Small Base help


Ad Astra

 

Posted

I am going to make a small base obviously. What I have in mind is just for 6-10 people with alot of alts. We are wanting teleporters to all lococation eventually and a work/storage area. Going over the many guides I know how to start one, but what is it I really need to keep the base running. I need a computer room, but how big would I need it just for teleporters? What size generator room would I need? I figure 4-5 teleporters to start. Do I really need defense rooms? How often will base be raided if ever? What do you lose if base is raided? Almost all guides I have seen, go thru the how to make, but dont explain how much power I woulf need for one item or another. Some help here please? I figure if we need to we can expand later, but for now trying to keep it small.


 

Posted

Red or blueside, for starters? Redside can go with just four teleporters to cover... well, pretty much everything. Blueside, you have to decide if you want the hazard zones and such. Even then, you'll need more.

That said, I can generally get away with a regular generator +2 (I believe) circuit breakers. Control tends to be more item-intensive - I'll usually either end up with a metric tonne of databases (or bookshelves, if you're arcane) or the second tier control (Axis of Control as I recall.)

Do you need defense rooms - no. Not unless you plan on PVPing. And with base raids off for the moment, well, not an issue.

The smaller control and generator rooms tend to work.

Oh, note the above also tends to include storage, workshop, and a med bay - they're usually quite funcitonal, but non raidable, bases.

Edit:

Click here for a good place to start in the wiki, then follow the links at the bottom for power, control, and the like.

Edit 2 (expect a couple others) - examples of what some of my bases use. Listing only the stuff taking power and control.

Freedom, heroside.
1 Supercomputer, 1 Power crystal (2 crystal focus)
9 teleporters, 18 beacons (don't forget power/control for them, too.)
1 Insp. collector
1 rez ring
1 invention table
1 storage vault
Control - 345 of 500 used, power, 1300 of 1500.

Pinn, villainside.
This base is overpowered/overcontrolled
4 porters, 7 beacons
1 Power crystal, 2 focus
1 Orbits of Control
1 Oracle
1 rez ring
1 vault
1 Pillar of Ice/Flame
190 of 500 Control used, 775 of 1500 Power.

Guardian/Hero
1 Generator/2 Circuit Breakers
1 Mainframe/6 Databases
4 Teleporters/8 Beacons
1 Rez ring
1 Basic Worktable
1 Vault
925 of 1300 Power, 180 of 350 Control


 

Posted

Bill's got you covered. For a one-stop shop of Base Guides, look here:

Base Guides and Resources

in the Base Construction forum. Lotsa good stuff there.

Also, join the global channel "BaseBuildersInc." (the "." is important) to find help in-game while you are building or just to show off your work!

Welcome to the base-building addiction, a subaddiction to City itself!


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

Thanks for the info mates. Planning on red side, although now it seems we may do both. Trying to get everyone to stick to Red for now and wait for Rogue Expansion, then just bring heroes over. Hoping they will be able to be invited into cross side Supergroups anyway.

One more thing, I am guessing I missed. Which room can you have a storage for recipes? I assumed it was workroom. But as of yet, havn't seen any type of storage that can hold recipes for Supergroup.


 

Posted

There is no SG storage for recipes.

Craft them and store the enhancements or store the recipes on characters.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

[ QUOTE ]
One more thing, I am guessing I missed. Which room can you have a storage for recipes? I assumed it was workroom. But as of yet, havn't seen any type of storage that can hold recipes for Supergroup.

[/ QUOTE ]

At the current time the devs don't want us to have the ability to store recipes in bases.

You options are as follows:

Store them on an unused alt.
Store them in the Auction House slots. (the unused alt will also have slots at the Auction House)
Craft the recipes (If they are enhancements) and store them in an enhancement table. Then set the table security high enough so they can't be stolen.


 

Posted

Oh and if your planning to eventually have a base on both sides, I'd suggest make them both now.

You can use the 300k you get from the enlistment bonus of the first 15 members to get a starter base ready, and while your waiting for "Going Rogue" to come out, any prestige earned when you dabble hero side will just add to what you can spend.

Take advantage of the next 2xp weekend to get a nice nest egg for your hero base.


 

Posted

And, who knows? Maybe there'll be another Prestige Grant someday. Should I hope that they'll screw us over when they (finally) revamp Base construction and then have to bribe us to calm down?


Teams are the number one killer of soloists.

 

Posted

Just an FYI, if your Villain base is still fairly small (8x8 or 8x12) go with individual 2x2 TP rooms rather than the monster 5x5 TP room.

It costs just a little bit more, but you have less wasted floorspace and you won't have to burn the prestige on a plot upgrade as soon.

If you want to take a tour of a nearly-stock small VG base, build yourself a villain on Protector and I'll give you the walkaround.

Drop me a PM here and I'll give you my global.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

[ QUOTE ]
Just an FYI, if your Villain base is still fairly small (8x8 or 8x12) go with individual 2x2 TP rooms rather than the monster 5x5 TP room.

It costs just a little bit more, but you have less wasted floorspace and you won't have to burn the prestige on a plot upgrade as soon.


[/ QUOTE ]

Actually, it's cheaper (villainside) to go with the two 2x2 teleporter rooms.

2 - 2x2 Teleporter rooms, 2 porters each (room cost only) - 200,000 Pres
Secure bay 1 (holds 4 teleporters) - 253,000
Secure Bay 2 (also holds 4) - 275,000

In between there's a room that holds 3 for 162,500. That plus a single-bay, single-destination room would cover all the Isles (except the RWZ and/or Pocket D) but still run 212,500.

I go with the one room when I can and other things are taken care of mostly for a nice, centralized "space."

(Prices taken from the wiki.)


 

Posted

Note: It's a small wastage of space, but I mount up all 5 teleporters. Why waste a long-recharge travel power (Pocket D VIP Pass) when I shouldn't have to?

So, for me, it's slightly more expensive.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

[ QUOTE ]
Note: It's a small wastage of space, but I mount up all 5 teleporters. Why waste a long-recharge travel power (Pocket D VIP Pass) when I shouldn't have to?

So, for me, it's slightly more expensive.

[/ QUOTE ]

I'm assuming you're going with both the Pocket D and RWZ beacons, then - in which case, yeah, you'd need another.

Don't tend to visit Pocket D enough to want to burn a porter slot on it myself. *shrug* Besides, I was mostly looking at "all villain zones."


 

Posted

Yeah. Sometimes the placement of TP beacons is better for where I want to drop. Sometimes the Pocket D portal is more convenient. Plus I can buy inspies on my way through if I run down (more important at lower levels).



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.