Quote:1. Base scans itself for damage. If damage is detected it moves onto step 2. If no damage is detected it stops here.
2. Uses 2 basic alloy to make repairs.
3. Base scans itself for damage. If damage is detected it moves onto step 4. If no damage is detected it stops here.
4. Uses 2 robotics to make repairs.
5. Base scans itself for damage. If damage is detected it moves onto step 6. If no damage is detected is stops here.
6. Uses 2 ship hull panels to make repairs.
If your base doesn't have one of the repair materials it skips that material. Now, for each base level it runs that cycle an extra time. Base level 1 runs that cycle once. Level 2, twice. Level 3, three times. Level 4, four times. This means the higher the base level the more it can repair itself per 16 second tick. This is why higher level bases are more difficult to destroy if stocked correctly.
Would love any and all information on the new weapons platforms so that I can update them into the guide. I'd also like information regarding the player docking stuff too. I'll try to get test some of it myself and get the guide updated with the new info as soon as it comes in.
' Wrote:The two new turrets can't be build atm (they show up as an error when you try to put the command).
When that'll be fixed I'll make a post about them. The MK I though has a mix of cruiser pulse/cerberus and battleship MK II turrets.
EDIT
The Array MKII is the classic battleship pulse/cerberus turret.
The Array MKIII has a mix of battleship razors and lots of solaris/gattling solaris guns