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View Full Version : Martian Cartel SG base - yay! We need more prestige - boo!


Creole Ned
06-26-2006, 11:49 PM
Good news, the Martian Cartel now has an SG base. Hooray!

Bad news, my math still sucks and I underestimated how much we'd need for a functional teleporter. We actually need about 810,000 prestige, or another 53,000 or so. Whoops.

In the meantime the base has been stripped down to just the first room and a giant head for decoration. Enjoy!

Put any base or base-like thoughts in this thread, if'n you like, too.

Sir Lucius
06-27-2006, 06:19 AM
Correction -- We only need 46,000!

That character I made last night I soloed up to 9...

...

yea I know, I'm a loser, but I've got nothing better to do.

bridude
06-27-2006, 09:08 AM
sniff...

Creole Ned
06-27-2006, 11:58 AM
Question -

Which theme for the base: tech, sewer, Japanese or arcane?

Fitty
06-27-2006, 12:05 PM
The sisters had a theme for each room.

Arcane is probably my personal favorite.

Creole Ned
06-28-2006, 09:35 AM
We only need about 10,000 now.

Also, after doing the Seer Marino story arc offered by Marshall Brass in Cap Au Diable, I have found that I outlevelled him and all other contacts in Cap. :o Onward to Sharkead Isle!

bridude
06-28-2006, 09:49 AM
I think Cap should be one of the tp locations. eh?

bridude
06-29-2006, 08:47 AM
We need to have a basewarming party.

Creole Ned
06-29-2006, 09:36 AM
The base has expanded beyond a single room and now includes a teleporter with beacons to Port Oakes and Cap Au Diable. :o

We stil have about 20,000 prestige. Our next goal will be to get a workshop and forge back in order to make place the SG base computer. I don't have the exact costs but it's something around 120,000 prestige or so.

Fitty
06-29-2006, 10:00 AM
Nice looking base :)

bridude
06-29-2006, 10:20 AM
how much for another tp?

Creole Ned
06-29-2006, 10:22 AM
15,000 to place, 10,000 per beacon. The teleporter itself is made from salvage (so we'd need the workshop and forge back). The basic teleport room has space for two teleporters, so we can have four beacons before needing a second room.

Postal
06-29-2006, 03:33 PM
You need a teleporter per each 2 places?

Sir Lucius
06-29-2006, 03:56 PM
yes

Creole Ned
07-07-2006, 09:43 PM
I sold the workshop and basic table to allow us to get the teleporter and beacons back. That gives us around 110 prestige left over, which means we can get the workshop and table back soonish, if we want.

Or we can buy storage racks for enhancements, inspirations and salvage.

We can also start saving for an autodoc (basically a SG hospital - be aware that unlike regular hospitals you don't come out at full health until they are upgraded; they work like the hospitals in PvP zones, albeit better than the ones there).

The current beacons are for Mercy Island and Cap Au Diable. If you think we'd be better off with a different mix, post away (we can place a max. of two beacons and Port Oakes and Sharkhead Isle are also available).

Finally, remember that when the workshop and table are in place, you can craft items from your own salvage and place them. This is groovy. Every item costs prestige to place, though. Luci placed a very swizzy-looking holodisplay but alas, it cost 97,000 prestige and actually only provides benefit in PvP raids. But as I said, it looked swizzy.

I had to sell it to get enough prestige back to restore our teleporters. Alas, you only recover prestige from sold-back items, not the salvage. I'll make sure Luci is covered for what he spent even though he may think me a bastard of a bat and condemn me to some horrible brightly-lit place.

Also, the base is currently done in a tech motif while I ponder. The SG base computer can't be sold back, so people are free to run the Silver Mantis SF forever and ever.

If you have any preference on what gets added next, here's a summary (racks do not need a workshop):

- second teleporter with two more beacons
- autodoc
- salvage storage rack
- inspiration storage rack
- enhancement storage rack

Sir Lucius
07-07-2006, 10:12 PM
No! Holodisplay adds control! It's an amazing wonderful device that makes up for the shortcomings found in mainframes.

Creole Ned
07-21-2006, 11:12 PM
With the prestige bonus, I've added back our workshop, worktable and added storage bins for salvage, inspirations and enhancements. I've placed something in each so you can have a look-see. Everyone at rank 3 (Canal Guide) can add or remove storage items.

You can craft items from salvage on the worktable, but remember it costs prestige to place them (not a huge issue at the moment) and if you sell back the item, you lose the salvage.

Enjoy!

Creole Ned
07-23-2006, 12:23 AM
You now need the rank of Earth Invasion Planner to add or remove from base storage. I promoted everyone who was on at the time of the change. If you'd like to access base storage, let me know in der game.

I am currently putting third tier damage inspirations in storage, since Carl doesn't make the best use of 'em. Anyone is free to take them.

Creole Ned
08-12-2006, 11:00 PM
The base has been re-arranged and you can now complete a circuit in it without running into dead ends. Handy for those with fly who are also bored silly.

It turns out that I was mistaken in thinking the massive teleporter room would facilitate a larger number of teleporters. I guess it's only meant for the raid teleporter or something because all it could hold was two. I scrapped it (losing both teleporters in the process), then remade the original smaller room and added a second teleporter room. They are both immediately off the secret entrance room when you first enter the base.

The end result is five beacons: Mercy Island, Port Oakes, Cap au Diable, Sharkhead Isle and Nerva Archipelago (just added).

Getting the Nerva beacons was especially interesting because one of them was in the Longbow base in Agincourt and the other was under the tree canopy in Primeva, with lots of purple CoT roaming about. For the former, I confused a Longbow Warden boss (level 32) and watched her attack a minion. Even better, she used her illusion powers to summon a phantasm and phantom army to help. Even better still, the phantasm and phantom army both attacked the warden. The phantasm also made a decoy of itself that attacked her. The Primeva badge I got through judicious use of the temp phase power I got for the Warburg patrol. It stops after 30 seconds, so it gets a bit tense when time starts running out, you've aggroed everyone in range and suddenly you can't find a way out of the trees.

Next up: The St. Martial beacon. This will only leave Grandville, which is a 40+ zone.

If anyone has tech salvage, feel free to drop it in the salvage bin, as it's what will be needed to make our fourth teleporter.

Excelsior!

Creole Ned
09-09-2006, 04:16 PM
Minor update: I got the St. Martial badge and have added its beacon to the third teleporter (off to the right when you enter the base).

Creole Ned
12-04-2006, 12:44 PM
The Martian Cartel now has the Grandville beacon, so all seven zones are covered. We also have about 2.1 million prestige banked.

More importantly, Citadel's brain has been added to the base in its handsome glass display case.

Tai
12-04-2006, 12:57 PM
mmmm, brains.