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Ninja'd. (sun)
(10-24-2019, 11:57 AM)Charo Wrote: [ -> ]I gotchu

Buildmod: https://i.imgur.com/VwRArpu.png

List: https://i.imgur.com/9F1Hjjx.png

Thank you.

Updated the thread.
The first 11 Posts in this Thread are essentially still correct (90-95% of the information) but there are a few parts with incorrect information and it doesn't quite paint the whole picture for essential information on those embarking om making a POB.

- Core 4
• Maximum Hit Points = 1,000,000,000 - should be 1,200,000,000

- Core 5
• Maximum Hit Points = 1,200,000,000 - should be 1,600,000,000

Quote: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
This is essentially incorrect as most of the Commodities needed for building Bases/equipment has been standardised and the price remains constant.

List of Commodities needed:

Fixed Price:
• Hull Segments (Repair Material)
• Robotic Hardware (Repair Material)
• Reinforced Alloy (Repair Material)

• Industrial Hardware
• High Performance Alloy
• Optronic Arrays
• Heat Sinks
• Plasfoam Conduits
• Nanomembrane Filters
• Scientists
• Quantum Arrays
• Magnetic Superconductors
• Critical Temperature Alloys
• Gravity Field Stabilizers
• Argentium Silver
• Bio-Neural Arrays
• Plasmonic Metamaterials
• Energy Field Equipment
• Super Alloys
• Armaments
• Fusion Diodes

Variable Prices:
• Deuterium
• H-Fuel
• MOX
• Promethane (referred to in the Posts as Gallic Fuel)
• Food
• Oxygen
• Water
• Crew
• Iridium
• Tungsten

Obtained via other means:
• Nomad Fighter Remains (Needs to be found or bought from Players)
• Nomad Gunboat Remains (Needs to be found or bought from Players)
• Nomad Battleship Remains (Needs to be found or bought from Players)
• Derelict Nomad Artefact (not Nomad Power Cell) (Needs to be found or bought from Players)

In the 2nd Post it goes on to say:
Quote: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 5% of is maximum hit points, all that Reinforced alloy is to see it to 100%. It will take several days to do so, depending on how many repair commodities you are using. Around 5 days for three of them, or 15 days for one.

This is now incorrect. The Base does indeed start on 5% Health (5% of 400 million is 20 million).
A Base heals at a rate of 2,000 hps per 20 seconds per Repair Material (RM) per Core level.
Therefore a Core 1 Base with just Reinforced Alloy (RA) will repair at 2,000 x 3 x 60 x 24 = 8,640,000 hps per day.
(400,000,000 - 20,000,000) /8,640,000 = 43.98 days
2 RMs will take 21.99 days
3 RMs will take 14.66 days

This doesn't take in to account the Wear & Tear damage accrued by POBs every 2 minutes (this will be mentioned a little later).

So, the best option to get your POB to full health, in the quickest time, is to supply it with all 3 RMs. You need 2 in number of any of the RMs to heal 2,000 hps. This will mean that you need:
2 x 3 x 60 x 24 = 8,640 of each RM, each day, to be supplied to your Base for 14.66 days to get it to full health (126,662 units of each RM).
Seeing as Hull Segments take up 2 cargo space each, you will need:
Trips: 101 trips X 5kers.
Cost of this is: 126.66 million


Your Base will need space for 34,560 units of RMs per day just to repair. The problem is, it only has 30k of space and some of that is needed for the Crew, Food, Oxygen, Water (FOW).

Time to build the essential Storage Module (adds another 40k of space). This requires:
• 40,000 Hull Segments
• 10,000 Industrial Hardware
• 5,000 Robotic Hardware
Trips: 19 x 5kers.
Cost: 23.25 million


BE AWARE: If your base is 'eating' HS and RH, building the Storage Module, then it isn't using them to repair your Base. This will extend that 14.66 days.

You have a Core 1 Base in build, but it is that vulnerable that anybody flying past it could sneeze and destroy your Base. All that is required is for someone to Post an Attack Declaration and 8 hours later they can turn up with a BS and shoot it. So, to make it a bit more survivable, you need a Shield Module (reduces any damage, from shots, by 97%).
This requires:
• 15,000 Robotic Hardware
• 15,000 Industrial Hardware
• 10,000 Magnetic Superconductors
• 10,000 Fusion Diodes
Trips: 12 x 5kers.
Cost: 22 million


Then you will need to supply some Fuel for the Shield (at least another 5ker). Also you will need to supply 400 each of FOW over the next 15 days.

After 15 days of work, you now have a fully healed Core 1 Base c/w Shield and Storage.
Total trips: 133 x 5kers (not including FOW and assuming your 5ker has exactly 5k of free space).
Total Cost: 172+ million


Once you have got it to this stage, looking after it has become a lot easier. All you need to do is keep the Base supplied with 400 each of FOW and 1,440 RA (required to repair Wear & Tear damage) each day to keep it healthy.

Now, if this hasn't put you off POBs for life, you decide that you want a bigger and better Base.

This requires:
• 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 (applied for by Player's Request and issued by the GMs).

This, and every, Core Upgrade (except for Core 5 (which is only available to Official Factions)) will have the same requirements in cost and amount of haulage:
Trips: 84 x 5kers.
Cost: 116 million


BE AWARE: If your base is 'eating' RMs, building the Upgrade, then it isn't using them to repair your Base. Suggest that at least Reinforced Alloy is supplied first so that your Base has always got a least 1 RM available.

Once you have supplied all the materials, received and deployed the Blueprints, supplied the extra 200 crew needed, then more work is required as your Base, once again becomes vulnerable.

Core 1 Base maximum hps = 400 million, Core 2 Base = 600 million. Your Base has a shortfall of 200 million hps.

Your Base will now require:
17,280 of each RM per day to heal at full rate (equates to 69,120 of space of materials or 14 x 5kers).
It will now heal at 51.84 million hps per day, taking 3.86 days to get to full health (not including W&T damage).
Trips; 54 x 5kers.
Cost: 66.7 million


So, to get from a Core 1 Base to a fully healed Core 2 Base will require:
Trips: 138 x 5kers (not including FOW)
Cost: 182.7 million


So, as a recap, to get a fully healed Core 2 Base c/w Shield and 1 Storage can take:
271 x 5k trips and a cost of 354.7 million.

A Base going from Core 2 to Core 3 will require:
25,920 of each RM per day to Repair the 200 million hp difference.
It will take 2.57 days and cost 61.61 million and take 56 x 5kers


A Base going from Core 3 to Core 4 will require:
34,560 of each RM per day to Repair the 400 million hp difference.
It will take 3.86 days and cost 133.4 million and take 108 x 5kers


NOTE: The prices quoted are the bare minimum (if you are paying others to supply your Base, with materials, they will generally require their profit)


Wear & Tear Damage (W&T)
The Article mentions that W&T is at a rate of 600 x Core Level and happens every 2 minutes.
This doesn't appear so as a RM will heal 2,000 hps every 20 seconds.
Core 1 & 2 use 2 of 1 RM every 2 minutes, which equates to 1,440 RA used every day.
Core 3 & 4 use 2 of 2 RMs every 2 minutes,which equates to 1,440 RA and 1,440 RH used every day.

As it can be seen that my original figures:
Quote: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.
are no longer valid as the increase in the POBs overall hps (increased by a factor of 50) and the Repair Rates reduced (by a factor of 30) have contributed greatly to the increase in cost and time to build/maintain a Base.

To those people who want to build a Base, it is easier to keep it maintained once you built it up to full hps, than let the crew die (removed the crew) and let the Base slowly decay, than suddenly decide, when an Attack Declaration comes in, to try and repair it.

A Core 4 only needs 1 visit with FOW, 1 visit with 1,440 RA and 1,440 RH each day. Or alternatively 1 per day for FOW and 1 per 3-4 days for RA and 1 per 3-4 days for RH.

It is a lot easier than lots of supplies in a short period of time in a rush to get it healed up.
Updated the HP numbers and the statement about commodity pricing.

Updated the days healing estimates.

Refrained from adding the cost / trade runs math because it adds a massive maintenance overhead to the tutorial.

Refraining from further rewriting because the balance is under discussion and revision at the moment.

I'm hoping to, more broadly than bases, establish a way for the devteam to dump data which can be translated into resources for players that are easily updated when changes happen. That will also result in this tutorial being updated and I'll probably have a rewrite of it while there.

Thank you for doing the hard yards Denis.
Thanks.

I did it to give people, who want to build POBs, an idea of what they are getting in to, before they start.

Looking at the information, originally provided, it looks quite cheap and not too bad in requirements.

Maybe some will have second thoughts before they embark on this kind of venture.
Having done a few checks on Wear and Tear damage taken by POBs, here is the data:

Core 1 = 1200 damage every 2 minutes.
Core 2 = 1824 damage every 2 minutes.
Core 3 = 2432 damage every 2 minutes.
Core 4 = 3008 damage every 2 minutes.

Core 1 to full decay from full health (400 million hps) = 463 days.
Core 2 to full decay from full health (600 million hps) = 457 days.
Core 3 to full decay from full health (800 million hps) = 457 days.
Core 4 to full decay from full health (1,200 million hps) = 554 days.
Checking formulas and variables
(Wear&TearDamage = 120 + 120 * CoreLevel) for every 20 seconds
so in theory full Core 1 will be destroyed in 385 days
Core 4 would live 462 days.
These figures were taken by watching the files of POBs for each of the different Core Levels.

I took what the Base hps were at a time, then waited for the next tick, made a note of the change in hps.

I did this over 2-3 ticks and the figures were what each showed.

None of the Bases were using RMs, so this was purely W&T damage.

A 'tick' is every 2 minutes. Repairing is done every 20 seconds.

Your figures would suggest (if the bracket is placed in the correct place):

Core 1 = 1,440 damage every tick.
Core 2 = 2,160 damage every tick.
Core 3 = 2,880 damage every tick.
Core 4 = 3,600 damage every tick.

That would mean that a Core 2 Base would use 2 RA and 2 RH every 2 minutes, which it doesn't (2 RA will repair 2,000 hps).
Seems that the defense module array type 3 had it's loadout changed to a full set of zappers. This is not explained properly on the related section of the guide.
huh.. seems Reinforced Alloy, Robotic Hardware, and Hull Segments are no more sold.. so how we repair bases then?
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