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  Discovery Gaming Community Welcome Help & Support Tutorials & Tools [Guide] Player Owned Base

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[Guide] Player Owned Base
Offline Daedric
07-10-2012, 12:53 AM,
#41
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' Wrote:Nice guide. One thing you could add is a "Minimum Prize for each Module" if you would buy the required components for their cheapest price available.

Found nothing else i could add to the guide; thanks for this.

Interesting thought, would give a base line on the cost of each module. Thanks for the suggestion.

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Offline Talesin
07-17-2012, 06:12 PM, (This post was last modified: 07-17-2012, 06:13 PM by Talesin.)
#42
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' Wrote:So, there's basically no point to firing on a base shield except to activate it so that it consumes resources until the resources run out and the shield goes down?

A base that is shielded will use 1125/900/675 fuel each hour as long as the shield is up, depending on which kind of fuel you use, so it's hard to make that resource run out.

To take down a base you basically have to deal enough damage to overcome the basic repairrate of the base, as SummerMCLovin said, which boils down to:
(3750 x baselevel x amount of repair commodities - (18,75 + 18,75 x baselevel)) each second,
or you will have to make enough damage to have it run out of repair commodities.

Correct me if i'm wrong.

Regards,
Talesin
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Offline Daedric
07-17-2012, 06:50 PM,
#43
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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.

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Offline Daedric
07-18-2012, 05:11 AM,
#44
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-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.

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Offline Psymple
07-18-2012, 03:46 PM, (This post was last modified: 07-18-2012, 03:53 PM by Psymple.)
#45
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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.

[Image: c2fa9660.png][Image: d4fc3d0b.png][Image: 1a7a8db9.png]
[Image: ddf64823.png][Image: 846973d1.png][Image: 15c0f461.png]
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Offline Daedric
07-18-2012, 07:27 PM,
#46
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Updated Array mkI to reflect that. If anyone can get the count on the other two platforms somehow that would be splendid too.

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Camtheman
07-20-2012, 02:12 AM,
#47
Unregistered
 

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?
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Offline Daedric
07-20-2012, 05:12 AM,
#48
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Yep, I missed that in his guide, thanks for bringing it up. I've updated the info here to reflect that.

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Offline Ronnie Rayburn
07-20-2012, 12:53 PM,
#49
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' 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.

[Image: fsigrayburn42.png]
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Offline Talesin
07-21-2012, 03:11 AM,
#50
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Posts: 748
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Joined: Jan 2010

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
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