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If you decide you are not going to upgrade, than I would say, stay with the one big room for telepads. If you organize them right there can be a lot more space left over for an area to hang out in or do whatever else you and your friends think it should be used for. If not, you should probably group all of the smaller teleport rooms together, than put your storage an your hospital in another section of the base.
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I'd say keep the smaller seperate teleport rooms, but put them all in one section of the base so they are close together.
I think that you should upgrade one more plot size, rent doesnt cost a lot at all on that plot, and, even though it says you need to pay it every 2 weeks, you only actually need to pay it every 4. Here is a base picture I copied from a small base building guide. The rooms and layout will supply you and your friends with everything you need.
Good Base Layout -
ya its working now. not sure what was wrong the first time. nice job on the base
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[ QUOTE ]
Welcome aboard the Shade Sentinel! You are now in a starbase, 92 miles above Paragon City in Geosynch Orbit!
In this holo display you can see status on the entire base, plus an overview of its current configuration. More modules have already been built, we simply need clearance to have them Space-Folded into orbit.
Speaking of which, the room you find yourself in now is the what we simply call the entry way. This room houses the main Space-Folder, which can transport people and objects to and from predesignated coordinates on the planet's surface. It may have felt a bit weird on the way up, as we use less conventional, more sophisticated travel methods. You were not dematerialized in any way, simply folded into the 11th dimension, and unfolded here. You didn't move, so much as the location of your existence was changed!
Entrance 1
Entrance 2
Entrance 3
Entrance 4
Entrance 5
Over here is the Shade Sentinel Hall, we simply call it the Hall. It's primary purpose is meetings, however we also have some recreational areas around the edge. The large screens on each side are hooked up to TiVo and every game console imaginable, though they can also be used for more official purposes. The Table has a holo projector in the center which can call up basically any data in the entire base's databanks.
Hall 1
Hall 2
Hall 3
Hall 4
Hall 5
If you come this way, you'll be in our medical facility, the Infirmary. When members are forced to activate their mediporter beacons, they can opt to have the space-folders bring there here instead. Bio-Synthetic Tissue Regenerators, a type of advanced nanite, tend to their wounds, though the process may leave them tired a moment, and they will probably need a few seconds to catch their breath. This room is kept extremely sterile, more so than the rest of the base, which is saying something.
Infirmary 1
Infirmary 2
Infirmary 3
Infirmary 4
Right over here, adjacent to the Infirmary is the construction bay. It houses all you need to work on your own projects, whether they be technological, magical, or otherwise. There is also a station here, which using a nanite based array, can temporarily augment your own natural abilities.
Construction Bay 1
Construction Bay 2
If you'll step through this short corridor, we will be on our way through to the crew lounge.
Corridor 2
Corridor 2
This is the crew lounge. It has a small bar and kitchen area, tables and seating to enjoy meals together, a sunken lounge, an arcane library, and plenty of plants for an organic and natural feel. The walls are a rather convincing wooden facade placed over the metallic bulkheads.
Lounge 1
Lounge 2
Lounge 3
Lounge 4
Lounge 5
Lounge 6
Let's backtrack a bit, through the entryway and into the more function oriented side of the starbase. The first room we come to is the Command Center. On the right side we have salvage logging and storage. You'll also note bottles of supplies such as anti-deuterium scattered about.. When we are cleared for more space, we intend to add a dedicated cargo bay, and then we will do a bit of remodeling in here.
There in the center is the Quantum Ripper Core, that's main power. It has a bit of a startup sequence whereby it taps zero point energy and then hyper accelerates complex molecules.. and bombards them with tachyons, causing quarks to rip away from the subatomic particles. This generates a lot of energy! And this is the Light Grade model! Why house such a thing in the command center? Well, the good news is, it can never explode, so it's totally safe, if it's destroyed, it will implode into an alternate dimension. The catch is, once it starts, it doesn't really stop. The only way to turn it off is to totally sap all energy from it at once. Our Heavy Grade Anti-Proton Cannon, mounted on the outside of this module, was designed to annihilate asteroids and small moons, firing that would do the job real quick!
Right there by it is the command table, it has a holographic interface and is designed to display tactical data from all over the station and its microsat sensor network. The monitors up there are primarily for maintenance, shields, and weapons control.
Command Center 1
Command Center 2
Command Center 3
If we make our way up through here, we find ourselves in the room that houses our power capacitor. This was installed to try to solve the problem with firing the Anti-Proton Cannon, as the QRC wouldn't be enough alone, not the Light Grade Model. This capacitor stores built up energy and then siphons it into the rest of the starbase. This effectively doubles our energy expending capabilities in the short term, meaning, with this, we can indeed fire the main cannon. Unfortunately, it would sap all energy from this and the QRC at the same time. The QRC would be fried.. and this? This probably would explode...
Capacitor Room 1
Capacitor Room 2
Capacitor Room 3
This is the main computer room. This entire room is dedicated solely to monitoring and maintenance of the main computer, housed in that equipment ditch.. no, don't step down there, it will hurt, trust me. There's an immense charge running through there. If I told you how many times more powerful than a human brain this computer was, you'd totally freak out, so I'll spare you. Good thing is, it has suppressors to prevent it from becoming sentient!
Main Computer Room 1
Main Computer Room 2
Main Computer Room 3
Main Computer Room 4
And Finally, there.. and there... are what we simply call the Exits. These are Space-Folders with only 1-way capabilities, unlike the main space-folder in the other room. There is monitoring and control equipment to preform diagnostics and make sure it all runs properly, as well as supply cabinets and racks, in case you need anything on your way out.
Exit 1
Exit 2
Exit 3
Exit 4
That concludes our tour of the Shade Sentinel, I hope you enjoyed yourself. In the future we will be adding a large combination space-folder and attack drone launch bay, as well as a cargo bay, opening access to missile storage, and more.
Have a pleasant day.
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damn when I click on the link it says Page Cannot Be Displayed, any way you could repost it? -
Supergroup Success:
(To start a supergroup, visit Atlas Hall and talk to the worker behind the desk.)
First Note:
Before you start your supergroup, ask yourself, What kind of supergroup do I want to run?
Is it a roleplaying group?
Is it a small or large group?
After you have asked those questions, it is time to come up with a name. Your name should represent all that your supergroup stands for and should be the starting point of your theme. You should pick a chest detail and supergroup colors for your group. Do this all before you even start your group so you have a basic idea.
Once You Have Started:
If you are level 10 when you started your group, it is a good idea to wait to recruit until you hit level 20. Do this because, not many people will want to join a group with a level 10 as their leader, and, by the time you start recruiting you will have some extra prestige generated by you.
Recruiting:
When recruiting, describe you supergroup. Say that you are new but you plan to be active. Also, tell them that you are looking for Lts, Captains, and Commanders to help run the group. This will better motivate people to join the group.
Once you have about 20 members, start teaming with them and doing taskforces. Find a few members who seem like they are ready to take on more responisibility within the supergroup, and promote them. These select few will help form the foundation of your group. RECRUIT CONSTANTLY! It is a job in a sense. You have to be on top of everything. Get your commanders to help the group become more popular. Take the police drones for example on Justice. They aren't the most well liked group on the server, but they are popular and they get a lot of members because of it.
Keeping Members Active:
A lot of people ask, "How do I keep my members active?"
It's simple really. Hold events, and set boundries. Kick any member inactive for over 30 days, but send that person an email saying that if they become active again they can rejoin the group. Have your commanders and captains organzing teams and events also. Let me say this once, RECRUIT CONSTANTLY, at least 3 times a week. It is almost like a job in a sense. Recruiting helps keep a fresh flow of members coming into the group and generating prestige. Ask the people before they recruit if they are active. Even if they aren't, invite them anyway.
Try to keep a clean enviorment within the group. No talk of drugs, cursing, stuff like that just makes the whole experiance terrible. Also, post on your message of the day, that there will be a taskforce. You should hold at least one event per week if not more. If you can't be there then have someone else be in charge of it.
Leadership:
It is important to have a good leadership within the supergroup. You can't have a successful supergroup without a good leader and a few heroes who are second in command.
Tell people how to get promotions, whether it be by prestige or how long they have been in the supergroup. Promotions mean something to people believe it or not. Assign your commanders to jobs. Events, Website, Recruiting, Base, etc. You can't do all of it yourself once you get a big group going.
Coalitions:
In order to run a successful supergroup, it is essential to have a good coalition with some other groups. This helps members find teams more often. It also allows a supergroup to discuss everyday things, or run events together.
It is good to have a few coalitions, maybe 3 or 4. And each of your coalitions are coalitioned with eachother two to form an even stronger coalition.
Have coalition parties, meetings, raids, events, etc.
If you are a tech or arcane supergroup, and one of your coalitions is the opposite, try to set up salvage trade with them by meeting with leader. This helps to better unifie your supergroup with the other.
Meetings:
Hold meetings inside your base. Ask members what they think of group, base, and what they would like the supergroup to improve on. Ask them what they are looking for in the base. Trust me, members like to feel like they have been part of decision making within the group.
Last Thought:
You have now read Falcon Blasters Guide to All Around Supergroup and Base Success. Whether you like it or not, trust me it works. If you have anymore questions, please don't hesitate to email me on Justice Server at, Falcon Blaster.
Or send tell to me on global, @Ice Lord. -
Raids:
Let me say this once, raids are fun, but they are not nescesary to run a succsesful group. Now I'm not an expert on raids, but I thought I'd share a little bit of my knowledge of them.
To do a true raid you must have these following rooms or items in the base.
1. Vault
2. 6 Dimensional Anchors
3. Mission Computer
4. At least 8 rooms I believe.
To attack you must have all that too and a raid telepad.
When Being Raided:
When attackers enter the defenders base, they spawn spread out across your base. It is a good idea to take them out as fast as possible before they can regroup.
When being raided you want to make it as hard as possible for the attackers to win....So heres a few ways to make it hell for them.
1. Turn off all base lights
2. Make supergroup colors black to better hide in dark
3. Get someone to grant invisibility
Then, divide into defense squads of even numbers and balanced lvls. One squad concentrates on defending Control, Generator, or Hospital, while the other squad takes enemies head on. The defense squad can reinforce the other squad if needed.
If you see an attacker dropping to one knee inside a room, take him out, it means he is trying to set up a disrupter pylon.
If your hospital is taken out it is a good idea to have someone with rez teleport to hide, and teleport and rez fallen defenders.
When Attacking:
First off, a few days before your raid, try to get a spy within the other sg so he can learn about their base and come up with an attack plan.
When attackers enter the defenders base, they spawn spread out. You MUST regroup as fast as possible if you are to put up a good fight. To win a raid you must either, take out 5 dimensional anchors, or capture the IoP directly. If you plan to take out the dimensional anchors it is a good idea to make disruptor pylons at your base worktable and instal 6 of them, one in each room. Then you win without having to destroy the anchors.
I hope that you've enjoyed this part of the guide, I will be posting a supergroup guide shortly. -
Hey everyone. I'm Falcon Blaster, leader of the ArcticAvengers, the number 42 ranked supergroup on Justice. I made this guide to help out new or old groups.
Guide to Bases of Any Size:
The first questions you need to ask yourself when planning your base is . How man active members do I have in my supergroup? Do I have a small group of friends looking to have fun, or do I have a large supergroup filled with many active players?
Once you figure this out, you are on your way to planning a base.
First Moves:
Once you have decided to build your base, and have a good idea on how much prestige your supergroup can generate, DO NOT rush to Atlas Hall and ask for plans for a base. First, you should make sure you have at least 550000 prestige, or more. There are a number of ways that you can come up with a base plan for your base, without using your actual base. You can plot it graph paper at home or at work, or, you could copy a character onto test server and plot your course from their.
The Base:
You now have a sufficient amount of prestige built up, and you are ready to begin construction of your base. Now, most people want an amazing base that they can show off to other people or raid in. But, first, there are a few essential rooms and items that you need to purchase. Below is a list of prices and items.
Energy Room and Basic Generator- 400000 Prestige Total
Control Room and Mainframe- 250000 Prestige Total
Workshop and Basic Worktable-125000 Prestige Total
Hospital and Reclaimator- 160000 Prestige Total
Teleport Room and Telepad- 165000 Prestige Total (optional)
Those are the basic essentials you need to get your base up and functional.
Once you have those rooms and items installed, you can begin to add, Meeting Rooms, Roleplaying Areas, Raid Telepads, Vaults, Etc. But, in order to get most of these rooms, you may need to buy the first plot upgrade of 8x12 squares. Cost-1.5 Million Prestige.
It is costly, but, you will feel good about it in the future. And whatever you do, DONT sell any rooms or items to buy the upgrade. Grind prestige until you get it, and it is a good idea to make sure you have a good 200000 prestige left over after you upgrade so you can, pay rent, buy a new item or room, or pay the 100000 needed to raid.
A Functional Base: :
So, you want to know what the costs of a functional base are. Here they are.
Workshop and Table and Salvage rack-140000
Control Room and Mainframe and at least one Database-350000
Energy Room and Generator- 400000
Teleport Room and At least two telepads and 4 beacons-220000
Hospital with One Reclaimator- 160000
That is a functional base that has everything to meet a players basic needs.
Rent:
Rent starts the moment you begin construction of your base, and it is due every 2 weeks after that and so on. Now, most people say rent is a rip-off. And I agree. Why should someone who saves the world countless times over and over again have to pay rent on a base of operations. But, as of right now, rent is, and will, always be their to plauge supergroups across the servers. So here are a few suggestions that can help a new, or old supergroup pay less rent, and even pay it less often.
Rent is calculated on 3 things, Banked Prestige, Total Prestige, and Your Base.
1. Rent is said to be due every 2 weeks, and, in a matter of speaking, it is. But, your base does not get shut down till after 4 weeks without paying rent. So, by paying rent on the 4th week instead of on the 2nd, you pay rent once out of every 2 rent sessions. This saves TONS of prestige in the long run, I calculated, and it will save my supergroup at least 2 million prestige per year.
2. Also, since rent is partially deducted from banked prestige, try not to let prestige sit, spend it! Unless your saving for something.
Using those two methods, your supergroup can save tons of prestige per year.
Some Last Comments:
You are now on your way to base success and freedom. The road ahead can be tough and, at some times you will feel impatient. But always remember to be patient, because the only way your going to get your base to the point where you can be truely proud of it, is through hard work and perserveriance.
I will be posting pictures of my supergroups base, The ArcticAvengers, soon, on base pictures. Guide to Bases of Any Size: It's on a 12x16 plot, but we didn't get that imediatly, it took about 6 months of hard work to achieve it.