' 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.
' 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.
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.
-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.
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.
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?