K, we have teleporters now

Sir Lucius
11-15-2005, 12:35 AM
I had to sell the work table to make up the control, but since we have all our teleporters anyways it shouldn't be too much of a problem.

They're behind the stage in the meeting room.

If you delete personal items then you lose the components, so don't delete them, ok?

I have them facing backwards right now, b/c whoever built the things on the dev team was an idiot and put the interactive section on the back of the screen.

The one on the right goes to mercy island, in the 2nd area, so for you alts, just take the base portal and port to mercy for a quick skip during the first 6 levels

Port oaks is the other option, I don't know where that sends you.

On the left is Diable, sends you to the middle of Aoen square, so that's quite nice.

Then the other option is sharkshead, which lands you in the middle of nowhere.


So what do you guys want next? I think we should just save up for a bigger plot and buy more telepads. Imo our top priority should be easy transportation.

Maven
11-15-2005, 12:59 AM
tight stuff

Fitty
11-15-2005, 05:39 AM
Good stuff Lucy

DonkeyofDoom
11-15-2005, 06:27 AM
Fitty, it would be really helpful if you could open up the control room a little, we need to put stuff in there like holopads (control AUX) and mission computers (Bonus SF's).

I'll do my best to have the mats for a holopad together by tonight, we can remove a few of the beacons for a little bit to buy a workshop and assemble it.

Jelly
11-15-2005, 07:24 AM
What about all my salvage?

Falhawk
11-15-2005, 07:49 AM
Someone gimme a rundown on the whole salvage thing. I haven't read up on it at all. I went to the base last night and made a bunch of tech tiles or something.

Sir Lucius
11-15-2005, 07:51 AM
Fitty, it would be really helpful if you could open up the control room a little, we need to put stuff in there like holopads (control AUX) and mission computers (Bonus SF's).

I'll do my best to have the mats for a holopad together by tonight, we can remove a few of the beacons for a little bit to buy a workshop and assemble it.


Right now we don't actually have the prestiege to place it, so we need to save up some more.

Fool
11-15-2005, 08:20 AM
I think the highest priority at this point should be an inspiration vendor and saving money. We have to pay rent on the base don't forget, and as you start approaching 35 you'll probably start playing out of SG mode in order to pay for enhancements. With transport and inspirations our base should be fairly functional.

We'll put the table back in as soon as we get the cash.

Falhawk
11-15-2005, 08:24 AM
I think the highest priority at this point should be an inspiration vendor and saving money. We have to pay rent on the base don't forget, and as you start approaching 35 you'll probably start playing out of SG mode in order to pay for enhancements. With transport and inspirations our base should be fairly functional.

We'll put the table back in as soon as we get the cash.

makes sense to me.

At what point do we want to start thinking about base raids etc?

median level of like 30?

Fool
11-15-2005, 09:15 AM
I think you have to have a base of a certain prestige value before raiding can happen.


Yea here's the criteria:

As the CoV beta is no more, all of this information is now coming from memory and bits of it will be prone to error. Additionally, this information was acquired during BETA, so things may change after it goes live. If any of my information is incorrect, please let me know and I will correct it!

To participate in a base raid, your base must meet specific criteria.

First, you must have an empty Item of Power base to store the item of power should you succeed in your raid. By necessity, this also requires that you have a vault to store the base in.

Second, you must have six (6) Dimensional Anchors throughout your base. Only one Anchor may be placed in each room of your base, and no anchor may be placed in your entrance portal or in any vault rooms. (This means you must have eight (8) rooms MINIMUM)

Third, if you plan to initiate raids, you must have a raid teleporter to "launch" your raid from. I have been unable to determine if one is required for defending against a raid.


When building your base, all rooms must be exactly one space (grid square) away from all other rooms, and a doorway (more of a hall, really) will automatically connect to all adjacent rooms. You can delete extra doors as long as each room will still be able to have a path to your entrance portal.

Before the raid actually starts, the attacking SG (invaders) will form up into whatever types of teams they feel are appropriate. Each man on his own team, 2 per team, a team of 3 and a team of 4, 1 team of 8, whatever. When the raid begins, each invading team will be randomly assigned a doorway in the defending base as a spawn point for the rest of the raid. Because the defenders do not know where the enemy is going to attack from (and it could be several attack points), care must be taken when creating the base layout to make defense more efficient.

The invading team can win via three (3) methods.

Capture the Artifact

Destroy 5 of 6 Dimensional Anchors

Deploy 5 Disruptor Pylons



Capture the Artifact
When a raid begins, all of the defender's artifacts will be surrounded by a force field. This field regenerates VERY fast and will take a team a good while to destroy. After the field is destroyed, an invading player only needs to touch the Item of Power (same as entering a mission door, get close and click) and the invaders have won.

Destroy 5 of 6 Dimensional Anchors
Invaders can destroy these Anchors, but they are very durable and will take some time to destroy them. Theoretically, defenders only need to defend two (2) of these anchors to prevent defeat.

Deploy 5 Disruptor Pylons
Disruptor Pylons are a craftable temp power that has two (2) uses. Before anyone gets the idea, you cannot "stack" charges of this temp power. The rules for pylons are that you can only place one in a room at any given time (any attempt to place a second pylon will destroy the first one). These are attackable and can be destroyed by defenders. While not as durable as a Dimensional Anchor, the Dimensional Pylons are still fairly durable. Because of the limited use of the temp power, you must have at least 3 invaders to win via this method.

As far as I can tell, the defending SG has only two methods of victory:

Hold off the invaders until the timer runs out. (I've seen the timer start at 45 minutes and 60 minutes. 60 minutes was the more recent of the two)

Cause the invaders to give up. If all of the invaders drop out of the raid, then the defenders will win by default. I am unsure if the reverse is true.



There are various strategies for building your base in a defensive manner, but there are pros and cons to each method, and an exhaustive list goes beyond the scope of this document.

As for base defenses and facilities, I will just give a quick synopsis of what I've discovered with the non-craftable items.

Turrets: The basic turrets aren't really that good. True that every little bit helps, but don't count on these to add too much defense except as a possible distraction tactic.

Power Generators: The basic generators are *very* squishy! I really hope this gets changed before live. If a defending base is using turrets, etc., then look for the generator. Take out the generator(s) and all defenses will go offline.

Control Generators: The primary control generators are not targetable, thus indestructable. The auxiliary control generators are destructable, but the loss of them won't cripple your entire base defense system.

Items of Power: The force fields around these items are highly resiliant and regenerat very quickly. I wouldn't worry about them too much unless there are more than two (2) or three (3) invaders attacking it at once.

Medical Center: Being revived in your base while defending against a raid is a huge benefit! With the basic equipment, you'll only start with 25% health/end, but you'll save a LOT of loading time (as opposed to zoning to the hospital of the last zone you were in, getting back to the base portal, then re-zoning into your base). This will most likely lead to camping of the Medical Centers of a base, but it's not like you have to go far. A defender can attack, be killed, rez, attack again, be killed, rez, attack, (repeat as necessary) until the offending spawn camper is destroyed. (NOTE: Invading players will spawn in THEIR base which will require zoning and re-zoning to return)

Mines: Land mines (explosive runes) are big fun, but like a Stalker, are a one-shot wonder. They go boom with an AoE blast with knockback for decent damage, but then they are gone and must be replaced after the raid is over.

Decorations: Decorations can be used as obsticles to make invaders jump, go around, etc. and can be used as cover by both defenders and invaders. Use these to your advantage.



To initially obtain an Item of Power, an SG must either undergo a trial mission or steal one from another SG by raiding them. To initiate either of these methods, the base must be raid-legal. After obtaining an Item of Power, an SG leader must set two (2) windows during the week in which the base may be raided. Each window will last for two (2) hours.

If an SG is planning on raiding another SG's base, the invading SG must schedule the raid during an open raid window and it must be scheduled at least 48 hours in advance of the raid. This gives the defenders time to prepare and also doesn't require an SG to "man the defenses" for two hours for no reason. When scheduling a base raid, the invading SG will not know who they are invading, only the window in which the raid will be scheduled. In addition, a SG may only invade a SG that has the same or MORE Items of Power than they do. Thus, if your SG is the only SG with two (2) Items of Power, then your SG will not be able to schedule a raid until another SG has two (2) items of power.

This concludes my primer of base raids. Again, if any of the information is unclear, confusing, or just plain wrong, please either send me a PM or post a message in the thread. Same goes if you have any questions.

Fitty
11-15-2005, 01:34 PM
Fitty, it would be really helpful if you could open up the control room a little, we need to put stuff in there like holopads (control AUX) and mission computers (Bonus SF's).

I'll do my best to have the mats for a holopad together by tonight, we can remove a few of the beacons for a little bit to buy a workshop and assemble it.

I will let Lucius handle any future base building stuff since I do not know enough about it at this point and he does.

DonkeyofDoom
11-15-2005, 02:23 PM
We currently need more control, the holodisplay I am trying to synthesize should add a good amount. A mission computer also adds extra SG-only Strike Forces.

We should have enough prestige for a Holodisplay by tonight.

Fool
11-15-2005, 02:42 PM
Ok I'll say it again let's stop rushing. What level are those SG only strike forces? If we can't do them till 40 then there's little point to adding it. We only have so much space, and we have all the time in the world to add this stuff. Patience is a virtue.

Falhawk
11-15-2005, 03:01 PM
Ok I'll say it again let's stop rushing. What level are those SG only strike forces? If we can't do them till 40 then there's little point to adding it. We only have so much space, and we have all the time in the world to add this stuff. Patience is a virtue.

I agree with fool on this. I like the leadership's plan for our base and team etc.

Jelly
11-15-2005, 03:07 PM
I agree with fool on this. I like the leadership's plan for our base and team etc.

DonkeyofDoom
11-15-2005, 03:30 PM
First one is 20-25.