Damn, Core 5 only has 75% more HP than core 2?
Not sure who thought of this, but these numbers I'd say need to be changed - either it's too hard to siege a core 2 or too easy to siege a core 5, but the RP effort that goes into it alone should warrant a much harder to kill base
• Wear and Tear Damage every 60 seconds = (200 * Core Level)
• Wear and TearBase will take 4x Damage on bases below Crew requirement • Repair every 60 seconds = Number of repair commodities x 240 x Core Level
This will mean Bases will take the following W&T damage per day:
Core 1 - 288,000
Core 2 - 576,000
Core 3 - 864,000
Core 4 - 1,152,000
This will mean that Bases will consume, per day, the following Repair Materials.
Core 1 - 4,320 Basic Alloy - 1 trip per day.
Core 2 - 4,320 Basic Alloy + 4,320 Robotics - 2 trips per day.
Core 3 - 4,320 Basic Alloy + 4,320 Robotics + 4,320 Hull Panels - 4 trips per day.
Core 4 - 8,640 Basic Alloy + 4,320 Robotics + 4,320 Hull Panels - 5 trips per day.
Costs, at cheapest price, per day are:
Core 1 - 30,240 credits (3 million old currency)
Core 2 - 60,480 credits (6 million old currency)
Core 3 - 125,280 credits (12.5 million old currency)
Core 4 - 155,520 credits (15.5 million old currency)
Based on this:
Quote:• Core 1: 748,800 HP per day
• Core 2: 1,497,600 HP per day
• Core 3: 2,246,400 HP per day
• Core 4: 2,995,200 HP per day
• Core 5: 5,184,000 HP per day (no wear & tear)
If your Base is sieged, then you will need to supply, per day to keep up the Repair Rate:
Core 1 - 1,040 Basic Alloy + 1,040 Robotics + 1,040 Hull Panels
Core 2 - 2,080 Basic Alloy + 2,080 Robotics + 2,080 Hull Panels
Core 3 - 3,120 Basic Alloy + 3,120 Robotics + 3,120 Hull Panels
Core 4 - 4,160 Basic Alloy + 4,160 Robotics + 4,160 Hull Panels
Core 5 - 7,200 Basic Alloy + 7,200 Robotics + 7,200 Hull Panels
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(10-22-2023, 10:47 AM)St.Denis Wrote: Math
Hi, just to clear one thing up: While other materials are consumed at a rate of 3 per minute, Hull Panels are consumed at a rate of 2 per minute, which still makes them inferior the the other two, but by a 33% margin, instead of a 100% one.
Quote:Hi, just to clear one thing up: While other materials are consumed at a rate of 3 per minute, Hull Panels are consumed at a rate of 2 per minute, which still makes them inferior the the other two, but by a 33% margin, instead of a 100% one.
Really didn't make that much of a difference.
Quote:Base repair rates and damage rates are:
• Wear and Tear Damage every 60 seconds = (200 * Core Level)
• Wear and TearBase will take 4x Damage on bases below Crew requirement • Repair every 60 seconds = Number of repair commodities x 240 x Core Level
This will mean Bases will take the following W&T damage per day:
Core 1 - 288,000
Core 2 - 576,000
Core 3 - 864,000
Core 4 - 1,152,000
This will mean that Bases will consume, per day, the following Repair Materials.
Core 1 - 4,320 Basic Alloy - 1 trip per day.
Core 2 - 4,320 Basic Alloy + 4,320 Robotics - 2 trips per day.
Core 3 - 4,320 Basic Alloy + 4,320 Robotics + 2,880 Hull Panels - 4 trips per day.
Core 4 - 8,640 Basic Alloy + 4,320 Robotics + 2,880 Hull Panels - 5 trips per day.
Costs, at cheapest price, per day are:
Core 1 - 30,240 credits (3 million old currency)
Core 2 - 60,480 credits (6 million old currency)
Core 3 - 103,680 credits (10.3 million old currency)
Core 4 - 133,920 credits (13.3 million old currency)
Based on this:
Quote:• Core 1: 748,800 HP per day
• Core 2: 1,497,600 HP per day
• Core 3: 2,246,400 HP per day
• Core 4: 2,995,200 HP per day
• Core 5: 5,184,000 HP per day (no wear & tear)
If your Base is sieged, then you will need to supply, per day to keep up the Repair Rate:
Core 1 - 1,040 Basic Alloy + 1,040 Robotics + 693 Hull Panels
Core 2 - 2,080 Basic Alloy + 2,080 Robotics + 1,387 Hull Panels
Core 3 - 3,120 Basic Alloy + 3,120 Robotics + 2,080 Hull Panels
Core 4 - 4,160 Basic Alloy + 4,160 Robotics + 2,773 Hull Panels
Core 5 - 7,200 Basic Alloy + 7,200 Robotics + 4,800 Hull Panels
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(10-22-2023, 07:01 AM)Czechmate Wrote: Damn, Core 5 only has 75% more HP than core 2?
Not sure who thought of this, but these numbers I'd say need to be changed - either it's too hard to siege a core 2 or too easy to siege a core 5, but the RP effort that goes into it alone should warrant a much harder to kill base
A Core 5 has 1.75x as much HP, but the total amount of damage that it can take during a vulnerability period is only 1.6x as large. In addition, Core 5s (due to not taking wear and tear damage) repair significantly more between vulnerability periods (5.18M healing vs 8M total damage possible), so the amount of sieges you actually have to do to take down a Core 5 is significantly more than the HP number would suggest.
(10-22-2023, 07:25 AM)Demonic Wrote: The modules to build Exotic weapons and exotics shields / trusters are both names Exotic Weapons Foundry in the guide. Is that correct?
Nope, fixed. The Exotic Shields and Thrusters are created by the Exotic Equipment Fabricator.
(10-22-2023, 11:30 AM)St.Denis Wrote: A lot of work
First, thank you Denis for doing a ton of calculations while our guides and documentation lagged behind. The team's been running around putting fires out ever since launch, so I apologize for the lack of communication on certain features like this.
I talked with @Aingar and realized that we'd factored in commodity consumption incorrectly - I assumed it had already been changed, so I've reflected the guide to make clear that in the new system, Core Level increases repair amount but not repair commodity consumption. That means that a Core 4 POB heals 240 * 4 * 3 with three commodities, but it only uses 3 Basic Alloy, 3 Robotics, and 2 Hull Panels every tick, not 3 * 4, 3 * 4, and 2 * 4 as before. This should significantly reduce the shipping strain on keeping a POB alive, especially at higher core levels. (It's also a lot easier on the server!)
Additionally, as noted in the guide, all three commodities are only consumed assuming that there is damage to repair. As raw repair amount and wear & tear damage are now directly tied to core level, at every level now you only need one repair commodity to offset wear & tear damage. A full health POB, then, will only ever consume Basic Alloy (assuming it is available) - failing that, it will consume Robotics, and failing that, Hull Panels.
• Wear and Tear Damage every 60 seconds = (200 * Core Level)
• Wear and TearBase will take 4x Damage on bases below Crew requirement • Repair every 60 seconds = Number of repair commodities x 240 x Core Level
This means, when repairing, a Base will look for the first available Repair Material, in the order of Basic Alloy, Robotics and Hull Panels.
The Base will repair with the first Repair Material (RM), available, at a rate of Core Level x 240 hps. Then if the Base is still damaged, will do the same with the second RM and then with the third RM. This happens once every 60 seconds.
This will mean Bases will take the following W&T damage:
Core 1 - 200/minute or 288,000/day
Core 2 - 400/minute or 576,000/day
Core 3 - 600/minute or 864,000/day
Core 4 - 800/minute or 1,152,000/day
This will mean that Bases will consume, per day, the following Repair Materials.
Cores 1 -4: 4,320 Basic Alloy - 1 trip per day.
Costs per day, at cheapest sell points, is: 30,240 credits (3 million old currency)
Based on this:
Quote:• Core 1: 748,800 HP per day
• Core 2: 1,497,600 HP per day
• Core 3: 2,246,400 HP per day
• Core 4: 2,995,200 HP per day
• Core 5: 5,184,000 HP per day (no wear & tear)
If your Base is sieged, then you will need to supply, per day to keep up the Repair Rate:
Core 1 - 1,440 Basic Alloy + 1,440 Robotics + 960 Hull Panels
Core 2 - 2,880 Basic Alloy + 2,880 Robotics + 1,920 Hull Panels
Core 3 - 4,320 Basic Alloy + 4,320 Robotics + 2,880 Hull Panels
Core 4 - 5,760 Basic Alloy + 5,760 Robotics + 3,840 Hull Panels
Core 5 - 7,200 Basic Alloy + 7,200 Robotics + 4,800 Hull Panels
'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