Bases / Supergroups - Advice


Doomtiger

 

Posted

Hi,
I'm currently being nagged to from a villainous group of evil the like of which has never been seen before. We will or course need an evil lair. I had a quick read through this section of the board and basically I would like some advice, tips, common noob mistakes etc.

Do I want to have my SG up and running for a while to get the cash (prestige) and salvage before building the lair?

Can I change what diferent ranks can do in my supergroup after I've created it, also can I change their titles?

Am I going to get crippled with rent, there's only going to be 3 of use to start.

I realise most of these questions are more SG related now but thats probably because I don't know the questions to ask about bases.

Is the base building anything like on Evil Genius?


 

Posted

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Do I want to have my SG up and running for a while to get the cash (prestige) and salvage before building the lair?


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You can afford a base but don't expect it to be useful till you get the prestige to build a med bay or teleporter room.

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Can I change what diferent ranks can do in my supergroup after I've created it, also can I change their titles?

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You can change anything about the SG apart from the name after creation.

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Am I going to get crippled with rent, there's only going to be 3 of use to start.

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Rent is free for the smallest base size and it should give you a useable base with storage, med bay and teleporters (just need to save up for it all).


 

Posted

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Am I going to get crippled with rent, there's only going to be 3 of use to start.


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As long as you dont update your base plot to bigger one you wont have rent at all.

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Is the base building anything like on Evil Genius?

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Lol unfortunately you wont have any minions doing the jobs..


 

Posted

And if you do want to upgrade, the rent for that will be only 20k per month, so all the 3 of you have to do is earn just over 6.5k each a month to pay it, and anything more can be out towards decorating the base.


@Golden Girl

City of Heroes comics and artwork

 

Posted

some base tips m8.
non pvp:
1)go for the power room first it costs the most with the things in it i think but you get it out of the way.
2) then control room with things in it
3) i would go for workshop some where to places the sal.
4) tp room and pad things
5) medical bay. If it is a pvp base you might want a big bay
6) a vault for doing the sg computer mission i think you need one.
pvp base:
all of them up top first but have the spaced out so raiders can not go for one to another like that.
have defenses and places where you heroes can jump out at the raiders, as a door way sort of thing.
save 25% of you cash for rent and any new thing your sg unlocks.
i would get the cash in first before making the base.
if you are a pvp base have defenses around the control ,power and vault rooms and have a healer in the vault with tp if ypu medical bay is over run (when being raided.


 

Posted

[ QUOTE ]
some base tips m8.
non pvp:
1)go for the power room first it costs the most with the things in it i think but you get it out of the way.
2) then control room with things in it

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Nah, go for an oversight station first and get the combined power/control device. It's a LOT cheaper than than the seperate ones. A LOT.

With the oversight centre you have just enough power and control to run a rez ring, a teleporter and a workbench.

My advise is to only build a bench when you need to use it (re-selling it when you're done - teleporters can only be made at benchs), so concentrate on the other two.

As for which beacons to get - I favour Steel Canyon for one, as it tps you right next to the Green Line. Kings Row might be another good one as, if memory serves, that lands right next to the yellow line.

Other advice. DON'T pay rent as soon as the notice is up. Wait until it's AT LEAST over due, or better still, until the powers been turned off - it takes 5 minutes for power to return once you've paid up, so you're hardly missing much. However, as others have said, stick with the smallest plot (8x8) and you'll never EVER have to pay rent anyway, thanks to the new recent changes. Means saving up is a distinct possibility now, for even the smallest SG.

Also, remember, if you are into the roleplaying thing, ANY room can be decorated to look like a meeting room or what have you. That 2x2 oversight room is pretty large for the teeny contraption that it houses. Use the rest of that space for jazzing it up. Decorative items are very cheap, and make otherwise useless space look top.

Hope this rambling helps


 

Posted

Two things.

1. How to I attach aux items to control / power items.
2. Is it the strike force teleporter that I conect the aux items to teleport to the various locations?

Thanks


 

Posted

1 you just place them in the control or power room and the auto attach however each size of control room limits the amount of attachments you can make and all the power genys only allow 2 attachments for some reason.

2 there is 2 types of teleporter the huge one called the raid teleporter this dosnt take any attachments at all its primary porpose is to teleport you into another groups base when your raiding them. the other teleporter is called a small telepad and each one can take two teleporter beacons as attachments once you place these beacons the telepad in that room will have access to teleport to those locations


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Posted

The raid teleporter that you can buy from the menu straight, is only for base raids and cannot be used to tp to zones.

The zone telepads you have to build from salvage, and they take 2 zone beacons each as attachments.

ps. To attach stuff to control/energy items, you just need to put the attachment to the same room as the main item. They should attach themeselves automatically, if the main items and the room allow for that many attachments.