![]() |
[Guide] Player Owned Base - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Welcome (https://discoverygc.com/forums/forumdisplay.php?fid=399) +--- Forum: Help & Support (https://discoverygc.com/forums/forumdisplay.php?fid=26) +---- Forum: Tutorials & Tools (https://discoverygc.com/forums/forumdisplay.php?fid=178) +---- Thread: [Guide] Player Owned Base (/showthread.php?tid=80349) |
Player Base Guide - Daedric - 07-17-2012 That is correct. 1% of damage received passes through the base's shield. In order to defeat a base, you have to make that 1% high enough to over come the repairs done by using just basic alloy; this will force it to consume the other repair materials and/or use more basic alloy. If it runs out of repair materials it will begin to lose health, even with the shield up. Keeping the shield up forces the defenders to have to restock fuel also. Take Smallwood for example. A very well stocked level 1 base. Took the Sairs a few days of high activity siege to drop it. Sieges aren't hit and and done. They are a war of attrition. Player Base Guide - Daedric - 07-18-2012 -Added images of what bases look like at each level. RIP Smallwood. -Updated the material lists for cloaking devices to reflect that minor and major nomad brains are now nomad gunboat remains and battleship nomad remains, respectively. -Added a link in the OP to Charos' Docking Module Tutorial. -Added info from Charos' Docking Module Tutorial to the Docking Module section. -Updated Defense Module section to include info on the new weapon platforms. Player Base Guide - Psymple - 07-18-2012 Thank you for saying which WP is which and pointing out that only one of them is currenly available. Array MKI: Equipped with cruiser pulse and battleship secondary weaponry. This however, is incorrect. MK1 has 2 Cruser Cerb, 2 Cruiser Pulse and 6 BS Secondaries. Player Base Guide - Daedric - 07-18-2012 Updated Array mkI to reflect that. If anyone can get the count on the other two platforms somehow that would be splendid too. Player Base Guide - Camtheman - 07-20-2012 So, quick question Can a Jump Drive Mk II jump bigger ships than BC's or is it limited to only them? because the guy in the other topic very similar to this I posted in a few slots down had a JD MK 2 and an Aquilon... So... Battlecruisers and bigger? Player Base Guide - Daedric - 07-20-2012 Yep, I missed that in his guide, thanks for bringing it up. I've updated the info here to reflect that. Player Base Guide - Ronnie Rayburn - 07-20-2012 ' Wrote:Interesting thought, would give a base line on the cost of each module. Thanks for the suggestion.Minimum prices for commodities used on playerbases: Commodity Price Basic Alloy 50 Bio Neural processors 399 Cryocubes 500 Gate/Lane parts 2 000 Gold 330 High temperature Alloy 299 Industrial Materials 200 Munitions 500 Derelict Nomad artifact ??? Nuclear devices 1 000 Optronics 398 Polymers 216 Quantum multiplexors 795 Robotics 249 Scientists 500 Ship Hull Panels 100 Silver 100 Spaceship crew 1 796 Super Alloy 299 Superconductors 249 Xenobiotic filters 259 Based on those prices, the minimum cost for each module and gadget would be as follows: Shield 23 960 000 14 Runs Storage 10 245 000 15 Runs Defense module 31 910 000 18 Runs Core upgrade 111 675 000 100 Runs Dock Factory 17 960 000 20 Runs Jumpdrive Factory 43 830 000 28 Runs Hyp.Scanner Factory 71 170 000 30 Runs Cloak Factory 39 330 000 + Cost for Derelict Nomad artifact 18 Runs Docking bay 9 633 000 11 Runs Jumpdrive Mk II 16 951 500 25 Runs Jumpdrive Mk III 25 810 500 38 Runs Jumpdrive Mk IV 34 694 500 48 Runs Survey module Mk1 23 430 000 35 Runs Survey module Mk2 29 635 500 44 Runs Survey module Mk3 35 890 500 54 Runs Cloaking device small 5 980 000 + Cost for Nomad brains 12 Runs Cloaking device medium 11 960 000 + Cost for Nomad brains 23 Runs Cloaking device large 17 940 000 + Cost for Nomad brains 34 Runs I also added the number of runs you need to make with a 5k transport. As you can see, it's not really the cost for the materials needed that's the main issue. It's the time spent getting it! For reference, I've also made calculations on the worst case scenario. I'm not gonna put it all in here, since no one will build it at the highest possible cost, but the prices would be ~10 times higher for everything. Player Base Guide - Talesin - 07-21-2012 Greetings. I've got some more questions: - Does autobuy work on player owned bases? - If so, what happens if i deposit sellonly nanobots/batteries for 5 mil a piece on my base? Regards, Talesin Player Base Guide - Daedric - 07-21-2012 ' Wrote:Greetings. Negative, sir. Stygian tried that very thing on me when we first built Nichols. Player Base Guide - Ipuvaepe - 07-21-2012 ' Wrote:- Does autobuy work on player owned bases?Nope n/a |