Similar to factory modules in usage are refineries, however they principally take in one input material and output a processed version of that material, while also costing fuel (and perhaps other commodities) to run. These are more 'jobs' than one-time crafts, and most are set to auto-repeat unless explicitly told to run once.
Except for the refinement of Uncharted commodities, these recipes offer discounts to certain IFFs, which require less input volume and time for the same output.
Defense modes are settings that tell your base how to treat those who approach it.
There are currently only three settings. You set these modes with the following command.
You have three types of Defense Arrays that you can build.
These arrays target certain ships, depending on the type built, and deal incredible amounts of Shield and Energy Damage.
This command positions the selected defense platform.
Co-ordinates required is to place the platform relative to the base facing forward.
X - Left/Right
Y - Down/Up
Z - Front/Back
Maximum values for placing platforms is 5,000m
Note: Placing platforms at 5k, 5k, 5k will exceed the 5k distance as it's within 3D space (diagonal)
/base defmod set <index> <relPosX> <relPosY> <relPosZ>
example
/base defmod set 3 -4066 501 3564
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Part IX VULNERABILITY TIMERS
Once upon a time, base owners rushed to construct a Shield Generator module to protect their base from sieges. Now, such shields are included automatically in the core of your base as soon as it's deployed - and they render you totally immune from all forms of damage, except during a specific set of vulnerability window(s) that you, the base owner, define.
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Currently, a new base created will have one vulnerability window, set at 1000 - 1200 server time.
This window can be changed ONCE PER MONTH using the following command:
Where <starting hour> is the hour digits in 24 hour time for your first vulnerability window,
and <starting hour 2> is the hour digits for your second vulnerability window, et cetera.
Currently, we are only requiring one vulnerability window, but this may change in the future.
If it does, the timer on setting vulnerability windows will likely be reset.
An example of a command to set the vulnerability window for my base at 2100 - 2300 SMT is:
Which results in a vulnerability window of 2100 - 2300 SMT.
And in a hypothetical future where two vulnerability windows are required,
which must be at least eight hours apart - that same command would be:
Even during a vulnerability window, player owned bases only take damage from special, ammo-fed siege weapons mountable to gunboats, cruisers, battlecruisers, and battleships.
These weapons are available anywhere their non-siege equivalents are sold, with the following names:
These weapons are fully capable combat weapons, albeit with an ammo restriction, which are specifically tuned to be the only weapons capable of damaging POBs.
The ammunition is quite expensive, which imposes something of a cost to the sieging party. In return, however, sieges are now typically much faster across the board if uncontested.
As a POB takes damage, the internal shield will react accordingly and begin to harden against outside fire.
This will manifest in the shield resistance to damage massively increasing over time, until such a point where no more damage can be done to the base until the next vulnerability window.
Short, combative siege windows which can be performed by a larger variety of ships and factions spread out over a longer campaign are the ultimate objective of this new system.
The 'reinforcement' threshold, or point at which a POB can take no further damage in that window, is noted below:
Core 1: 6 000 000 damage
Core 2: 6 000 000 damage
Core 3: 7 300 000 damage
Core 4: 9 200 000 damage
Core 5: 11 000 000 damage
Note that a POB's repairs are NOT paused either during a siege nor between windows while reinforced, which results in higher-core bases taking more vulnerability periods to kill.
The effective repair rate of a fully stocked base (minus wear & tear damage) is listed below:
Core 1: 1 440 000 HP per day
Core 2: 3 168 000 HP per day
Core 3: 4 896 000 HP per day
Core 4: 6 624 000 HP per day
Core 5: 8 640 000 HP per day (no wear & tear)
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Part XI ESSENTIAL CARGO & CONSUMPTION RATES
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Here is a list of essential resources needed to keep your base running.
Only one of the three materials listed under Wear & Tear Upkeep is required. More later.
Player-Owned Bases use resources to maintain their hull integrity and safety of it's crew.
As you jump up in Core Levels, more resources are needed to keep up with the demand.
Here is a basic calculation for a Core 1 Player-Owned Base:
The daily Food, Consumer Good consumption rate is your Crew (+Scientists crafting), multiplied by 2.
That means you will need to make sure 400 units of Food, Consumer Goods are on station to run for one day.
Total of 800 units per day.
Wear & Tear Daily Upkeep
Basic Alloy & Robotics: 4,320
Hull Panels: 2,880
These rates remain the same regardless of Core Level.
Total Daily Upkeep
Adding together the daily Crew Upkeep and, for example, Basic Alloy.
This would result in a total of 5,520 needed to run for a day.
For a week, this would mean you will need:
2,800 Food
2,800 Consumer Goods
30,240 Basic Alloy
35,840 TOTAL
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Factories & Refineries:
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. The additional factories and refineries require additional Crew and Scientists to run.
Depending on the modules running, this may greatly increase your Crew's consumption rates.
An important note is that consumption will increase as long as the modules are ACTIVE. Inactive or paused factories will not consume resources, regardless of the amount of crew or scientists.
Example being if you are building a Battleship Codename weapon, which requires 1,000 scientists, you will not need the extra 1,600 Food and Consumer Goods per day if the factory is paused or not running, only if the recipe is actively running and "building" the weapon.
Weigh your options and read over which modules you can afford to run and supply. Be mindful to turn on and off the ones which aren't needed at any time. .
. Below are the calculations on how player bases use the above commodities:
1 Crew eats 1 Food item + 1 Consumer Good every 12 hours
If Food or Consumer Goods numbers are less than the number of Crew you have on your base (when the code makes its 12-hour check) then 10 Crew start disappearing every minute.
Less than 200 x Core Level of Crew in your cargo = NO REPAIRS
Less than 200 Robotics OR Hull Panels OR Basic Alloy in your base cargo = ONE THIRD REPAIRS
Less than 200 Robotics AND Hull Panels AND Basic Alloy in your base cargo = NO REPAIRS
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
Every 60 seconds the base will check for damage and use 3 Basic Alloy to repair the damage. Then it checks for damage again. If it detects more damage it will use 3 Robotics to make repairs. Then it will check for damage again. If it detects damage it will use 2 Hull Panels. This is one repair cycle that processes every 60 seconds.
If, after it makes repairs with Basic Alloy, it detects no damage it will not continue the cycle. If, after it makes repairs with Robotics, it detects no damage it will not continue the cycle