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Player Bases
Offline Friday
04-04-2012, 08:23 AM, (This post was last modified: 05-04-2012, 12:58 PM by Blodo.)
#1
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

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>
Allows an administrator to access the base command functions.

Code:
/base lstpwd
Lists all passwords except the first password. Since the first password is not listed, a base owner can keep their password secret but allow other players to be administrators of the base.

Code:
/base addpwd
Adds an administrator password to the base.

Code:
/base rmpwd
Removes an administrator password.

Code:
/base info <paragraph> <command> <text>
This command allows the base administrator to set the base infocard text that is shown when the base info icon is clicked.
<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 status
List the current balance of the base's bank. The base needs money to buy goods off players. Unlike player ships, the bank can hold many times more than 2 billion credits and is essentially unlimited.

Code:
/bank deposit [credits]
Add credits to the base's bank.

Code:
/bank withdraw [credits]
Remove credits from the base's bank.


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 buildmod
This shows a numbered list of the available modules. /base buildmod list will show you what you have installed, with a numbered list of 'slots' (slot 0 is always the base core). You can also choose whether to construct, or destroy a module if you want to unmake something.

So 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>
Set and display the defense mode of the base. There are three available modes you can set:
/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>
/base rmtag <tag>
/base lsttag
Add, remove or list the tags of ships allied with this base. Allied ships are permitted to dock with the base regardless of the defense mode.
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 list
Show factory modules, item types and build status.

Code:
/base facmod add <index> <type>
Add item <type> to factory module <index>

Code:
/base facmod clear <index>
Clear build queue for factory module <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]
See 'Repair & Shields' for fuel consumption rates.


SHOP
Both the trade window, and equipment window are controlled via the shop hook commands.

Code:
/shop status
Lists commodities, prices and buy/sell status for all goods held by the base.
Code:
/shop
By default the shop will not accept goods that it does not already have in its shop status list. this simple command brings up a Freelancer-style interface, where you can see your listed goods, their price, as well as the minimum and maximum cargo allotments for each good. The screen also displays the other ship commands available to you.
Code:
/shop price <index> <price> <min stock> <max stock>
This command allows the price of goods, and their quantity in the shop to be controlled.

<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]
Allows you to completely remove a commodity from the base.


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

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  Reply  
Offline arvg
04-08-2012, 05:57 PM,
#2
Member
Posts: 3,207
Threads: 315
Joined: Sep 2009

Moderator Notice

Thread Cleaned

~Alvin

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Offline Talesin
04-18-2012, 02:11 AM,
#3
Member
Posts: 748
Threads: 31
Joined: Jan 2010

Greetings.

Could you update the post to reflect recent changed (and then invisible/delete this post)?

' Wrote:The fuel usage rates are:
Deuterium - 5 units per 16 seconds.
H-Fuel - 4 units per 16 seconds
MOX - 3 units per 16 seconds
Gallic Fuel - 3 units per 16 seconds.

This means ~15k/day to ~27k fuel used per 24 hours if base is being blockaded and constantly attacked.


Thanks,
Talesin
  Reply  
Offline AeternusDoleo
04-20-2012, 02:36 PM,
#4
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

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.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Reply  
Offline Mikrosh
04-21-2012, 11:39 AM,
#5
Member
Posts: 148
Threads: 18
Joined: Apr 2011

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...

[Image: 89827642.png][Image: 82173823.png]
[Image: 48151172.png][Image: feedbackj.png]
[Image: 89378852.png][Image: 30365380.png]
  Reply  
Offline AeternusDoleo
04-22-2012, 04:47 AM,
#6
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

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.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Reply  
Offline Trogdor
04-22-2012, 05:56 AM,
#7
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

One interesting thing to note is that it seems once a core upgrade is completed, it no longer takes up a module slot.

[Image: i4h0ll.gif]
[Image: zonerzonerzoner.gif]
Reply  
Offline Heraklion
04-22-2012, 05:21 PM,
#8
Member
Posts: 773
Threads: 78
Joined: Oct 2009

I have a question about

Quote:Set and display the defense mode of the base. There are three available modes you can set:
/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.

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!

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Reply  
Offline Thyrzul
04-22-2012, 09:14 PM,
#9
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

' Wrote:I have a question about
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!
Basically 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.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Reply  
Offline AeternusDoleo
04-23-2012, 10:58 PM,
#10
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

' Wrote:I have a question about
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!
The /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.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Reply  
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