Making the most of it?


Baby_Phoenix

 

Posted

What's the most you can get from the smallest base plot?

What's the max control/power
What's the max active teleport pads
Storage?
Crafting?

What is the best balance according to you?


@ShadowGhost & @Ghostie
The Grav Mistress, Mistress of Gravity

If you have nothing useful to say, you have two choices: Say something useless or stay quiet.

 

Posted

[ QUOTE ]
What's the most you can get from the smallest base plot?

What's the max control/power
What's the max active teleport pads
Storage?
Crafting?

What is the best balance according to you?

[/ QUOTE ]Funnily enough I've been considerng making a how-to detailing what kind of operation you can get on just the smallest plot.

At first I thought there was a limited amount of stuff you could obtain but depending on what you want to do and what you can live without you can get some good to very good functionality on the smallest plot.

Currently my main villain group has teleports to all zones, workshop, medibay, power, control and even the Pillar of Ice and Flame. Before I put the Pillar in my control was perfectly balanced ie. consumption = production.

Paragonwiki Link to plot details - as you can see most of the stuff is unlimited except power, control, storage, workshop and empowerment items. With the small plot, you will only ever need one pwoer item and one control item.

Red Tomax details on base items - some of the items listed I didn't even know about and this is where my limited opinion of the small plot went out of the window.

It's also surprising what you can fit on that plot. From a basci 3x3 of 2x2 rooms of all types to a lsightly more ambiguous configuration using larger rooms.

It's easier villainside as there are only 8 zones to teleport to which cuts out the need for loads of telepads (and if they ever decide to make an advanced telepad that'll probably maake it even easier/more flexible).

For prefernce I have a balance of everything. My villain base has every beacon to all the zones on four pads in two rooms, enough control to keep everything operational including the workshop and medibay. I'm even using one of the 3x3 teleport chambers as a lounge and kitchen it's that spacious.

So to answer the questions:
[ QUOTE ]
What's the max control/power

[/ QUOTE ]Depending on what rooms you can fit I'd say turbine generator level at least, 5000.

With that fitted, a supercomputer and an advanced database could net you 1000 control or if you fit a command center an AES will get you 1500 (which can also take aux items like the databse but on this plot you wouldn't need it).

[ QUOTE ]
What's the max active teleport pads

[/ QUOTE ]As manyas you want or can fit ito your base's design. Four is enough villainside and probably heroside too if you choose tactically with destinations. Steel Canyon's beacon is near the green line which can get you to Skyway, Founders, Croatoa, Talos for example. 11 is the most you'll currently need anyway for the 21 hero zones available.

[ QUOTE ]
Storage?

[/ QUOTE ]18 - a finite limit that can't be worked around without upgrading your plot. Again, more than you might need but that's the ceiling for this one.

[ QUOTE ]
Crafting?

[/ QUOTE ]6 - including all workshp related stuff from base items to inventions. Another finite limit.

I'd say a medibay is probably a decent priority as well as choice telepads. Nothing says 'arrghh' than dying on Mercy only to end up back at the start whereas if you die and base-port you can return to the middle of the island. Also if you die in a PvP zone you can exit via the entrance to get back there.


Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Villain side is definitely the easier of the 2 to build a base on the 8x8 plot without a huge amount of thought given the lack of tp destinations.

I'm pleased with what I've managed to pack into our heroes base in an 8x8 plot. Naturally the double prestige boost was like a dream come true to our one man and his dog SG. I've managed: medbay, control (with pillar), energy, workshop with as much storage as we could want and 4 tp rooms servicing 16 destinations.


 

Posted

Me and a mate in our 2 man SG also benefitted from the Prestige boost

Our base has Medbay, Std Generator, Supercomputer, Pillar of Ice/Flame, 8 teleporters to 16 destinations, Worktables, inps, enh and salv storage, Wall safe and Enhancement crafting table thing.

It is pretty full in there but now we are just looking to upgrade stuff where possible as no more rooms will fit in


Golden-Phoenix - Lvl 50 Fire/Fire Tank
Oodja Nikabolokov - Lvl 50 SS/WP Brute
Baby-Phoenix - Lvl 50 Peacebringer
How much wood would a woodchuck chuck if a woodchuck could Chuck Norris?

 

Posted

[ QUOTE ]
Std Generator

[/ QUOTE ]


 

Posted

Thanks Tyger for those links

Thing is, I asked for the balance...

I think it's quite possible to have a fusiongenerator on the smallest plot (for max energy), but the space it would require would put a strain on other possibilities.




In my oppinion, a base needs at least:
a medical bay, 2x2 is smallest and large enough (the 50k one is a bit limiting, but more in the eyes of expansion, not imidiate need)
A workshop, 2x2 is large enough for my needs, 1x2 isn't. (mostly for storage and such)
Teleportation ability (at least 4 locations).

This needs to be powered and controlled, so you need a power room and a control room.

The basic power generator seems enough from what I've seen.. this might change when the supercomputer makes it's entry.
But the 2x2 power room is enough for me now.

so that's 4 (including entrance) 2x2 rooms before you even get to the control and teleportation possibilities.

That leaves room for 5 2x2 rooms, or some other configuration I'm don't have such a good insight in...
Could use the 1x4 control room, but... how does that fit in with other room sizes... does the 5x5 fit in there then? is it the 4x4 you use? and a 2x2?


@ShadowGhost & @Ghostie
The Grav Mistress, Mistress of Gravity

If you have nothing useful to say, you have two choices: Say something useless or stay quiet.

 

Posted

Currently I've got the entrance room, a 2x2 med bay, 2x2 teleport bay with 2 porters, 2x2 energy room, 1x4 control room, 2x2 workshop and a 3x3 oversight center.
Assuming no non-standard equipment that can't be bought from the word go, if you stick the bog standard generators for control and power, 1 med bay, 1 monitor bank control aux, 1 workshop table, 1 invention table, 1 personal salvage vault, 1 base salvage store, 2 teleporters and the 4 associated beacons, this gives you all the base functionality for your hq for about 1.33 million - assuming you had an SG with 15 members that got both payouts you would be about 430,000 short of getting it all. You can save cash by not getting the oversight center (it's purely ornamental with the other rooms there but it's cheaper than the other ornamental rooms, and it also gives you the space to take the cheaper 2x2 control room). You only really need 1 teleporter and 1 beacon (if everyone has editing rights they can switch to the desired beacon on arrival in the base) which saves another 40K and removes the need for the power Aux. Similarly you don't need both a worktable and invention table - why not ditch one or the other and switch them in Editing when you need to? With cutbacks you can have a fairly decent all-rounder for a total of about 270K earned prestige - which isn't that much if you have even a handful of members or can convince members of a PUG to join the SG while you're teamed and earn prestige for you. Oh, and a lot of time on your hands.


 

Posted

[ QUOTE ]
Thanks Tyger for those links

Thing is, I asked for the balance...

[/ QUOTE ]Okay. There's a lot of 2x2 rooms that you can fit into a 3x3 room pattern for the most basic design.

Entrance (by default), medibay/infirmary, energy terminal, workshop, control room and then four of your choice. A simple pattern.

Here's mine for the Mastermind Academy (villain group) - as you can see: entrance in the corner, medibay north of the entrance leading to bay 2 telepads; east of the entrance is the power room which houses a regular generator and further into the workshop; north of the power room is the control room with a mainframe and four regular databases as well as a pillar of ice and fire; north of that, adjacent to bay 2 telepads is bay 1 telepads. Rough cost was about 1.8 million prestige for everything.

As I said, not in detail, with (energy) a power generator, (control) mainframe, four databases, (workshop) basic workbench, invention table, (medical) two ressurection circles, (transportation) four telepads and eight beacons the balance was perfect; equal control production to consumption before the pillar pushed it over by its own requirement and even then it was just the beacons which went inactive. That's without any crafted items besides the 2nd level empowerment station (which is self-powered).

Here's the Skull Kings base. Similar setup with the control, energy and medibay/infirmary but the workshop is a 3x4 and the teleport rooms are replaced by a single Secure teleport Bay (which can house 4 telepads). Slightly higher cost for the rooms but lot more potential for open space. This one hits over the 2 million mark for the secure bay and larger workshop. The arcane power source has the same price but a smaller footprint and the room can take a storage unit of some kind (rack, table or invention safe).


Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.