Control Issue


Cass_

 

Posted

Guys I could really use some advice please.

We are experiencing significant control problems with our base. At present we are simply using it to house a workshop and teleporters and we'd like a med bay and meeting room. However, control seems to leak away, even with Holo displays. I've tried adding a 2nd control room but it won't let me add any control items into it, and it's going to be a long time before we can afford a bigger control room. Please advise, what do I do?



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

there is an SG badge for debt payed off, it allows you to get a super computer, which gives 500 control, it is expensive, but it provieds a lot of contol.


 

Posted

i rememebr having similar issues when we were at the small base stage and the only answer i could come up with was instead of using the 2x2 ontrol room use the 1x4 room this alows you to place mor control items i would also try and avoid crafted items at first as they tend to give a lil less than whats availible in the creater. however its not easy stiking a good balance between control and base needs at first but it dose get easyer


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Posted

/agree

Crafted items may (sometimes) look good but they general produce much lower control for the cost (exceptions are the advanced databases and advanced terminals..


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Posted

Our problem was getting the right amount of units sorted - By juggling and making a few sacrifices I've managed to put in a bigger control room but I have to say the base editing interface and instructions are not at all user friendly

Thanks fro your help guys



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Yeah I much prefer the 1x4 control room to the 2x2 - you can fit in 2 extra auxiliaries (6 instead of 4) which is handy when you have the SG Mission Computer "wasting" an aux slot as well - imho the Devs should have made it so that the mission computer gave a small control bonus, at least equivalent to an advanced terminal; it IS a computer, after all.

Of course it all depends if you have the space to fit in a 1x4 on your plot. Fortunately we did - I found out that on the basic plot you can fit three 2x2 rooms (entrance, power and infirmary for us), two 3x4 rooms (workshop and TP for us) and a 1x4 room (control), and that pretty much fills up the plot with no room wasted, and lots of space to place stuff without it looking cluttered.

Oh and Scarlet, the reason you couldn't add control items to your second control room is that the usual plots are limited to a maximum of one main control item, and without a main item any auxiliaries placed in that room will do nothing. Secured plots can have two main control items, I believe.

EDIT - another trick I found if you're slightly short on control is to delete your teleport beacons then place them again at the end of your editing, last of all. They only need 5 control each iirc, but they seem to function whether you have enough control overhead for them or not, and nothing else in the base shuts down if its just beacons taking you over your control output. An icon will be displayed on the beacon in edit mode, to show it is un-controlled, but the teleporter the beacon is attached to will still show up that beacon's destination and will still work.

It's been a month since I last tested it, and I did /bug it (I know... but my conscience wouldn't let me keep quiet), but I haven't seen a patch note about it since. Might be handy if you're short on prestige and only lacking a small amount of control.


 

Posted

Crafted control items in general arent worth it (until you get to advanced databases etc). The only reason to have holo displays, mega monitors etc is to save energy, not create more control, as the energy-to-control ratio is better with the crafted ones.

If you want more control, simply add databases on top of the mainframe. When you cant get any more databases, the only real option is to save prestige for the unlocked supercomputer which will solve control problems for a while. After that its about getting advanced databases etc and ultimately the autonomous expert system.


 

Posted

[ QUOTE ]
Crafted control items in general arent worth it (until you get to advanced databases etc). The only reason to have holo displays, mega monitors etc is to save energy, not create more control, as the energy-to-control ratio is better with the crafted ones.

If you want more control, simply add databases on top of the mainframe. When you cant get any more databases, the only real option is to save prestige for the unlocked supercomputer which will solve control problems for a while. After that its about getting advanced databases etc and ultimately the autonomous expert system.

[/ QUOTE ]

Am I missign something? I thought you could only have one database and computer?



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

[ QUOTE ]

Am I missign something? I thought you could only have one database and computer?

[/ QUOTE ]

One main-frame and as many databases as the main-frame(or supercomputer etc) and the control room allows. Databases are add-ons. I think Goonies base atm has a control room that allows for up to 10 databases with the supercomputer. Databases are the most efficient way of getting control, but you will eventually run out of energy instead.


 

Posted

Basically on a normal (not secured) plot you can have one main control item, and then as many auxiliary control-boosting items as the room-size allows:

Main control: Mainframe, Supercomputer, Monitor Bank, Autonomous Expert System, etc.
Aux +control: Databases, (Advanced) Terminals & Corner Terminals, Holodisplay, Megamonitor, etc.

The SG Mission Computer counts as an Auxiliary Control item as well, so it takes up one of your aux slots in the room, but it uses control rather than supplying it.

Some of the main items may also have a limit on how many Aux items they can have connected to them, which would override the room limit. E.g. I heard the AES can't take any Aux items at all, but it gives so much control you shouldn't need any (though it's a pain if you're not on a secured plot and want an SG mission computer too).

There's a list of most functional base items here, although I think that page is lacking a few details.


 

Posted

[ QUOTE ]

Some of the main items may also have a limit on how many Aux items they can have connected to them, which would override the room limit. E.g. I heard the AES can't take any Aux items at all, but it gives so much control you shouldn't need any (though it's a pain if you're not on a secured plot and want an SG mission computer too).


[/ QUOTE ]

Erm you mean that room/plot limit always overrides the item limit. Ie if main item allows for 6 add-ons and room 4, then 4 is what you can add. The word limit is usually used in reference to an upper limit.


 

Posted

[ QUOTE ]
Erm you mean that room/plot limit always overrides the item limit. Ie if main item allows for 6 add-ons and room 4, then 4 is what you can add. The word limit is usually used in reference to an upper limit.

[/ QUOTE ]
The word limit is normally used to mean a limit, upper or lower

But I see your point, I should have been clearer. Basically the room, plot and item will/can all have limits on the maximum number of auxiliaries (and mains) allowed, but it is always the lowest of those limits that applies.


 

Posted

[ QUOTE ]

The word limit is normally used to mean a limit, upper or lower

[/ QUOTE ]

Heh, and you can't have less than 0 items, can you? Therefore lower limit with all auxiliaries is 0.


 

Posted

Guys, this has been really useful. I've sorted all our control issues for the moment, thanks. I wish I'd noticed before I pulled the base apart tho



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

[ QUOTE ]
[ QUOTE ]

The word limit is normally used to mean a limit, upper or lower

[/ QUOTE ]

Heh, and you can't have less than 0 items, can you? Therefore lower limit with all auxiliaries is 0.

[/ QUOTE ]
At that point I was talking semantics, not about in-game systems