Starting Out


CaptSammy

 

Posted

I'm a beginner base architect and I'm just wanting some insight as to what a base really NEEDS to be functional. It looks now like I'm trying to do too much with too little all the time when I see such massive, elaborately decorated, and defended bases all around. I don't plan on putting defenses in (especially not right now, seeing as Base Raids aren't working, unless I'm wrong) I just want something that my SG/VG ladies and gents can enjoy, so I'm looking for some insight here from more experienced base builders.


 

Posted

Quote:
Originally Posted by Jacinto View Post
I'm a beginner base architect and I'm just wanting some insight as to what a base really NEEDS to be functional. It looks now like I'm trying to do too much with too little all the time when I see such massive, elaborately decorated, and defended bases all around. I don't plan on putting defenses in (especially not right now, seeing as Base Raids aren't working, unless I'm wrong) I just want something that my SG/VG ladies and gents can enjoy, so I'm looking for some insight here from more experienced base builders.

Necessities:

  1. Power
  2. Control
  3. Telepads to cover your "side"
  4. A medbay
  5. A crafting area

Decoration is largely what you make of it. But the bare-bones you'll need:

Now for Power and control for a full-function base with ALL the basic amenities, you can get away with the middle-tier power and control (Ley Tap/Turbine Generator and Orbits of Control/Supercomputer with some auxillary control).

  1. Power: 1,000,000 Prestige
  2. Medium Control: 500,000 Prestige
  3. Aux Control (2): 100,000 Prestige
  4. 11 Telepads: 165,000 Prestige
  5. 22 Beacons: 22,000 Prestige
  6. Reclaimator/Res Circle: 10,000 Prestige
  7. Invention Worktable: 25,000
  8. Pillar of Ice & Flame: 50,000
  9. Room Cost: 973,750
  • 100,000 Control
  • 162,500 Power
  • 100,000 Medical
  • 398,750 Transport (5x5)
  • 162,500 Transport (3x3)
  • 50,000 Workshop
(Note: Doing telepads as 2x to a room with 6 rooms would rack up 600K in room fees as opposed to 561,250)

Now this doesn't take into account the cost of the expanded base plot you'd need to fit it. I don't have time right now to factor that (it's 2 in the morning and I NEED to get to sleep), but you understand.

Pretty much anything beyond that, storage, etc is "decoration". Crafting tables can be brought in and removed as needed.

"Nice to have" stuff.

  • Inspiration Storage in the medbay
  • Autodoc
  • Vault door
  • Raid Telepad
  • Mission Computer
  • Storage (Enhancement and Component)
  • Empowerment Station

This is probably causing you to suction-cup to your chair right now. Don't worry, the prestige comes hot and heavy later on.

Now, how much for a "functional" one-man base for someone with access to the base editor all the time? You could probably get away with a pair of telepads running off the combo unit and swap out beacons on an as-needed basis..

This is what I did when I was building Superheroes Anonymous up.

Oversight Center (Power, Control, Crafting): 50,000
Medbay: 50,000
TP Bay: 100,000

Combo Unit (Power and Control): 25,000 (125 Power, 75 Control)
Telepad (1): 15,000 (-50 Power, -25 Control)
Beacons (2): 20,000 (-10 Control)
Invention Table: 25,000
Reclaimator: 10,000 (-50 Power, -25 Control)


Total Cost: 295,000 (If you can pack in 15 alts or friends, you have this pretty much from the get-go).

That right there, if you have all the beacons, will get you around to pretty much any place in Paragon or the Rogue Isles. And it fits on the free, default plot.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
Necessities:<Much snipped>
I mostly disagree with the above recommendations, telepads are nice, but with the combining of the yellow and green lines in less than a month, they will become mostly obsolete, with the exceptions of places not served by the train/ferry.

Maybe its personal taste, but I think (personal) crafting and storage is more important than anything. It seems to be the only thing I use my base for unless Im in a hurry, then the teleporters come in handy. If Im soloing, its no big deal.

the medbay is ok if you dont mind only having part of your HP & END recovered by the time you leave.

so my priority has been (using the Oversight Center with the combo unit) storage (salvage), invention table, med bay, vault, nex on the list will be more salvage storage and maybe an enhancement storage table...


 

Posted

Quote:
Originally Posted by nytflyr View Post
I mostly disagree with the above recommendations, telepads are nice, but with the combining of the yellow and green lines in less than a month, they will become mostly obsolete, with the exceptions of places not served by the train/ferry.
I dunno about obsolete. And what about train service to Hazard zones?

Quote:
Maybe its personal taste, but I think (personal) crafting and storage is more important than anything. It seems to be the only thing I use my base for unless Im in a hurry, then the teleporters come in handy. If Im soloing, its no big deal.
I'll just chalk it up to personal taste. Then again, I don't keep massive quantities of salvage on-hand in my base much anymore (unless it's actually a team base). Mostly because I wind up having to spend prestige for rent on stuff that just really needs to be sold.

Quote:
the medbay is ok if you dont mind only having part of your HP & END recovered by the time you leave.
Hence the inspie storage. Usually, by the time you've glommed a few spare inspies, you're golden (at least on a larger base).



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Posted

Quote:
Originally Posted by Hyperstrike View Post
I dunno about obsolete. And what about train service to Hazard zones?
I think "with the exceptions of places not served by the train/ferry." covers that

Quote:

I'll just chalk it up to personal taste. Then again, I don't keep massive quantities of salvage on-hand in my base much anymore (unless it's actually a team base). Mostly because I wind up having to spend prestige for rent on stuff that just really needs to be sold.
I'm always building stuff so the less I have to run to WW the better. so to the OP, I guess it depends on what you intend to use your base for as to which way you want to proceed


 

Posted

I am lucky. I am a one-man, two-account (might be three soon) SG. However, I have been one for sooooo long. I actually got the padded double Prestige Grant (OMG, how long ago was THAT?)

I may not need all the Transporters anymore, but I already got them, have the max number of storage bins, everything I need.

As an aside, can anyone remember WHEN that double prestige grant thing happened?


 

Posted

Quote:
Originally Posted by CaptSammy View Post
I am lucky. I am a one-man, two-account (might be three soon) SG. However, I have been one for sooooo long. I actually got the padded double Prestige Grant (OMG, how long ago was THAT?)

I may not need all the Transporters anymore, but I already got them, have the max number of storage bins, everything I need.

As an aside, can anyone remember WHEN that double prestige grant thing happened?

Was before my time. My SG was founded in July of '08.

Current breakdown for my SG.

Code:
Total   7,428,552       
Me      6,445,840
I have a couple friends and their alts in the group. So they've provided about 13.25% of total prestige earnings.

Biggest Earner: Hyperstrike: 3,038,105 (Yeah, I play him a lot.)



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:
Originally Posted by Jacinto View Post
I'm a beginner base architect and I'm just wanting some insight as to what a base really NEEDS to be functional. It looks now like I'm trying to do too much with too little all the time when I see such massive, elaborately decorated, and defended bases all around. I don't plan on putting defenses in (especially not right now, seeing as Base Raids aren't working, unless I'm wrong) I just want something that my SG/VG ladies and gents can enjoy, so I'm looking for some insight here from more experienced base builders.
Have you seen Bonker's Guide for small bases?

My personal approach is to start out with basic salvage, crafting, and 'porter.

I usually start with:
3 salvage racks
crafting table
oversight room with power/control combo unit
vault
1 porter
beacons - you can have all the beacons you want. Only 2 will connect to the porter. Keep 2 on one wall, the others on a different wall. Swap beacons in edit mode as needed.

Some folks might prefer the med bay & rez unit before adding a 'porter.

Give the guide a good look. It's lengthy, but packed with info.

.


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Posted

Quote:
Originally Posted by CaptSammy View Post
As an aside, can anyone remember WHEN that double prestige grant thing happened?
1) Go to Paragonwiki.com
2) Search for prestige grant
3) Profit

Paragonwiki says:
"On 12-10-2007 there was a one-time grant of 20,000 bonus prestige per supergroup member. However, an error in the script for the test server caused that one-time grant to be repeated the following day."


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Posted

Base TPs drop you have right next to Quick Katie, Moonfire and sort of close to Hess, connect to the RWZ and Pocket D. Quickest way to get to Dr. Engles in the Moonfire Taskforce is using a personal Base Teleporter and then heading to Skyway.

TPs are great, but personal storage is better and doesn't require power. Been a long time since I've had to start a base from scrap but you should be able have a 2 TP room (4 beacons) using the power off the starter power and control combo. Putting that prestige towards a couple salvage racks and a workroom first though would be the best place to start.