Supergroup Base: Difference between revisions

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== Overview ==
== Overview ==
'''Supergroup Bases''' allow for a [[supergroup]] to congregate, pool resources, travel easier, and more. {{red|Need more stuff in overview!}}


== Registering A Base ==
== Registering A Base ==
Before building a supergroup base, you must first register the base. This is done by speaking to the [[Super Group Registrar]]. Once the base has been registered, a supergroup may then begin construction.
Before building a supergroup base, you must first register the base. Registering a base does not cost anything. This is done by speaking to the [[Super Group Registrar]]. Once the base has been registered, a supergroup may then begin construction.


== Prestige ==
== Prestige ==
All modification to supergroup bases and rent are paid for in [[prestige]]. Prestige is earned by supergroup members for staying in super group mode while defeating enemies and completing missions.
:''Main Article:'' [[Prestige]]
All modification to supergroup bases and rent are paid for in prestige. Prestige is earned by supergroup members for staying in super group mode while defeating enemies and completing missions. If a member leaves or is kicked, the prestige that they earned stays with the supergroup, instead of taking it with them.


In addition, to provide a decent boost to smaller supergroups, for each of the first {{color|red|15}} recruits in a supergroup, the group will receive a bonus 20,000 prestige to spend as they see fit. Should the membership of the supergroup ever drop below 15, however, a 20,000 prestige penalty will be assessed for each member of the supergroup that leaves or is kicked from the group.
In addition, to provide a decent boost to smaller supergroups, the group will receive a 20,000 prestige bonus for their first '''{{red|15}}''' recruits. Should the membership of the supergroup ever drop below 15, however, the bonuses will be deducted for each member under 15. It is possible to achieve a ''negative'' prestige total this way. If the supergroup recruits again, the bonuses will return.


== Rent ==
== Rent ==
:''Main Article:'' [[Rent]]
:''Main Article:'' [[Rent]]


Rent is calculated every four weeks for each base. Rent is an in-game charge to supergroups based on certain items they posses in their bases.
Rent is calculated every four weeks for each base. Rent is an in-game charge to supergroups based on certain items they posses in their bases.


In order to pay the rent for your base, simply visit the registrar and inform him that you would like to pay the rent. He will ask you to confirm the transaction. When the transaction is confirmed, the rent will be deducted from your super group's current prestige total.
In order to pay the rent for your base, simply visit the registrar and inform him that you would like to pay the rent. He will ask you to confirm the transaction. When the transaction is confirmed, the rent will be deducted from your super group's current prestige total.
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Currently, everyone (whether they have base editing privileges or not) is also given the option
Currently, everyone (whether they have base editing privileges or not) is also given the option
* '''Add Personal Item''' which allows you to add an item that you have crafted from salvage, or have earned via [[Veteran's Rewards]] to the base.
* '''Add Personal Item''' which allows you to add an item that you have crafted from salvage, or have earned via [[Veteran Rewards Base Items|Veteran Rewards]] to the base.
This option does not allow you to move an item once placed, but does permit you to place an item.
This option does not allow you to move an item once placed, but does permit you to place an item.


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Items that have a function in a base work in one of two ways: ''core'' or ''auxiliary''
Items that have a function in a base work in one of two ways: ''core'' or ''auxiliary''


[[Image:BE_Connected_Items.jpg|thumb|left|[[Circuit Breaker]] (Aux) connected to a [[Basic Generator]] (Core)]]
A ''core'' (or, if you wish, ''primary'') item will operate on its own.  Some require Energy, or Control, or both to function, but they will draw those from the base; the source is unimportant.  Most, but not all, core items allow items to connect to them.  (Note: no specific term is used in-game.  ''Core'' is used here only for convenience.)
A ''core'' (or, if you wish, ''primary'') item will operate on its own.  Some require Energy, or Control, or both to function, but they will draw those from the base; the source is unimportant.  Most, but not all, core items allow items to connect to them.  (Note: no specific term is used in-game.  ''Core'' is used here only for convenience.)


An ''auxiliary'' item will not function on its own.  In order for it to function, it must be placed in a room that has an item of a type it connects to.  It does not need to be right next to the item, just "somewhere in the room".  Each ''core'' item will only connect to a set maximum number of ''auxiliary'' items.  Any after that will not function.
An ''auxiliary'' (''aux'') item will not function on its own.  In order for it to function, it must be placed in a room that has an item of a type it connects to.  It does not need to be right next to the item, just "somewhere in the room".  Each ''core'' item will only connect to a set maximum number of ''auxiliary'' items.  Any after that will not function.


An item will only ever be an auxiliary item (with a list of items it can connect to), or a core item (with a list of items that can connect to it), never both.  And some core items do not allow any connections at all.
An item will only ever be an auxiliary item (with a list of items it can connect to), or a core item (with a list of items that can connect to it), never both.  And some core items do not allow any connections at all.


[[Image:BE_Connected_Items.jpg|thumb|left|Circuit breaker connected to a Basic Generator]]
When editing a base, you can see which items are connected to which other items by clicking on one of them.  When a core item is selected, all auxiliary items connected to it have a yellow selection box around them.  Similarly, when an auxiliary item is selected, the core item it is attached to has a yellow selection box around it.
When editing a base, you can see which items are connected to which other items by clicking on one of them.  When a core item is selected, all auxiliary items connected to it have a yellow selection box around them.  Similarly, when an auxiliary item is selected, the core item it is attached to has a yellow selection box around it.
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=== Item Categories ===
<!-- === Item Categories ===
 
Do we need this list now that we have BaseNavBox?
* [[:Category:Decorative Base Items|Decorative]] - unlimited except by floor/wall/ceiling space.
* [[:Category:Decorative Base Items|Decorative]] - unlimited except by floor/wall/ceiling space.
* [[:Category:Energy Base Items|Energy]], and [[:Category:Energy Aux Base Items| Energy Auxiliary]] - supplying power to your base
* [[:Category:Energy Base Items|Energy]], and [[:Category:Energy Aux Base Items| Energy Auxiliary]] - supplying power to your base
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* [[:Category:Medical Base Items|Medical]] and [[:Category:Medical Aux Base Items|Medical Auxiliary]] - healing items, for recovering from defeats.
* [[:Category:Medical Base Items|Medical]] and [[:Category:Medical Aux Base Items|Medical Auxiliary]] - healing items, for recovering from defeats.
* [[:Category:Teleport Base Items|Teleport]] and [[Teleport Beacons]] - for getting 'there' fast.
* [[:Category:Teleport Base Items|Teleport]] and [[Teleport Beacons]] - for getting 'there' fast.
* [[Storage Items]] - items allowing you to store [[salvage]], [[enhancements]], and [[inspirations]].
* [[Storage Items]] - items allowing you to store [[salvage]], [[enhancements]], and [[inspirations]].-->


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[[Category:Bases]]
[[Category:Bases]]

Revision as of 19:48, 7 December 2008

Overview

Supergroup Bases allow for a supergroup to congregate, pool resources, travel easier, and more. Need more stuff in overview!

Registering A Base

Before building a supergroup base, you must first register the base. Registering a base does not cost anything. This is done by speaking to the Super Group Registrar. Once the base has been registered, a supergroup may then begin construction.

Prestige

Main Article: Prestige

All modification to supergroup bases and rent are paid for in prestige. Prestige is earned by supergroup members for staying in super group mode while defeating enemies and completing missions. If a member leaves or is kicked, the prestige that they earned stays with the supergroup, instead of taking it with them.

In addition, to provide a decent boost to smaller supergroups, the group will receive a 20,000 prestige bonus for their first 15 recruits. Should the membership of the supergroup ever drop below 15, however, the bonuses will be deducted for each member under 15. It is possible to achieve a negative prestige total this way. If the supergroup recruits again, the bonuses will return.

Rent

Main Article: Rent

Rent is calculated every four weeks for each base. Rent is an in-game charge to supergroups based on certain items they posses in their bases.

In order to pay the rent for your base, simply visit the registrar and inform him that you would like to pay the rent. He will ask you to confirm the transaction. When the transaction is confirmed, the rent will be deducted from your super group's current prestige total.

Using the Base Editor

Main Article: Base Editing

If you have base editing Privileges, you are given three options:

  • Upgrade Plot which allows you to change your plot size-and-type, or to simply move where your entrance room is.
  • Edit Base which allows you to do most of what you would expect: create, move and delete rooms; change Ceiling, Wall, and Floor patterns and colors; and add, move, and delete most rooms.

Currently, everyone (whether they have base editing privileges or not) is also given the option

  • Add Personal Item which allows you to add an item that you have crafted from salvage, or have earned via Veteran Rewards to the base.

This option does not allow you to move an item once placed, but does permit you to place an item.


The golden rule in editing bases is:

  • any prestige cost you pay for something (other than rent) is 100% refundable by selling or deleting that item.

Making a functional Base

Plot

Main Article: Base Plots

Your plot determines how big your base can get, and how many items it may have in those rooms. As discussed above, it also determines the monthly upkeep (rent) on your base. Larger plot sizes allow more, and larger, rooms. Secure plots allow more functional items in particular categories than Hidden plots.

Energy and Control

Energy and Control are the only two 'attributes' a base has that affect the function of items within the base.

Energy is simply that: power generation, by means Technological or Arcane. Control is the ability to monitor and control the various devices in the base.

While there are some items (notably storage items, and the Invention Worktable) that do not require either energy or control, most non-decorative items require some of each. If you fall short in either category, things will cease working.

Item Types and Room Restrictions

Every item you can place in a base has a type attribute. This type is used to limit how items are placed.

  • The type of plot you have will limit how many of any given type of item you can place in your base.
  • The room will further limit now many of a given type of item can be placed within it.

Core and auxiliary items

Items that have a function in a base work in one of two ways: core or auxiliary

Circuit Breaker (Aux) connected to a Basic Generator (Core)

A core (or, if you wish, primary) item will operate on its own. Some require Energy, or Control, or both to function, but they will draw those from the base; the source is unimportant. Most, but not all, core items allow items to connect to them. (Note: no specific term is used in-game. Core is used here only for convenience.)

An auxiliary (aux) item will not function on its own. In order for it to function, it must be placed in a room that has an item of a type it connects to. It does not need to be right next to the item, just "somewhere in the room". Each core item will only connect to a set maximum number of auxiliary items. Any after that will not function.

An item will only ever be an auxiliary item (with a list of items it can connect to), or a core item (with a list of items that can connect to it), never both. And some core items do not allow any connections at all.

When editing a base, you can see which items are connected to which other items by clicking on one of them. When a core item is selected, all auxiliary items connected to it have a yellow selection box around them. Similarly, when an auxiliary item is selected, the core item it is attached to has a yellow selection box around it.


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