Q: When my base repairs itself, how many units of Basic Alloys, Robotics and Ship Hull Panels get used up?
A: Every 16 seconds, if the base is damaged, 2 units of basic alloys. If the base is still damaged, 2 units of robotics and if the base is still damaged 1 unit of ship hull panels. For each type of commodity consumed the base is repaired by 60k hitpoints. This cycle is repeated once for every level of the base, i.e. a level 3 base will repeat this cycle 3 times.
Q: What if I only have one of those commodities?
A: Your repair rate will be reduced to 1/3 of the possible maximum repair rate.
Q: Some of the modules I am building also use Ship Hull Panels and Robotics. What happens if they use them all up?
A: Modules only eat commodities in 200 units chunks. Any leftovers stay in your base. This means you will have a little left over for repairs. Once this runs out, your base will start to take damage. Once you add more Robotics or Ship Hull Panels, your base will make repairing itself a priority over building modules.
Q: Where are good locations to build my base?
A: Anywhere that isn't a bad location.
Q: Are there places I shouldn't build my base?
A: I would strongly recommend keeping a base at least 2 K from any major structure, or planet. Your base will grow in size and might end up melded into an object. Also, NPC ships might well get in your way as they attempt to dock themselves. Where you build your defense modules is a different matter - many jump gates, holes and space objects are defended by nearby weapons platforms, so go nuts.
Q: What happens if I don't like the location of my base?
A: SUX2BU
Q: No really, what happens if I screw up the placement of my base? Or if my bro bumps my mouse just as I hit the /base deploy command?
A: Double and triple check the location of your base first. Lock the door before you attempt to execute the command. Drink a glass of water, clear your nose so you don't sneeze. Do whatever it takes, but get it right BEFORE you /base deploy !
Q: I can give my base a name, can it be whatever I like?
A: Within the server rules concerning player names - yes.
Q: How short or long can base names and passwords be?
A: Base names = 60 characters max. Passwords there is no hard limit.
Q: When I try to sell stuff to a base, I get this message: "ERR: Base will not accept goods" ?
A: The base either has no more cargo space left, or the base Admin has disallowed the selling of goods to the base.
Q: I try to sell stuff to the base, I can see it has plenty of cargo space by pressing F9, yet I get an error message and my stuff gets returned?
A: The base Admin has disallowed the selling of goods to the base. If you are the base Admin, you can allow goods to be sold using the '/shop price' command.
Q: I am visiting a base, but I can't see any goods for sale?
A: The Admin has not set any commodities as being available for sale. If you are a base Admin, you can fix this by using the /shop price <index> <price> <min stock <max stock> command. Set <min stock> to 0.
Q: Great, do I have to use the <buyonly> command for each item in my shop list?
A: No.
Q: Will I destroy my base if I try to build a module in slot zero?
A: No
Q: How long will it take to build a module?
A: Module construction chews up 200 of a needed commodity every ten seconds. Add up the total amount of stuff you need, divide by 200, that's how many ten-second blocks it will take. Of course, add in extra time if your base is waiting for more commodities to be delivered (because you ran out of supplies!).
Q: My base seems to have stopped building one of my modules, why?
A: You have run out of needed commodities to build it. You need to have at least 200 units of one of the commodities required for that module. Press F9 and look at the list, anything you are short of will say [Out of Stock] next to it.
Q: My base is suddenly crammed full of crap I don't want, how do I get rid of it?
A: You will have to get some ships and sell the crap to them.
Q: What is the minimum and maximum buy and sell prices for my base?
A: minimum = 1 credit, maximum = 1,000,000,000 credits
Q: Do perishable goods perish while being stored on a station (MOX, Luxfood)?
A: No
Q: Why can't Synthpaste be used to feed the Crew?
Spaceship crew won't eat this, it's in their union contract. Seriously, synthpaste can be used to feed crew.
Q: Why doesn't the Crew need Consumer goods (toilet paper, clothing...)
They do but you don't need to supply these as they buy it themselves.
Q: How exactly is damage repaired?
A: Once every 16 seconds if your base is damaged and as long as you have sufficient crew (base level x 200) then the following happens:
- for each repair commodity you have the base will repair itself by 60,000 units of health.
- it will repeat this once if the base level is 1 and 4 times if the base level is 4
- it will stop repairing if the base has no damage
This means a level 4 base with all 3 types of repair commodities (ship panels, robotics and basic alloys) repairs 4 x 3 x 60000 = 720000 hitpoints in 16 seconds
This means a level 2 base with all 3 types of repair commodities (ship panels, robotics and basic alloys) repairs 2 x 3 x 60000 = 360000 hitpoints = in 16 seconds.
This means a level 1 base with all 3 types of repair commodities (ship panels, robotics and basic alloys) repairs 1 x 2 x 60000 = 120000 hitpoints in 16 seconds.
Q: Does radiation damage stations?
A: No;
Q: What happens if a base is placed inside an asteroid field? Will the base simply devour the asteroids or will they cause damage?
A: Nothing.
Q: Will there - at some point - be the possibility to set different buying or selling prices?
A: No, probably not. Too difficult to implement.
Q: Are you able to write own "rumor" - cards the bar?
A: One day news and NPC names might be available. Rumours probably not.
Q: Are you able to write your own infocard for the station?
A: Yes but it is only visible once you have docked at the station.
Q: Once you have built a shield module and a cargo storage, do they take that slot forever or can they be removed to build something else?
A: They can be removed using the /base buildmod destroy <module index>
Q: Do the defense modules take up a module slot just like any other upgrade?
A: Yes
Are the weapon platforms created by the defense module invincible? What if they're placed within the shield bubble?
A: They are not invincible but they respawn if destroyed. The module is not destroyed.
Is there a limit on how far away you can place your weapon platforms or can they be anywhere in the system? Could you even place one in a different system?
The 'defense module type 1' can maintain a weapon platform at a maximum of 5000 meters from the base.
Will weapon platforms target other bases or other weapon platforms if placed in the hostile defense mode?No.
How powerful are they; how much health, damage, range?
Very powerful.
How long does it take one to respawn if it goes boom?
About 10 seconds.
I know the shield makes the base invincible while it's up but does the fact that it's a 'bubble' mean anything? Can ships hide within the bubble for safety from weapons fire?The bubble is just there to show that the shield is on, it doesn't do anything else. Ships can't hide in it...and a shield does not make a base invincible. The base will take damage at 1% the normal rate.
My feedback: I am amazed and impessed by the devs creativity! What a terrifc job you did there, coding all this from scratch. Vanilla should have had it - This could be a breakthrough in overall gameplay.
' Wrote:[color=#FFFFFF]Is there a limit to player bases in a certain system and what's stopping 30 bases appearing around New York?
Quote:Less than 200 x Base Level of Spaceship Crew in your cargo = NO REPAIRS
Less than 200 Robotics OR Ship Hull Panels in your base cargo = HALVED REPAIRS
Less than 200 Robotics AND Ship Hull Panels in your base cargo = NO REPAIRS
Base repair rates and damage rates are:
Damage every 10 seconds = 340 + (20 x base level)
Repair every ten seconds = 40000 x base level x number of types of repair commodities (i.e. 2 if you have Robotics and Ship Hull Panels).
After small evaluating- you can sell one of the ship modules max for 1 bill each- it is damn cheap and easy to buy one compared with base build, module build and maintenance. Could the price be increased a bit without bugging the engine? However the main question is would the mountable ship modules work like guns and armors- once mounted- mounted forever- with no chance to destroy it or not? This is very important question concerned about serous people and motivation to invest a lot of time in base building.
Other question would be what this factory modules produce? They produce the ship modules or they produce goods?
Other question is about the asteroid fields- can I build base on one? So the cap ships cannot access it so easy?
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:After small evaluating- you can sell one of the ship modules max for 1 bill each- it is damn cheap and easy to buy one compared with base build, module build and maintenance. Could the price be increased a bit without bugging the engine? However the main question is would the mountable ship modules work like guns and armors- once mounted- mounted forever- with no chance to destroy it or not? This is very important question concerned about serous people and motivation to invest a lot of time in base building.
Other question would be what this factory modules produce? They produce the ship modules?
"Also this equipment has a small but non-zero probability of being destroyed on ship death. It is important to maintain good a relationship with a faction who can supply your ship with replacement units."
A billion! Good luck with that. They're not that hard to make...
Proud member of "the most paranoid group of people in the community"
Ok in such case the time of Space JVs started just now- it would be interesting. I always wanted more destructible thingies.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
Can I destroy base build by other player? Of course alone probably I will not have enought firepower. But if I will organize people from my clan and I will want to destroy base of enemy faction - is that possible or will be possible in short future.