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Player Bases - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Welcome (https://discoverygc.com/forums/forumdisplay.php?fid=399) +--- Forum: Help & Support (https://discoverygc.com/forums/forumdisplay.php?fid=26) +--- Thread: Player Bases (/showthread.php?tid=77410) |
Player Bases - Friday - 04-04-2012 PLAYER BASE FACT SHEET Startup + Alphabetical Guide (With thanks to Daedric for his updates)
GETTING STARTED So you want to build yourself a piece of prime Disco real estate? Good for you! To construct the basic kit, you will need the following: 1) Fly around a Heavy Lifter - now renamed the Base Construction Platform (check the Wiki for purchase details). 2) You will to put the following commodities in the Heavy Lifter's hold: 140 Polymers 140 Industrial Materials 100 Basic Alloy 140 Super Alloy 50 Optronics 50 Cryocubes 30 Nuclear Devices 3) Fly out to where you want to put the base. When the base appears - it will appear about 200 meters in front of you - with the docking bays facing you. You do not get a chance to reposition your base - so be 100% sure of where you want it put. 4) Once you are sure you are ready to deploy your base, type the following FLHook command: Code: /base deploy <password> <base name>Where <password> is your master admin password (no spaces, no character limit imposed), and <base name> is the displayed name of your base (spaces allowed, 60 characters max). ALPHABETICAL GUIDE There are a lot of new features, facts and concepts surrounding Player Bases. Here they are, sorted by name. ADMIN Code: /base login <password>Code: /base lstpwdCode: /base addpwdCode: /base rmpwdCode: /base info <paragraph> <command> <text><paragraph> The paragraph number in the range 1-5. <command> The command to perform on the paragraph, 'a' for append and 'd' for delete BANK Code: /bank statusCode: /bank deposit [credits]Code: /bank withdraw [credits]BASE LEVELS Each level of base upgrade requires a Core Upgrade to be built in a free Module Slot. Level 1 Starting Hit Points = 400,000 Maximum Hit Points = 8,000,000 Storage Capacity = 30,000 Module Slots = 3 Level 2 Maximum Hit Points = 12,000,000 Storage Capacity = 30,000 Module Slots = 6 Level 3 Maximum Hit Points = 16,000,000 Storage Capacity = 30,000 Module Slots = 9 Level 4 Maximum Hit Points = 24,000,000 Storage Capacity = 30,000 Module Slots = 12 CONSTRUCTING MODULES To begin building a module, you need to hold at least 200 units of commodities needed to build what you want. The exact ingredients for each 'recipe' are listed under headings for each module type. If you have enough of the goods, you can start module construction - but building will be effectively paused until you have at least 200 units of at least one needed commodity. Code: /base buildmodSo an example command might be /base buildmod construct 2 3 This means you want to construct a number 3 module (from the list you will see in your chat screen), and put it into slot 2 of your base. You will get a message telling you that construction has started - and you can keep track of it by pressing F9. 200 units of one of the ingredient commodities will be eaten every ten seconds. If you run out, the base will look for another ingredient to eat. If you run out of everything, construction will pause until you deliver more goods. You can cancel module construction at any time by using the destroy command. Code: /base buildmod destroy <slot>Care must be taken not to fill your base with commodities which are not needed for current construction projects. It may be prudent to disallow selling new commodities to your base for a while. See 'Shop' for commands related to this. CORE UPGRADE You will very likely want to upgrade your base, so keep a module slot free for the Core Upgrade. To build this module, you will need the following commodities: 50000 Ship Hull Panels 100000 Industrial Materials 50000 Robotics 50000 Basic Alloy 50000 Super Alloy 50000 Optronics 50000 Cryocubes 25000 Polymers 25000 Xenobiotic Filters Remember, construction will pause if you run out of all of these goods. Once complete, the base stats will change immediately to reflect the new base level. DEFENSE MODULE Every one of these you build spawns a Weapons Platform you can position around your base. To build one of these modules, you need the following commodities: 20000 Munitions 10000 Ship Hull Panels 20000 Robotics 20000 Industrial Materials 10000 Optronics 10000 Quantum Multiplexors Remember, construction will pause if you run out of all of these goods. See 'Positioning Defense Modules' for instructions on how to customise your defenses. DEFENSE MODE Code: /base defensemode <mode>/base defensemode 0 = Neutral to non-allied ships, docking rights for allied ships only. /base defensemode 1 = Hostile to non-allied ships, docking rights for allied ships only. /base defensemode 2 = Neutral to non-allied ships, unrestricted docking rights. Please bear in mind the following: NPCs ignore player bases. Player Bases ignore NPCs. Bases have no IFF and no faction diplomacy. The only thing a base recognises as an ally is whatever you set out in the list of nametags. See 'Docking Rights' for more information. DOCKING RIGHTS Who you allow to dock on your base can be controlled by the nametag commands. You can use whole names, or part of them such as faction tags. Code: /base addtag <tag>See 'Defense Mode' on how to change general docking permissions. ESSENTIAL CARGO Basic Alloy Food (Food Rations, Luxury Food, Kyushu Rice, Synth Paste, Gaian Wildlife) Fuel (Deuterium, H-Fuel, MOX, Promethene) Oxygen Robotics Ship Hull Panels Spaceship Crew Water See 'Repairs & Shields' to find out exactly how much of each commodity you need, and the consequences for not having enough. FACTORY MODULES These modules allow you to build the new feature equipment. Once built, they will appear in your base equipment screen. Once you have constructed a Factory Module, you can control items in the production queue, using the following commands: Code: /base facmod listCode: /base facmod add <index> <type>Code: /base facmod clear <index>Below are the needed commodities for building factory modules, and their goods. Remember, construction will pause if you run out of all needed goods. Docking Module Factory 20000 Robotics 50000 Ship Hull Panels 20000 Industrial Materials 10000 Optronics This will get you the module. If you want to actually make something, you need to build it with the following: Docking Module 8000 Basic Alloy 20000 Industrial Materials 9000 Polymers 8000 Robotics 4000 Ship Hull Panels 3000 Super Alloys Jump Drive Factory 10000 Scientists 20000 Robotics 10000 Optronics 10000 Quantum Multiplexors 40000 Superconductors 40000 High-Temperature Alloys This will get you the module. If you want to actually make something, you need to build it with the following: Jump Drive Series II 75000 Basic Alloy 1500 Gate/Lane Parts 6000 High-Temperature Alloy 14000 Industrial Materials 12500 Robotics 12500 Silver 5000 Superconductors Jump Drive Series III 93500 Basic Alloy 2000 Gate/Lane Parts 12000 High-Temperature Alloy 21000 Industrial Materials 17500 Robotics 25000 Silver 10000 Superconductors Jump Drive Series IV 112500 Basic Alloy 2500 Gate/Lane Parts 18000 High-Temperature Alloy 28000 Industrial Materials 22500 Robotics 37500 Silver 15000 Superconductors Hyperspace Scanner Factory 10000 Scientists 10000 Robotics 40000 Optronics 40000 Quantum Multiplexors 40000 Bio-Neural Processors This will get you the module. If you want to actually make something, you need to build it with the following: Hyperspace Survey Module Mk1 125000 Basic Alloy 18500 Industrial Materials 12500 Optronics 6000 Quantum Multiplexors 15000 Robotics Hyperspace Survey Module Mk2 156000 Basic Alloy 23500 Industrial Materials 15500 Optronics 8000 Quantum Multiplexors 18500 Robotics Hyperspace Survey Module Mk3 187500 Basic Alloy 28000 Industrial Materials 18500 Optronics 10000 Quantum Multiplexors 22500 Robotics Cloaking Device Factory 10000 Scientists 10000 Robotics 20000 Optronics 20000 Quantum Multiplexors 20000 Bio-Neural Processors 1 Derelict Nomad Artefact (not Nomad Power Cell) This will get you the module. If you want to actually make something, you need to build it with the following: Cloaking Device (small) 40000 Basic Alloy 10000 Industrial Materials 6000 Gold 5 Nomad Fighter Remains 2 Nomad Minor Brains 1 Nomad Major Brain Cloaking Device (medium) 80000 Basic Alloy 20000 Industrial Materials 12000 Gold 10 Nomad Fighter Remains 4 Nomad Minor Brains 2 Nomad Major Brain Cloaking Device (large) 120000 Basic Alloy 30000 Industrial Materials 18000 Gold 15 Nomad Fighter Remains 6 Nomad Minor Brains 3 Nomad Major Brain F9 When you are docked on a player base, pressing 'F9' will bring up a useful list of data about the base. POSITIONING DEFENSE MODULES Freelancer uses a three-dimensional coordinate system, one set for position, the other set for orientation. So you have to type in a set of 6 numbers to get a platform positioned where you want it. An easy method for this is to use the /pos command whilst flying in space, using the following procedure: 1) Fly out of the base and pretend you are the weapons platform you just made. 2) Park yourself as you would like the platform to be positioned. 3) Type /pos 4) Write down the numbers generated by the command. 5) Fly back to the base and login as base Admin using /base login <password> 6) Type /base defmod list - this brings up a list of all the defense modules you have, and their current positions. To set the position of a module, type /base defmod set <index> <x> <y> <z> <rx> <ry> <rz> where <index> is the module number from the /base defmod list command and <x> <y> <z> is the position of the platform and <rx> <ry> <rz> is the orientation of the platform. REPAIRS AND SHIELDS Calculations: 1 Spaceship Crew eats 1 Oxygen + 1 Water + 1 Food every 10 hours If Food, Water or Oxygen numbers are less than the number of Spaceship Crew you ave on your base (when the code makes its 10-hour check) means 10 Spaceship Crew start disappearing every minute. Less than 200 x Base Level of Spaceship Crew in your cargo = NO REPAIRS Less than 200 Robotics OR Ship Hull Panels OR Basic Alloy in your base cargo =ONE THIRD REPAIRS Less than 200 Robotics AND Ship Hull Panels AND Basic Alloy in your base cargo = NO REPAIRS Base repair rates and damage rates are: Damage every 16 seconds = 300 + (base level x 300) Repair every 16 seconds = base level x number of types of repair commodities x 60,000 Every 16 seconds the base will check for damage and use 2 Basic Alloy to repair the damage. Then it checks for damage again. If it detects more damage it will use 2 Robotics to make repairs. Then it will check for damage again. If it detects damage it will use 2 Ship Hull Panels. It will repeat this cycle once for every base level. So, it will do it once for Base Level 1, twice for Base Level 2, and so on. If, after it makes repairs with Basic Alloy, it detects no damage it will not continue the cycle. A base that goes un-assualted will use 10800 Basic Alloy per 24 hour period to repair the 'wear and tear' damage. The shield will automatically deactivate after a random period of time in the range 1 to 9 minutes and docking whilst the shield is up is blocked to all ships. A base administrator can manually activate or deactivate the shield using the /base shieldmod [on/off] command. A manually activated shield stays up for at least 8 hours (provided there is enough fuel) although this serves no real purpose now. The fuel usage rates are: H-Fuel - 3 units per 16 seconds Deuterium - 2 units per 16 seconds MOX - 2 units per 16 seconds Promethene - 2 units per 16 seconds See 'Essential Cargo' and 'Shield Generator Module' for more information. SHIELD GENERATOR MODULE Arguably the first module you will want to construct on your base. The Shield Generator Module makes your base invulnerable to attack, just like every other Freelancer base. Unlike normal bases, you need to supply your base with fuel to keep the generator running (see 'Essential Commodities'). To build a Shield Module - you need these ingredients: 20000 Robotics 20000 Industrial Materials 20000 Superconductors 10000 Nuclear Devices Remember, construction will pause if you run out of all of these goods. You shield will automatically turn itself on if your base comes under attack. The shield will deactivate between 1 and 15 minutes later - or you must manually deactivate it to turn it off again. You can change the state of your base shield by using the following command: Code: /base shieldmod [on|off]SHOP Both the trade window, and equipment window are controlled via the shop hook commands. Code: /shop statusCode: /shopCode: /shop price <index> <price> <min stock> <max stock><index> refers to the number of the item as listed by the /shop status command. <price> is the price of the good in credits. <min stock> is the minimum cargo allotment for a commodity. A commodity will not show up for sale if the amount of it is less than <min stock>. <max stock> is the maximum cargo allotment for a commodity. A base will not let you sell any more of a commodity, if it would put the total allotment over <max stock>. Code: /shop remove [item]STORAGE MODULE Adds an extra 40,000 cargo to your base, you will need the following commodities: 50000 Ship Hull Panels 5000 Robotics 20000 Industrial Materials Remember, construction will pause if you run out of all of these goods. Once its built - you will have immediate access to the extra space. Just like storage space on ships, base storage is volumetric. If a commodity takes up more than one cargo unit on your ship - it will take up more than one cargo unit on your base. EDIT by cannon: Updated cloaking device and shield fuel information to reflect the current situation Player Bases - arvg - 04-08-2012 Moderator Notice Thread Cleaned ~Alvin Player Bases - Talesin - 04-18-2012 Greetings. Could you update the post to reflect recent changed (and then invisible/delete this post)? ' Wrote:The fuel usage rates are: Thanks, Talesin Player Bases - AeternusDoleo - 04-20-2012 According to the latest configuration, the values should instead be: H Fuel: 3 units/16 sec Deuterium, Mox and Gallic Fuel: 2 units/16 sec I can't verify however if this is the configuration used on the server. Player Bases - Mikrosh - 04-21-2012 Bases are not invulnerable if the shield is on anymore! A base just went sky high while it had it's shields on! As far as I know, there was an update but the forum was not update to warn base owners... Somehow the siege party knew of the update... Please update the forum if there is a vital update like that... It is not fun to log in and see several days of hard work gone while you where told the base should be invulnerable... Player Bases - AeternusDoleo - 04-22-2012 Yea, shields mitigate 99% damage now - it's up to the base owners to keep their base supplied. Bases repair 40.000 * baselevel * number of repair commodities available. So if a base owner supplies a good amount of hull panels, basic alloy and robotics then even a level 1 base would repair 120.000 hitpoints per 16 seconds. In order to start harming a shielded level 1 base you'd need to do 12.000.000/16 = 750.000 damage per second, continuously. Multiply this value by the base level. HOWEVER base repairs are not infinite - as you need those commodities. Base repairs will be much slower as one commodity runs out. So a prolonged siege would take a base out eventually. Battleship missiles, mortars and torpedo bombers would be very effective at attacking an enemy base like that. The base owner(s) would need to check their property often or lose it. Bases are tough, and can shrug off a small raid. But they are not invincible. Player Bases - Trogdor - 04-22-2012 One interesting thing to note is that it seems once a core upgrade is completed, it no longer takes up a module slot. Player Bases - Heraklion - 04-22-2012 I have a question about Quote:Set and display the defense mode of the base. There are three available modes you can set: How do you set allies or hostiles? I'm really confused on this part, if I make a base with a zoner IFF'ed char, does the base becomes a "zoner base" and will it be hostile to anyone who is hostile with zoners, or how does this work? thx in advance! Player Bases - Thyrzul - 04-22-2012 ' Wrote:I have a question aboutBasically allies of the base are who you set by the /base addtag and /base rmtag commands (the latter removes tag from the list). My question: Could you (Friday) or the admins provide changelogs in case of change in the system? Would be useful imo. Player Bases - AeternusDoleo - 04-23-2012 ' Wrote:I have a question aboutThe /addtag command sets up who is allowed on the base. As for the changelog - things are changing so fast it's hard to log it all. |