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texs_red
Joined: Fri Nov 05, 2010 2:44 pm Posts: 55
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I see on the wiki that there is a Shield Charging Station module for a base. Does it operate exactly like the Repair Bay in that it would give a full recharge once every 30 minutes or is it different?
_________________ TexsRed - Lazuli Fixer Member of Champions of Time
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Mon May 16, 2011 2:50 pm |
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LordRandrew
Joined: Thu May 12, 2011 4:14 pm Posts: 16
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Does anyone also have the progression of how many points it takes to upgrade production?
So far we have:
Abundant = 1 Vy. Abundant = 1 Ex. Abbundant = 2 Rich = 2 Vy. Rich = 2 Ex. Rich = 2 Ultra Rich = ???
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Tue May 17, 2011 1:59 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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3x Mega Rich = 4
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Tue May 17, 2011 2:15 pm |
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MiracleOne
Joined: Sun Feb 20, 2011 5:26 am Posts: 337
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I m about to start researching Sub-Quantum Logistics, but dunno exactly how it works or benefit our legion. My rank isn't high so 500000 X 3 is a lot. Could someone explain little more about this logistic research or tell me where to get this info. Thanks!
_________________MiracleOne, The Annihilator: Rank 1050Insane (Epic Legendary) Unbuffed Strength: 120,000+ w/Unbuffed Armor: 250,000+ The Dark Justice, assisting New Ship Members w/Everyday Even Strong Artifacts Payout
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Tue May 17, 2011 5:52 pm |
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Redlaw
Joined: Fri May 28, 2010 3:38 am Posts: 1280
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It looks to be another set of resource modules for the base. Plus it allows you to donate to a lvl5 base to upgrade it to lvl6.
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Tue May 17, 2011 6:07 pm |
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BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
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Well ,
Sub-Quantum Logistics The use of sub-quantum manipulation to streamline the acquisition and distribution of materials and goods throughout a legion trade network. 500,000 x 3 Research -- Base Modules: Sub-Quantum Harvester, Sub-Quantum Core, Quantum Fabricator , unlocks contribution of certain base levels
Phase Transference The complex process of harmonic phase transfer between a legion base and surrounding vessels. 1,000,000 x 1 Research -- Base Modules: Shield Charging Station (like repair bay but shields)
_________________Ex cinere surget iterum ego galaxiae dominatur. 
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Tue May 17, 2011 10:33 pm |
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kendryll
Joined: Tue Mar 29, 2011 5:07 pm Posts: 114
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I am sure this has been suggested somewhere.. but .. there should be two additional columns located SOMEWHERE.. 1 to keep track of how much research legion members are pouring into the ct lab .. and 1 to keep track of total deposit/withdrawals of credits into the base. I understand there is a log but going back 1 day is not indicative enough.
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Thu May 19, 2011 3:38 am |
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LordRandrew
Joined: Thu May 12, 2011 4:14 pm Posts: 16
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Anyone able to tell me what the embassy does?
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Sun May 22, 2011 1:00 am |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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LordRandrew wrote: Anyone able to tell me what the embassy does? It lets you have 2 more NAPs.
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Sun May 22, 2011 1:08 am |
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Remainder
Joined: Thu Dec 16, 2010 11:11 am Posts: 556
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Our legions having an early discussion about what might be a good design for base combat. Of course it's all speculation at the moment.
Coadym don't have lots of high rank players so initially we've got one leader working on one technology to advance it to access the best base combat technology. I'm researching into quasi-choatic blaster tech, someone else already has the best shield so one persons on hull and the other on defences. In three weeks we should have all those technologies ready.
We're still not sure how to build the base for combat though. I assume it's like building an NPC or a ship. Hull has more hit points but shield is cheaper to run. With artifacts shield becomes much better. This is the big unknown - how to get or make base artifacts and what they'll do.
The current debate which I thought I'd share here is whether better attack or better defence is better. A high attack can slow down an attack because ships have to repair but Time Manipulators and Repair Nanodrones reduce this bonus. A high defence makes the base a less inviting target because of the energy costs to do damage.
I favour defence for our legion (average rank 162) because most of our players have higher attack and defence. I assume we'll be able to guard the base so a high defence will base out the natural tendency for high attack builds. However at higher ranks players often have higher defense than attack.
Again there's the problem of what artifacts can be used to boost or reduce base combat attributes. If attack is vulnerable to a -30% modifier from an artifact whereas defence can be reduced by 15% then I'd favour a high defence build.
Cost to run and cost to repair are other factors for lower ranked legions. There's legion activity to consider too. Some legions aren't as active daily as others. One design might suit a less active legion which an slow down an attack whereas more active legions could depend on guarding ships for their attack and defense and focus on hull instead.
I wonder if anyone else had any thoughts?
_________________  Rank 550+ officer. 31K+ NPC Kills. 270K+ battles. 1 very sore finger. Cool Text - Create Your Own Logo
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Sun May 22, 2011 9:14 am |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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Well, I remember when I was trying to help out with the attacks on Exotica a while ago; the attack was so high that I had to stop because it was too costly to keep fixing my ship. I had enough energy to keep attacking, but I was running out of Nanodrones, Restorers, and money for repairs. Of course, though, only the best bases might have that much power, so it's difficult to say. However, as far as defense goes, if the experience and rewards are good enough then using a bunch of energy to destroy a Base with low attack might not seem like a bad deal.
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Sun May 22, 2011 9:26 am |
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