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 Few basic questions 
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Joined: Thu Mar 24, 2011 1:25 am
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How many decks does a base start with at lvl 1?

What is the resource output cap on a planet? (highest known natural being 48x, is it possible to use the new rift mission items to exceed that)


Mon Aug 29, 2011 3:55 am
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Zaelesis wrote:
How many decks does a base start with at lvl 1?

for each level on a base you get 10 tactical (regular) spaces and 5 structural (special) spaces

this can be increased with tactical extenders (40GP each) and structural extenders (80GP each).... you can extend by 10 tactical (regular) and 5 structural (special) spaces per level
(each extender extends by 1 space)

so a lvl 1 base starts with 10 regular and 5 special spaces and can be extended to 20 regular and 10 special spaces

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Mon Aug 29, 2011 4:05 am
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I read somewhere on there that some said it started at 15 special. That did sound a little odd to me.


Mon Aug 29, 2011 4:08 am
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base ability points start at 15, and gain 15 per level... you can regen 5 ability points per level per day (3 days to max ability points)

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Mon Aug 29, 2011 4:10 am
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Another question, whats the starting recharge rate for shields and how low can you get it?


Mon Aug 29, 2011 9:46 am
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Zaelesis wrote:
Another question, whats the starting recharge rate for shields and how low can you get it?

shields on bases always recharge in chunks of 2% of the current max shields, every 2 minutes

the lowest you can get this in terms of shield points would be 2 shield points per 2 minutes.... that's if your max shields are 100 (no shield modules installed)

but... why would you want to try to get your shield recharge as low as possible? it's best to get it as high as possible.... someone with 12 top of the line obviation grids would have 240100 shields.... add to that the Grid Surge buff, assuming the legion has 60 physicists... that's +600% to max shields, making it 1680700 shields... making shield regen 33614 every 2 minutes

in other words... at that rate, an attacking legion would have to be able to do 16807 damage every minute... or just over 280 damage per second... just to keep the shields holding steady...

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Mon Aug 29, 2011 2:11 pm
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low as in how fast can you get them to recharge.
Ive found mods that reove up to 77 seconds so that wound be 43 seconds for 2% recharge being the lowest.


Mon Aug 29, 2011 5:44 pm
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Rate = points / time. You want your points high and time low to make recharge faster. This gives a HIGH rate not a LOW rate.

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Mon Aug 29, 2011 7:18 pm
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Darth Flagitious wrote:
Rate = points / time. You want your points high and time low to make recharge faster. This gives a HIGH rate not a LOW rate.

Technically the rate is static at 2%, how often it happens is changeable. Thats what the question was. How low can you get the time? which is 43 seconds.


Mon Aug 29, 2011 7:21 pm
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Zaelesis wrote:
Darth Flagitious wrote:
Rate = points / time. You want your points high and time low to make recharge faster. This gives a HIGH rate not a LOW rate.

Technically the rate is static at 2%, how often it happens is changeable. Thats what the question was. How low can you get the time? which is 43 seconds.


shield recharge rate on bases also is static at 2 minutes
bases will get 2% every 2 minutes.... period... there's no increasing the frequency of the base shield recharge ticks

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Tue Aug 30, 2011 5:57 am
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Zaelesis wrote:
Darth Flagitious wrote:
Rate = points / time. You want your points high and time low to make recharge faster. This gives a HIGH rate not a LOW rate.

Technically the rate is static at 2%, how often it happens is changeable. Thats what the question was. How low can you get the time? which is 43 seconds.

Technically the RATE is NOT static (at least for ship shields or energy). The POINTS is static. The TIME changes depending on how many time reducing modules you have installed. So R=P/t where P is a constant and t is a variable.

However, Lone.Lycan is correct for BASE shield recharge. POINTS is static and TIME is static so the RATE will be static.

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Tue Aug 30, 2011 6:20 am
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