• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Welcome Help & Support Tutorials & Tools [Guide] Player Owned Base

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (46): « Previous 1 … 21 22 23 24 25 … 46 Next »
[Guide] Player Owned Base
Offline Gypsie Skripto
02-06-2015, 02:53 AM,
#221
Fnord
Posts: 1,046
Threads: 132
Joined: Sep 2010

(02-06-2015, 02:42 AM)mathiaskade Wrote: Ok another random question that I didn't find an answer to in this guide. Can you set an item to be bought for one price and sold for another? for example. Ore will sell for 3500 and will buy it for 2500?

No, you can't. That's why some people make 2 bases, one for imports and one for exports.


Snoopy, can you add somewhere in the OP that one does not need an emtpy module slot to upgrade from Core 4 to Core 5? I asked Garret and he told me Admins they just do their magic, even if the Core 4 is already at it's maximum build capacity.

[Image: T6UyGk3.png]
Reply  
Offline HighHopes
02-06-2015, 03:20 AM,
#222
Member
Posts: 66
Threads: 1
Joined: Jan 2013

(02-06-2015, 02:42 AM)mathiaskade Wrote: Ok another random question that I didn't find an answer to in this guide. Can you set an item to be bought for one price and sold for another? for example. Ore will sell for 3500 and will buy it for 2500?

No, you can't. Also you can find here at the Q&A Section

(05-16-2012, 02:21 AM)Daedric Wrote: Q&A Section
Q: How to set 2 different prices for ore on base? Lower for selling there (for miners), and higher for buying, for traders?

A: This is not possible. Most players overcome this issue by setting the price to X (the price the miners sell their ore to the base for) and set the base to only buy the good; then let the miners fill the base up. Then they set the price to Y (price they want to sell the ore to traders for) and make it to where it only sells the good.

Good luck!
Reply  
Offline Connor
02-19-2015, 01:34 AM,
#223
Nomadmin
Posts: 3,606
Threads: 327
Joined: Aug 2012

So, it seems as though some of my edits haven't saved. I'll get back to looking at this again shortly.

[Image: Snoopyman.gif]
Reply  
Offline Steven.Wolf
02-21-2015, 01:15 AM,
#224
Member
Posts: 30
Threads: 3
Joined: Oct 2013

I've been wondering, is there a limit on how many defense modules a base can have?
Reply  
Offline St.Denis
02-21-2015, 01:20 AM,
#225
Member
Posts: 100,601
Threads: 1,347
Joined: Dec 2011

(02-21-2015, 01:15 AM)Steven.Wolf Wrote: I've been wondering, is there a limit on how many defense modules a base can have?

Simply put, Yes.

Core 1 has 3 spaces for modules
Core 2 has 6 spaces for modules
Core 3 has 9 spaces for modules
Core 4 has 12 spaces for modules

A core 4 Base could have 1 Shield Module and 11 Weapon Platforms. If this was the case then you would only have 30k of Storage (default on building the Base). Not very advisable but it could be done.

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
Reply  
Offline Steven.Wolf
02-21-2015, 02:18 AM, (This post was last modified: 02-21-2015, 02:20 AM by Steven.Wolf.)
#226
Member
Posts: 30
Threads: 3
Joined: Oct 2013

Thanks for the answer.
Reply  
Offline |nfrared
03-13-2015, 11:34 PM,
#227
Member
Posts: 588
Threads: 62
Joined: Jan 2014

Under the section "Defense Modules" it states that defence platforms take damage from environmental factors, but in my experience this just isn't correct.

Shard - The Faceless One
Reply  
Offline Sciamach
03-14-2015, 12:24 AM,
#228
Member
Posts: 1,643
Threads: 114
Joined: Jul 2013

They do, trust me.

[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
Reply  
Offline SpaceTime
03-23-2015, 05:59 PM,
#229
Member
Posts: 1,501
Threads: 111
Joined: Jul 2005

There are some things that the guide needs to be updated with. I'll point them here so that a mod can edit the original posts and add them. Won't take more than a minute for a mod.

  1. In Base Core & Levels update the core 5 picture with this one: http://i.imgur.com/ctMBfvC.jpg
  2. In Factory Modules the scanner accuracy of a Hyperspace Survey Module Mk3 is actually between 10-15k.
  3. In Defense Modules please copy paste Alley's update from here.
  4. Right below the Docking Rights sub-section there should be a sub-section about Blacklisting. Not much description needs to be covered about it since most of the explanation is provided on the Docking Rights paragraph, just mention that any ship which falls under a PoB's blacklist, is treated as a hostile regardless of its affiliation.
  5. The first question on post #11 is outdated and needs to be removed.

At some point we'll update the guide about the PoB riots but until we have some exact numbers, I don't think we should.
Reply  
Offline Connor
03-23-2015, 06:01 PM,
#230
Nomadmin
Posts: 3,606
Threads: 327
Joined: Aug 2012

Thank you for this. I'll get around to updating it now.

Edit: Updated it all.

[Image: Snoopyman.gif]
Reply  
Pages (46): « Previous 1 … 21 22 23 24 25 … 46 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode