction requires that you have at least 200 units of one of the commodities required to construct the module. If you do not have at least 200 units of one or more of the commodities required construction will pause. The base will consume commodities in blocks of 200 every 16 seconds. If the current commodity it is consuming drops below 200 it will look for another required commodity and begin consuming that. Commodities cannot be combined to form a 200 unit block. It only consumes 200 of the same commodity. You can cancel module construction at any time by using the destroy command.

Code:
/base buildmod destroy <slot>

Care must be taken not to fill your base with commodities which are not needed for current construction projects. It may be prudent to disallow selling new commodities to your base for a while. See 'Shop' for commands related to this.

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(This post was last modified: 05-25-2012 10:37 PM by Daedric.)
05-16-2012 02:17 AM
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Daedric
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Posts: 4,377
Joined: Nov 2010
Post: #5
Player Base Guide
Factory Modules

Factory modules are modules that once constructed can create in game items; currently these items include: cloaking devices, hyperspace scanners, jump drives, and docking bay modules (not currently working, but you can build them). 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. As with base modules there are Hook commands that list what you can build. This is the command to display that list:

Code:
/base facmod <list|clear|add>

<list|clear|add> This part of the command is use to instruct the factory what to do. If you use list it will display a list of the factory modules and their build status. Clear will clear the build que for the designated factory. Add will instruct the designated facotry to build the designated item. Example of the command's output:
[Image: facmod.PNG]


This is the Hook command to built an item:

Code:
/base facmod add <index> <type>

<index> this part of the command references the module that will be constructing the item. It refers to the module as it is installed on your base.
<type> this part of the command references which item is to be built. This comes from the list that you are given when you type /buid facmod

An example command might be

/base facmod add 3 7

This means you want the factory located in slot 3 of your base to build item 7. Using this base and the /base facmod image from above as examples, this command would instruct the Hyperspace Scanner Factory to build a Hyperspace Scanner Module Mk3.

Construction requires that you have at least 200 units of one of the commodities required to construct the item.If you do not have at least 200 units of one or more of the commodities required construction will pause. The base will consume commodities in blocks of 200 every 16 seconds. If the current commodity it is consuming drops below 200 it will look for another required commodity and begin consuming that. Commodities cannot be combined to form a 200 unit block. It only consumes 200 of the same commodity.

Jump Drive Factory

This factory module will allow you to construct Jump Drives. Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have.

10,000 Scientists
20,000 Robotic Hardware
10,000 Optronic Arrays
10,000 Quantum Arrays
20,000 Magnetic Superconductors
20,000 Critical Temperature Alloys

This is a list of the current jump drives that you are able to build once you have a Jump Drive Factory and information on them.

Jump Drive Series II

Cargo Requirement: 900
Jump Type: Single ship
Powercore Requirement: 3,600,000
Charge Time: 60 seconds
Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second.
Ships that can use: Battlecruisers and light carriers & Battleships, dreadnaughts, and heavy carriers

Commodities required to build:

75,000 Reinforced Alloy
1,000 Gravity Field Stabilisers
10,000 Critical Temperature Alloy
15,000 Industrial Hardware
15,000 Robotic Hardware
10,000 Argentium Silver
5,000 Magnetic Superconductors

Jump Drive Series III

Cargo Requirement: 900
Jump Type: Single ship
Powercore Requirement: 7,000,000
Charge Time: 30 seconds
Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
Ships that can use: Battleships, dreadnaughts, and heavy carriers

Commodities required to build:

90,000 Reinforced Alloy
5,000 Gravity Field Stabilisers
15,000 Critical Temperature Alloy
21,000 Industrial Hardware
15,000 Robotic Hardware
20,000 Argentium Silver
15,000 Magnetic Superconductors

Jump Drive Series IV

Cargo Requirement: 1200
Jump Type: Multi Ship
Powercore Requirement: 7,000,000
Charge Time: 200 seconds
Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
Ships that can use: Battleships, dreadnaughts, and heavy carriers

Commodities required to build:

110,000 Reinforced Alloy
5,000 Gravity Field Stabilisers
10,000 Critical Temperature Alloy
30,000 Industrial Hardware
25,000 Robotic Hardware
35,000 Argentium Silver
15,000 Magnetic Superconductors

Usage: An intro into using jump drives.

Typing /charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type /jump at which point you will jump. If you entered hyperspace coords using the /setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error.

Hyperspace Survey Manufactoring Factory

This factory module will allow you to construct Hyperspace Survey Modules. Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners. These are the commodities required to build the factory:

10,000 Scientists
10,000 Robotic Hardware
30,000 Optronic Arrays
30,000 Quantum Arrays
30,000 Bio-Neural Arrays

This is a list of the current hyperspace survey modules that you are able to build once you have a Hyperspace Survey Manufactoring Factory and information on them.

Hyperspace Survey Module Mk1

Cargo Requirement: 800
Powercore Requirement: 100,000
Run Time: 100 seconds
Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
Survey Life: 30 days (Length of time before the survey's coordinates are good for)
Survey Accuracy: 90k

Commodities required to build:

125,000 Reinforced Alloy
15,000 Industrial Hardware
15,000 Optronic Arrays
5000 Quantum Arrays
15,000 Robotic Hardware

Hyperspace Survey Module Mk2

Cargo Requirement: 600
Powercore Requirement: 100,000
Run Time: 100 seconds
Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
Survey Life: 30 days
Survey Accuracy: ? (Need to test)

Commodities required to build:

156,000 Reinforced Alloy
20,000 Industrial Hardware
15,000 Optronic Arrays
10,000 Quantum Arrays
15,000 Robotic Hardware

Hyperspace Survey Module Mk3

Cargo Requirement: 400
Powercore Requirement: 100,000
Run Time: 1000 seconds
Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
Survey Life: 30 days
Survey Accuracy: 25k

Commodities required to build:

185,000 Reinforced Alloy
25,000 Industrial Hardware
20,000 Optronic Arrays
10,000 Quantum Arrays
20,000 Robotic Hardware

Survey Accuracy was given by Cannon in this thread. I'll update as the system changes.

Hyperspace Survey Module Mechanics

In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.

Code:
/survey

Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:

[Image: Efnzu.png]

In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:

Code:
/setcoords <coords>

Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:

[Image: Fqm0q.png]

If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successefully this Hook message will appear:

[Image: hN4kg.png]


Cloaking Device Factory

This factory module will allow you to construct Cloaking Devices. Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device. These are the commodities required to build the factory:

5,000 Scientists
10,000 Robotic Hardware
20,000 Optronic Arrays
20,000 Quantum Arrays
10,000 Bio-Neural Arrays
1 Derelict Nomad Artefact (not Nomad Power Cell)

As with all of the other player built items, cloaks take up cargo space; however they have another limit to them. Cargo Hold Limit is the maximum cargo hold size that the cloak can be mounted to. If your vessel has a cargo hold larger than what is noted, you cannot equip that cloak on your vessel. This is a list of the current cloaking devices that you are able to build once you have a Cloaking Device Factory and information on them:

Cloaking Device (small)

Cargo Requirements: 25
Cargo Hold Limit: 120
Time to Cloak when activated: 3 seconds
Fuel Consumption Rate: 1 MOX or 1 Promethene or 1 H-Fuel or 1 Deuterium or 1 Helium-3 per second while the cloak is active

40,000 Reinforced Alloy
10,000 Industrial Hardware
6000 Plasomic Metamaterials
5 Nomad Fighter Remains
2 Nomad Gunboat Remains
1 Nomad Battleship Remains

Cloaking Device (medium)

Cargo Requirements: 200
Cargo Hold Limit: 900
Time to Cloak when activated: 20 seconds
Fuel Consumption Rate: 1 MOX or 2 Promethene or 2 H-Fuel or 2 Deuterium or 2 Helium-3 per second while the cloak is active

80,000 Reinforced Alloy
20,000 Industrial Hardware
12,000 Plasomic Metamaterials
10 Nomad Fighter Remains
4 Nomad Gunboat Remains
2 Nomad Battleship Remains

Cloaking Device (large)

Cargo Requirements: 450
Cargo Hold Limit: None
Time to Cloak when activated: 60 seconds
Fuel Consumption Rate: 1 MOX or 3 Promethene or 3 H-Fuel or 3 Deuterium or 3 Helium-3 per second while the cloak is active

120,000 Reinforced Alloy
30,000 Industrial Hardware
18,000 Plasomic Metamaterials
15 Nomad Fighter Remains
6 Nomad Gunboat Remains
3 Nomad Battleship Remains

Usage: An intro into using cloaking devices.

Typing /cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay.

Docking Module Factory

This factory module will allow you to construct Docking Modules. Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module. These are the commodities required to build the factory:

20,000 Robotic Hardware
10,000 Hull Segments
10,000 Industrial Hardware
10,000 Optronic Arrays

Here is some information on Docking Modules and the required commodities the factory will need to construct this item:

Docking Module

Cargo Requirements: 5 Cargo space
Hardpoint Mount: Normal Carrier and Heavy Carrier

5,000 Reinforced Alloy
20,000 Industrial Hardware
10,000 Plasfoam Conduits
10,000 Robotic Hardware
5,000 Hull Segments
5,000 High Performance Alloys

Usage: Here is a brief intro into using this item, for a more detailed explanation please use Charos' Docking Module Tutorial.

-To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type /allowdock.

-You cannot sell anything to the equipment or commodity vendors on the vessel you dock to.

-When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to.

-If the vessel with the docking module is killed, you will spawn 100k below the center of the map.

-To remove docked ships from your bays, type /jettisonship <shipname>. Shipname IS case sensitive.

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(This post was last modified: 10-06-2013 09:56 PM by Daedric.)
05-16-2012 02:18 AM
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Daedric
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Posts: 4,377
Joined: Nov 2010
Post: #6
Player Base Guide
Defense Modules

A Defense Module constructs a weapons platform in space around your base at a location of your choosing. There are currently three types of defense modules/weapon platforms; Array Type 1, Array Type 2, and Array Type 3. These are the required commodities to construct a defense module:

10,000 Armaments
10,000 Hull Segments
15,000 Robotic Hardware
15,000 Industrial Hardware
10,000 Optronic Arrays
10,000 Quantum Arrays

Weapons platforms take damage while the shield is online and are destroyable. This does not destroy your defense module. Weapon platforms do take damage from the environment and this damage does activate the shield. If a weapons platform is destroyed it will respawn 15 seconds after its destruction.

(Click for a visual of the weapon platform!)

Array Type 1: Equipped with 2 cruiser pulse, 2 cruiser Cerberus, and 6 battleship basic turret 2
Array Type 2: Equipped with 4 battleship pulse and 2 battleship Cerberus
Array Type 3: Equipped with 2 battleship razor, 6 battleship solaris and 2 gatling solaris

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.

Code:
/base defensemode <mode>

Set and display the defense mode of the base. There are three available modes you can set:
/base defensemode 0 = Neutral to non-allied ships, docking rights for allied ships only.
/base defensemode 1 = Hostile to non-allied ships, docking rights for allied ships only.
/base defensemode 2 = Neutral to non-allied ships, unrestricted docking rights.

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. See 'Docking Rights' for more information.


Positioning Defense Modules

Freelancer uses a three-dimensional coordinate system, one set for position, the other set for orientation. So you have to type in a set of 6 numbers to get a platform positioned where you want it.
An easy method for this is to use the /pos command whilst flying in space, using the following procedure:

1) Fly out of the base and pretend you are the weapons platform you just made.
2) Park yourself as you would like the platform to be positioned.
3) Type /pos
4) Write down the numbers generated by the command.
5) Fly back to the base and login as base Admin using /base login <password>
6) Type /base defmod list - this brings up a list of all the defense modules you have, and their current positions.

To set the position of a module, type /base defmod set <index> <x> <y> <z> <rx> <ry> <rz> where <index> is the module number from the /base defmod list command and <x> <y> <z> is the position of the platform and <rx> <ry> <rz> is the orientation of the platform.

Video tutorial on positioning defense modules! by exdeathevn
Another video tutorial! by Tel-Aviv

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(This post was last modified: 10-06-2013 09:49 PM by Daedric.)
05-16-2012 02:19 AM
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Daedric
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Posts: 4,377
Joined: Nov 2010
Post: #7
Player Base Guide
Shield Generator Module

Arguably the first module you will want to construct on your base. This module will give your base the ability to use a shield; which will turn on when the base is attacked and reduce all incoming damage by 99%. This damage reduction is only in effect as long as the shield is up and running. In order to keep the shield online you will need to supply your base with fuel for the shield. All damage that activates the shield is reduced by 99% also. To build a Shield Generator Module you will need the following Commodites.

15,000 Robotic Hardware
15,000 Industrial Hardware
10,000 Magnetic Superconductors
10,000 Fusion Diodes

Your shield will automatically turn itself on if your base comes under attack. The shield will deactivate between 1 and 9 minutes later or you can manually deactivate it to turn it off. You can change the state of your base shield by using the following command:

Code:
/base shieldmod [on|off]

If you use this command to manually activate the shield it will stay on for up to 8 hours, provided there is enough fuel. It is important to keep a good fuel supply on the base as it is impossible to dock to a station while the shield is online. You can deactive the shield using the above command and dock, this will leave your base open to direct assault.

The fuel usage rates are:
Deuterium - 5 units per 16 seconds.
H-Fuel - 4 units per 16 seconds
MOX - 3 units per 16 seconds
Gallic Fuel - 3 units per 16 seconds.

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(This post was last modified: 10-06-2013 09:58 PM by Daedric.)
05-16-2012 02:20 AM
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Daedric
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Posts: 4,377
Joined: Nov 2010
Post: #8
Player Base Guide
Storage Module

This modules adds an extra 40,000 cargo to your base.

40,000 Hull Segments
10,000 Industrial Hardware
5,000 Robotic Hardware

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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(This post was last modified: 10-06-2013 10:07 PM by Daedric.)
05-16-2012 02:20 AM
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Daedric
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Posts: 4,377
Joined: Nov 2010
Post: #9
Player Base Guide
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.

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

<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.

Shop Commands and Information


Code:
/base

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

Base Administration Commands

Code:
/base setmasterpwd <password>

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

Code:
/base rep

This command sets the affillation of the base to that of the base administrator issuing the command.

When a base affillation is set, players will be hostile or friendly to the base based on their NPC reputations rather than their tag/ship name. The base will override the NPC reputations if the base administrator has explicitly defined a tag as being friendly (or hostile).

This is an option and is not required.

Code:
/base rep clear

Clears the rep setting that was set using the /base rep command.

Code:
/base login <password>

Allows an administrator to access the base command functions.

Code:
/base lstpwd

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.

Code:
/base addpwd

Adds an administrator password to the base.

Code:
/base rmpwd

Removes an administrator password.

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

This command allows the base administrator to set the base infocard 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

Bank Commands

Code:
/bank status

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.

Code:
/bank deposit [credits]

Add credits to the base's bank.

Code:
/bank withdraw [credits]

Remove credits from the base's bank.

Shop Commands

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

Code:
/shop status

Lists commodities, prices and buy/sell status for all goods held by the base.

Code:
/shop

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.

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

This command allows the price of goods, and their quantity in the shop to be controlled.

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

Code:
/shop remove [item]

Allows you to completely remove a commodity from the base.

Code:
/shop <page>

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

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(This post was last modified: 08-13-2012 10:58 PM by Daedric.)
05-16-2012 02:21 AM
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Daedric
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Posts: 4,377
Joined: Nov 2010
Post: #10
Player Base Guide
Essential Cargo
and
Commoditiy Consumption Rates

This is a list of the commodities that your base requires to operate. If not provided these commodities the base will begin to decay and eventually blow up.

Reinforced Alloys
Food (Food Rations, Luxury Food, Kyushu Rice, Synth Paste, Gaian Wildlife)
Fuel (Deuterium, H-Fuel, MOX, Promethene)
Oxygen
Robotic Hardware
Hull Segments
Crew
Water

Food, Oxygen, and Water are used to feed the Crew.
Reinforced Alloy, Robotic Hardware, and Hull Segments are used to make repairs to the base.
Fuel is used to power the shield.
Crew are a requirement for the base to operate. 200 per base level.

Commoditiy Consumption Rates and Information


Below are the calculations on how player bases use the above commodities:

1 Crew eats 1 Oxygen + 1 Water + 1 Food every 10 hours

If Food, Water, or Oxygen numbers are less than the number of Spaceship Crew you have on your base (when the code makes its 10-hour check) then 10 Spaceship Crew start disappearing every minute.

Less than 200 x Base Level of Crew in your cargo = NO REPAIRS
Less than 200 Robotic Hardware OR Hull Segments OR Reinforced Alloy in your base cargo = ONE THIRD REPAIRS
Less than 200 Robotic Hardware AND Hull Segments AND Reinforced Alloy in your base cargo = NO REPAIRS

Base repair rates and damage rates are:
Wear and Tear Damage every 20 seconds = 200 + (base level x 200)
Repair every 20 seconds = base level x number of types of repair commodities x 60,000

Every 20 seconds the base will check for damage and use 2 Reinforced Alloy to repair the damage. Then it checks for damage again. If it detects more damage it will use 2 Robotic Hardware to make repairs. Then it will check for damage again. If it detects damage it will use 2 Hull Segments. It will repeat this cycle once for every base level. So, it will do it once for Base Level 1, twice for Base Level 2, and so on. This is one repair cycle that processes every 20 seconds.

If, after it makes repairs with Reinforced Alloys, it detects no damage it will not continue the cycle. If, after it makes repairs with Robotic Hardware, it detects no damage it will not continue the cycle.

A base that goes unassualted will use 8640 Reinforced Alloy per 24 hour period to repair the Wear and Tear damage.

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(This post was last modified: 10-06-2013 10:07 PM by Daedric.)
05-16-2012 02:21 AM
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