View Full Version : Complied Lists for Base Building - By Maldini
Maldini_NA
12-06-2005, 05:35 PM
List of Tech Salvage Recipes (http://www.guildportal.com/Guild.aspx?GuildID=33764&TabID=301215&Article=8618 #Library)
List of Arcane Salvage Recipes (http://www.guildportal.com/Guild.aspx?GuildID=33764&TabID=301215&Article=9173 #Library)
List of Salvage Types and Probable Sources (http://www.guildportal.com/Guild.aspx?GuildID=33764&TabID=301215&Article=8621 #Library)
List of Base Room and Plot Costs (http://www.guildportal.com/Guild.aspx?GuildID=33764&TabID=301215&Article=8636 #Library)
List of Base Item Costs - Craftable and Non-Craftable (http://www.guildportal.com/Guild.aspx?GuildID=33764&TabID=301215&Article=8639 #Library)
Markus
12-06-2005, 06:42 PM
Most excellent.
Consider this bumped!
Maldini_NA
12-06-2005, 07:28 PM
Thank you sir!
Aergonaut
12-06-2005, 11:40 PM
Y'know what I'd really really like to see on these salvage charts? Footprint information. For example, I want to know if the Ley Tap will fit into the small power room, or if it's too big meaning I'll have to upgrade the power room. As it is, I have to wait until I have the salvage to build it and then see. I think it would be much more convenient if someone could start gathering footprint information on all the craftables.
Maldini_NA
12-07-2005, 07:44 AM
[ QUOTE ]
Y'know what I'd really really like to see on these salvage charts? Footprint information. For example, I want to know if the Ley Tap will fit into the small power room, or if it's too big meaning I'll have to upgrade the power room. As it is, I have to wait until I have the salvage to build it and then see. I think it would be much more convenient if someone could start gathering footprint information on all the craftables.
[/ QUOTE ]
Yep, I was thinking of that myself. For instance the Turbine Generator covers 3 squares so you couldn't fit it into a 2x2 Energy room. You HAVE to upgrade plot size to fit it in or else have a real expensive basic plot sized base.
I'll work on it, but it may take a little while.
DojhromTRW
12-13-2005, 04:45 PM
Another thing is Control Items
I made a small chart at home and for Control in terms of C=1
Databases/Advanced DB; Very Low Cost, High Energy
Mainframe/Super Com/Terminal; Low cost, Medium Energy
Corner Terminal/Adv Corner term; Medium cost, Medium energy
Holodisplay; Medium cost, Low energy [Small Foot print]
Monitorbank/Mega monitor; High cost; Very Low Energy [Wall Footprint]
*****
As Energy becomes a necessity to power those defenses, the base gets real expensive because those Databases drink allot of energy and you NEED to start moving down the list to the more energy efficent items. If the math wizards would number cruch we could find the optimum base build
I hoping by summer to have a secure plot with 2 Turbines
and 2 control rooms
Maldini_NA
12-14-2005, 09:02 AM
I'll consider your notion in the next version. I plan on having a "size" column that shows how much space you need for certain items. For instance the Turbine takes up 3 squares, so you'll need a 3x3 engery room to fit it in or approximate. I want to create one of each item so that I can get the best data for each item.
Mighty
12-14-2005, 09:27 AM
Good Lord, Maldini! The guide, the Hami raids, the incredible avatar... is there nothing you can't do?!
Maldini_NA
12-14-2005, 09:55 AM
[ QUOTE ]
Good Lord, Maldini! The guide, the Hami raids, the incredible avatar... is there nothing you can't do?!
[/ QUOTE ]
Come on Mighty, I need something to keep me busy at work...
God bless America!
Karina
12-14-2005, 03:52 PM
Thank you.
Maldini_NA
12-15-2005, 01:43 PM
You're very welcome. More details to come, once I can collect enough salvalge components.
Aesculapius
12-19-2005, 08:30 AM
Maldini, you helpful fellow. Aes appreciate, you bet!
Me want to help my SG Ldr make fine base. We new group.
Information always useful. Aes thank.
Energizer2
12-23-2005, 07:26 PM
nice guide
Stalemate
12-28-2005, 10:45 AM
Just slapped this one on my fav list and I don't even have CoV yet.
Thanks buddy.
Psydekick
01-09-2006, 03:30 AM
Bump'd and favorite'd. Excessive use of the apostrophe, sorry.
MCG_Warface
01-09-2006, 04:01 AM
Incredible guide!!! Only thing is your missing the 8 x 12 plot size on the chart.
Maldini_NA
01-09-2006, 01:37 PM
I know. I got that on the next revision along with all the craftable defensive items. I'm also going to try and put the decorative items on there as well. All I need is enough free time to do it all! :)
Maldini_NA
01-09-2006, 01:38 PM
[ QUOTE ]
Maldini, you helpful fellow. Aes appreciate, you bet!
Me want to help my SG Ldr make fine base. We new group.
Information always useful. Aes thank.
[/ QUOTE ]
Heh, you must be a roleplayer. Thank you for the nice comments.
All_Star
01-15-2006, 11:05 AM
Great Charts and very informative. Thank you for all the effort put into making these charts.
I am currently working on attempting to understand the entire process involved in Crafting placing Items into Bases. The following is my understanding of the sequence so far (and may be completely and totally off base). Any clarifications, pointers, corrections, etc would be appreciated. :)
Salvage Charts help understanding that it takes multiple Salvage parts to make a Material. (Material may not be a good descriptor since one of the Item parts is, in fact, Material. hrmmm... Parts!! That's generic enough! :))
It takes several Parts of different types to create an Item.
Items are what can be placed in a Base.
Placing an Item into a base requires Presitige/Infamy.
An Item (even crafted ones) can have associated Power Costs and Control Casts that can drain/add to a Base's Power/Control ranks.
Having too much Power/Control draining items will cause not only them, but all Items to be non-functional. Only add Items if there is Power/Control ranks available to support it. (Maybe. Need further research.)
I may not have this right, but this could be the way of it...
To add to the Medical Section of the Base an Auto-doc is decided upon to be added. (No idea why. No clue what any of the listed items actually DO.)
Looking on the Tech Recipe Chart it can be seen that the Auto-doc requires 3 Tech Material Parts and 8 Tech Power Parts. Furthermore, it can only be constructed (Crafted) on the Advanced Table.
Scrolling up to the Tech Material Chart finds a lot of combos. hrmmm... It could be that any of these combos could be used to make a Tech Material. (Haven't messed with it yet, so I dunno. :P)
Generally speaking, the Tech Material Chart shows that it takes three (3) Salvage pieces to go into the construction of one (1) Material Part. So for the Auto-doc there would be the need for nine (9) Salvage pieces in the right mix to make the required three Material Parts.
Scrolling to the Tech Power section the recipes are similar. Three Tech Salvage pieces to make one Tech Power Part. The Auto-doc requires eight (8) of these Tech Power Parts. A total of twenty-four (24) Salvage pieces would be needed to craft the Parts needed just to fill the Tech Parts requirement. And in the right combinations to make them! :o
No personal project is this! A total of thirty-three (33) Salvage pieces are needed and they have to be able to go together to make the needed Parts.
For the naunce, going to assume the Salvage pieces are available for this example. As a result of spending time at the Advanced Crafting Table in the Workshop section of the Base a total of eleven (11) Tech Parts are gained: three (3) Tech Material Parts and eight (8) Tech Power Parts. By combining these eleven Parts together an Auto-doc is crafted.
In order to place it into the Base have to travel to the Entry Room of the Base and look for the Add Personal Item option. (May have to re-enter the Base.)
Placing the Auto-doc Item into the Base comes at a cost. There is the 50,000 Presitige/Infamy cost just to place the Auto-doc Item into the Base. Once placed, the Auto-doc will draw from the Base's resources and require 15 Control points and 35 Energy points from the Base's Power Supply and Control sections. There also has to be space available in the Room of the Base to be able to contain the Auto-doc; to wit, if the Auto-doc is a 3x1 Item it won't fit into a 2x2 Medical Room. (No idea how big an Auto-doc really is, just making up numbers.)
Additionally, (and I'm REALLY fuzzy on this part) there could be an added increase to the Base's rent cost when it comes up. Maybe it is based on the 1% of the Group's total Prestige/Infamy. Maybe it's based on the value of BaseType+Items+Rooms+WhoKnowsWhat within the Base. Darned if I know. :(
FashionSense
01-15-2006, 01:31 PM
[ QUOTE ]
Salvage Charts help understanding that it takes multiple Salvage parts to make a Material. (Material may not be a good descriptor since one of the Item parts is, in fact, Material. hrmmm... Parts!! That's generic enough! :))
It takes several Parts of different types to create an Item.
[/ QUOTE ]
They're called components in the game. Crafting an item requires several components and possibly some special salvage that is used directly rather than being combined into a component.
[ QUOTE ]
Scrolling up to the Tech Material Chart finds a lot of combos. hrmmm... It could be that any of these combos could be used to make a Tech Material. (Haven't messed with it yet, so I dunno. :P)
[/ QUOTE ]
Yes, there are a wide variety of ways to make any component. Tech Material, being a lowest-tier component, has a huge number of recipes.
[ QUOTE ]
No personal project is this! A total of thirty-three (33) Salvage pieces are needed and they have to be able to go together to make the needed Parts.
[/ QUOTE ]
You're overestimating the difficulty. Any character played in SG mode up to level 20 or so should be able to make that item. By level 40 a single character has typically accumulated enough salvage to make several minor items and a couple of major items.
[ QUOTE ]
Additionally, (and I'm REALLY fuzzy on this part) there could be an added increase to the Base's rent cost when it comes up. Maybe it is based on the 1% of the Group's total Prestige/Infamy. Maybe it's based on the value of BaseType+Items+Rooms+WhoKnowsWhat within the Base. Darned if I know. :(
[/ QUOTE ]
Placing an item has no effect on rent, since rent is calculated on net worth (value of all rooms/items plus prestige in the bank). Moving 50k from the bank into a placed item doesn't change the total.
All_Star
01-16-2006, 07:09 AM
Thanks for the clarifications, FashionSense. :)
As there are only 20 slots available for Salvage pieces is that cap often hit during the course of a villain's/hero's career?
Is it better to carry around Salvage pieces or Salvage combined into Components?
Are Components tradable as Salvage pieces are tradable?
Is there a listing of what Crafted Items actually do when added to a Base? Mal has good Charts that list Energy, Control, and Prestige Costs, but they aren't exactly designed for listing the effects each Item brings to Bases.
Maldini_NA
01-16-2006, 07:53 AM
[ QUOTE ]
Thanks for the clarifications, FashionSense. :)
As there are only 20 slots available for Salvage pieces is that cap often hit during the course of a villain's/hero's career?
Is it better to carry around Salvage pieces or Salvage combined into Components?
Are Components tradable as Salvage pieces are tradable?
Is there a listing of what Crafted Items actually do when added to a Base? Mal has good Charts that list Energy, Control, and Prestige Costs, but they aren't exactly designed for listing the effects each Item brings to Bases.
[/ QUOTE ]
Here's some info on the salvage system:
The salvage system can be broken up into 3 categories:
1) Unrefined or Simple Salvage -> This is the majority of the Salvage that you get from drops while doing missions and killing/arresting mobs.
2) Refined or Intermediate Salvage -> You can use the Simple Salvage to create these "components". Examples of these are the Tech Material, Power, Software, Hardware, etc. that you can create at the workshop tables. There are also rare drops that you can get from kills that will be intermediate salvage that is used only in the most upper tier items. Examples of these are Unstable Raid Pistols and Spell Books. I've found that you can get a lot of these from doing PvP missions on Invincible.
3) Crafted Components -> These are the fruits of your labor. You use the Refined Salvage and other intermediate salvage pieces to create crafted components that you can actually place and use in your base. Remeber that many crafted components have special requirements associated with them such as room size or the fact that they can only be attached to certain other items. Crafted items costs prestige to place and drain control and energy.
Now to answer your questions. It is better to carry around components because you can carry 99 of each one but only 20 each of unrefined salvage.
As far as descriptions go, the tech side is pretty self explanatory, especially for the defense items. Turrets shoot, Ice Cannon's slow, Stealth Suppressors supress stealth, etc etc. Energy items produce Energy. Control items produce control. Teleporters either port you to a raid/Cathedral of Pain trial (Raid Teleporter) or CoH/CoV zones (Telepad). Reclaimators/Rez Chambers allow yoiu to ressurect in your base. Auto Doc's allow you to buy and sell 1st tier blue and green inspirations. Robo Surgery allows you to rez in the base with an extra 10% health and end than what you normally rez with. Combat Logs allow you to purchase Break Frees from the base.
Another thing to note is that Auxilliary items need to attach to a primary item. The primary control and energy items for the tech side are: Mainframe (1st Tier), Super Computer (2nd Tier), AES (3rd Tier), Basic Generator (1st Tier), Turbine Generator (2nd Tier), Fusion Generator (3rd Tier). 3rd Tier items have to be unlocked via an SG badge before they can be built on the worktables. Anything besides those above listed as control or energy are auxiliary items that boost control/energy stats.
If you have any other questions, please let me know.
All_Star
01-16-2006, 08:45 AM
Thanks again for the help, Madini. :) As with your Charts, the added intell is greatly appreciated. But the questions aren't stopping yet. :p
<ul type="square"> 1. Must Tech Items be Crafted only on Tech Workshop Tables, or are the Table Types interchangable in a utility sense? I.e., The naming is purely for astetics/appearance or, for example, Arcane Components can be made only on Arcane Tables?
2. Are Refined Salvage/Components tradable as are Simple Salvage?
3. Regarding the...[ QUOTE ]
Remeber that many crafted components have special requirements associated with them such as room size or the fact that they can only be attached to certain other items. Crafted items costs prestige to place and drain control and energy.
[/ QUOTE ]
Am I correct in my belief that Crafted Items have to match up with the Base's available Energy/Control Types? Arcane Items with Arcane Energy/Control, Tech Items with Tech Energy/Control or the Items will be inactive due to not having the correct type of resource available? (Which would go a long way on explaining why our purchased VG Tech Teleporter isn 't working with only an Arcane Power/Control system setup in the base as well. :eek:) I do understand that the Item Size has to be able to fit within the Room Size available for placement. That subject has been brought up before in either one of your threads or Lil_Miss's Guide to Bases which helps make that point clear. :)
4. Assuming Q3 is True, and the E/C types have to match the Item Type, would a Base running with an Arcane E/C setup have any use for Tech Crafted Items? or vice versa (Tech E/C : Arcane Items)?
5. (Possibly a bit off topic. My appologies.) Is it possible to have Power/Control Rooms that have both Arcane and Tech resources in order to fill the needs of both Item Types within a single base? ie., Can a single Power Room have both an Arcane Power source and a Tech Power source within it to cover the needs of both Types of Items that could draw from a Base's resources?
6. [ QUOTE ]
3rd Tier items have to be unlocked via an SG badge before they can be built on the worktables.
[/ QUOTE ]Badges? We don't need no stinking badges!
Sorry. Had to. :)
On a more serious side... What Badges are you speaking about? I haven't encountered any mention of Badges for 3rd Tier Items in my research to date. I have noted T-Port Badges which our VG already has in place brought up, but not others. :([/list]
Sorry for all the questions, but these are things that I haven't seen covered in my current research and I have both a VG and SG base to work on. :eek: Your assistance, and the help of others is greatly welcomed. :)
Maldini_NA
01-16-2006, 09:07 AM
[ QUOTE ]
<ul type="square"> 1. Must Tech Items be Crafted only on Tech Workshop Tables, or are the Table Types interchangable in a utility sense? I.e., The naming is purely for astetics/appearance or, for example, Arcane Components can be made only on Arcane Tables?
[/ QUOTE ]
Arcane components - i.e. Mystic Foci, Mystic Element, etc. - can only be made on the appropriate Arcane Forges (Basic, Advanced, Expert). Likewise, Tech Components - i.e. Material, Power, Software, etc - can only be crafted on Tech Worktables (Basic, Advanced, Expert). You can place any combination of tables in any given workshop. For instance, you can have a Basic Forge and Basic Worktable in the same room.
[ QUOTE ]
2. Are Refined Salvage/Components tradable as are Simple Salvage?
[/ QUOTE ]
The only things in the salvage system that aren't tradeable are Crafted Items. Unrefined and refined salvage can be easily traded via the trade interface.
[ QUOTE ]
3. Regarding the...[ QUOTE ]
Remeber that many crafted components have special requirements associated with them such as room size or the fact that they can only be attached to certain other items. Crafted items costs prestige to place and drain control and energy.
[/ QUOTE ]
Am I correct in my belief that Crafted Items have to match up with the Base's available Energy/Control Types? Arcane Items with Arcane Energy/Control, Tech Items with Tech Energy/Control or the Items will be inactive due to not having the correct type of resource available? (Which would go a long way on explaining why our purchased VG Tech Teleporter isn 't working with only an Arcane Power/Control system setup in the base as well. :eek:) I do understand that the Item Size has to be able to fit within the Room Size available for placement. That subject has been brought up before in either one of your threads or Lil_Miss's Guide to Bases which helps make that point clear. :)
[/ QUOTE ]
One important thing to remember is that you cannot place an Arcane Auxialliary item with a Tech Primary Control Item. Like goes with Like. That being said, you can mix it up throughout the base however. You SHOULD be able to have Tech Telepads even though you have an Arcane Power and Control supply. The one thing that you have to remember for telepads to work is that you need to place the TECH version of the beacons with the TECH Telepad and vice versa with the arcane versions. Also, you need to place the beacons in the same room as the telepads for them to work.
You should also have the ability to place an Arcane Rez Chamber in a base that has a Tech Power and Control sources.
[ QUOTE ]
4. Assuming Q3 is True, and the E/C types have to match the Item Type, would a Base running with an Arcane E/C setup have any use for Tech Crafted Items? or vice versa (Tech E/C : Arcane Items)?
[/ QUOTE ]
Yes. You could place Tech Defensive Items in an Arcane base, and like I said above you SHOULD be able to use a Tech Telepad and Reclaimator in a base with Arcane Power and Control sources.
[ QUOTE ]
5. (Possibly a bit off topic. My appologies.) Is it possible to have Power/Control Rooms that have both Arcane and Tech resources in order to fill the needs of both Item Types within a single base? ie., Can a single Power Room have both an Arcane Power source and a Tech Power source within it to cover the needs of both Types of Items that could draw from a Base's resources?
[/ QUOTE ]
Even though this shouldn't be necessary. The only way to achieve this is to upgrade to the first Secure Plot Size (12x16, 11.2 million prestige). This will allow you to have 2 control rooms in your base as well as 2 Energy rooms. You could then have 1 Arcane and 1 Tech version of each if you wished. But this shouldn't be necessary as I stated above.
And to answer your question directly: No, you can't mix and match power and control items in any given control and energy room. The Hidden plots only allow for 1 Control and Energy Primary Item per plot. The secure allows for two. But you can place as many Energy and Control rooms as you would like to mix up your base design.
[ QUOTE ]
6. [ QUOTE ]
3rd Tier items have to be unlocked via an SG badge before they can be built on the worktables.
[/ QUOTE ]Badges? We don't need no stinking badges!
Sorry. Had to. :)
On a more serious side... What Badges are you speaking about? I haven't encountered any mention of Badges for 3rd Tier Items in my research to date. I have noted T-Port Badges which our VG already has in place brought up, but not others. :([/list]
[/ QUOTE ]
For instance, the AES is unlocked when your SG/VG has dished out a tremendous amount of damage on mobs. My group unlocked this the other day. It is not known what unlocks the Fusion Generator plans yet, as I have not seen a group that has done this yet.
You will find that many of the upper tier defense, control, etc items are unlocked via an SG Achievement badge. The auto-doc, robo-surgery, and combat logs are unlocked via SG healing badges in that order. Dampening Rays are unlocked via CoT missions and earned Prestige. A Base Defense Analyzer is unlocked by taking 20 million points of damage as an SG while in SG mode.
You see there are many things to unlock and as your group grows and passes the test of time, you will unlock more and more of these. The problem is that most of these things unlockable, are expensive to place at the same time.
[ QUOTE ]
Sorry for all the questions, but these are things that I haven't seen covered in my current research and I have both a VG and SG base to work on. :eek: Your assistance, and the help of others is greatly welcomed. :)
[/ QUOTE ]
It is my pleasure. This is why I put this guide together. If you have any other questions, please let me know.
Rooster_Rampage
01-17-2006, 05:32 PM
Says the PW is wrong?
Maldini_NA
01-17-2006, 06:12 PM
[ QUOTE ]
Says the PW is wrong?
[/ QUOTE ]
?? huh?
All_Star
01-22-2006, 06:23 PM
[ QUOTE ]
It is my pleasure. This is why I put this guide together. If you have any other questions, please let me know.
[/ QUOTE ]
I always have questions. :p Just may take me some time to come up with them. :D
I currently have enough Components laying around to Craft a Basic Telepad. In comparing the pre-made TP vs. the crafted TP it appears to be a good expenditure
Purchased
-15C / -80 E / 75K
Crafted
-25C / -50E / 15K
for 10 more Control than what the pre-made requires and a major drop in Placement Cost it's a tempting Item to whip together. Before I do so and commit Components/Salvage to the project there's a few things on my mind...<ul type="square"> 1. Is the Crafted Basic Telepad the TP that is used for Raids and not useful for usual PvE stuff?
With a PvE SG that has no interest in PvP making a TP pad that's only useful for PvP would be completely worthless to the SG, and a waste of contributed Salvage pieces.
I have seen references to a Raid Teleporter but can find no such Item in the Lists under Pre-Made or Crafted. With this gap in intell there is the possiblity that this aformentioned "Raid TP" could be the Crafted TP pad. 2. What Zone Beacons can be attached?
I realise there is the possibility that the Crafted TP Items could have the same characteristic flags set as the pre-made and such information could be looked up in the game. There is also the possibilty that they are different just to mess with the Player Base. (Sure Devs state it's "to give more options to our players," but we all know it's really just to confuse the heck out of us! :D)
Our VG base has both pre-made Tech and pre-made Arcane TP pads in place. I believe this is to be able to cover that the different TP pads can only be Beaconed to specific Zones. (Assuming the VG has all Zone Beacon Badges available.) I have noted gaps in our Base's transport abilities when trying to get to VG personnel in some zones and would like to rectify that situation. If the Tech TP Aux Beacons are limited, crafting a Tech Basic Telepad to try and get to those zones becomes a worthless effort. 3. How big is the Crafted Tech Basic Telepad?
In reading through threads on the boards I have noted that space is always a problem and seen some interesting configurations in order to deal with the needs of space vs. placement. I think (if I recall correctly) that the one of the Arcane TPs is a larger model which causes almost no end to people's problems in trying to get them into the TP Room. Maldini's lists don't have the Size requirements on them at this time. (A known work-in-progress, yet nonetheless an extremely valuable resource.)[/list]
MadScientist
01-22-2006, 08:37 PM
The Raid Telepad is only for raiding. The crafted telepad is only for zoning.
It's not much of a component investment, they're all common and easy to gather.
You can attach 2 beacons per telepad. They just have to be in the same room, they don't need to directely contact the pad. Tech beacons go on tech pads, arcane go on arcane. When you have the explore badge for a zone you can access both types of beacons for that zone.
The crafted pad is 1x1.02 or thereabouts. It's not completely square. However, if you rotate them so the long sides are together, you can fit two of them into a 2x2 room along one wall. Another difficulty in placing it is that because it's a rectangle it won't fit on a 1x1 square at a different height than the rest of the room as it would be overhanging.
Maldini_NA
01-23-2006, 08:08 AM
[ QUOTE ]
<ul type="square"> 1. Is the Crafted Basic Telepad the TP that is used for Raids and not useful for usual PvE stuff?
With a PvE SG that has no interest in PvP making a TP pad that's only useful for PvP would be completely worthless to the SG, and a waste of contributed Salvage pieces.
I have seen references to a Raid Teleporter but can find no such Item in the Lists under Pre-Made or Crafted. With this gap in intell there is the possiblity that this aformentioned "Raid TP" could be the Crafted TP pad.
[/ QUOTE ]
The Telepads that are crafted are the PvE versions. The one that is automatically ready for purchase is the Raid Teleporter. The Raid Teleporter can only be used when participating in a Raid and you are the attacking SG/VG. Also the Raid Teleporter is needed when participating in the Cathedral of Pain Trial, as it is the only way to access that Shadow Shard instance.
[ QUOTE ]
2. What Zone Beacons can be attached?
I realise there is the possibility that the Crafted TP Items could have the same characteristic flags set as the pre-made and such information could be looked up in the game. There is also the possibilty that they are different just to mess with the Player Base. (Sure Devs state it's "to give more options to our players," but we all know it's really just to confuse the heck out of us! :D)
Our VG base has both pre-made Tech and pre-made Arcane TP pads in place. I believe this is to be able to cover that the different TP pads can only be Beaconed to specific Zones. (Assuming the VG has all Zone Beacon Badges available.) I have noted gaps in our Base's transport abilities when trying to get to VG personnel in some zones and would like to rectify that situation. If the Tech TP Aux Beacons are limited, crafting a Tech Basic Telepad to try and get to those zones becomes a worthless effort.
[/ QUOTE ]
One thing that you have to remember is that if you have a Tech Crafted Telepad then you have to attach Tech Beacons to it and not Arcane or else it won't work. To "attach" a beacon to a telepad you simple have to place a beacon on a wall in the same room as the Telepad is in. The Telepad to which the beacon attaches will turn Yellow. You can attach up to 2 beacons per Telepad currently as these are the only versions that can be crafted. You can place both Tech and Arcane Telepads in a base, but must make sure that the beacons are the right kind when attaching to the Telepads.
To use the Telepads, it's wise to scroll into 1st person view and watch up to the computer/floating stone in the Telepad. If you move the mouse of these, it should then turn into a blue hand, allowing you to access the Teleport menu.
[ QUOTE ]
3. How big is the Crafted Tech Basic Telepad?
In reading through threads on the boards I have noted that space is always a problem and seen some interesting configurations in order to deal with the needs of space vs. placement. I think (if I recall correctly) that the one of the Arcane TPs is a larger model which causes almost no end to people's problems in trying to get them into the TP Room. Maldini's lists don't have the Size requirements on them at this time. (A known work-in-progress, yet nonetheless an extremely valuable resource.)[/list]
[/ QUOTE ]
You can fit 2 Telepads in the 2x2 room. This has been tested and proven. The bigger the room requirements the more you can fit in there. For instance the first secure Transport Room allows you to place 4 telepads in it and you have plenty of room to do so. The 2x2 Transport Room only allows you to place 2 Telepads in it.
Maldini_NA
02-02-2006, 01:22 PM
If anyone would like a copy of the Microsoft Word file containing all these charts, send me a PM with your email address, and I can send them out to you.
Please note that they are still a work in progress.
Incendia
02-12-2006, 02:25 PM
you got a list of rarity also? i had a list of them bookmarked on the forums but the forums ate the thread . ..
Maldini_NA
02-13-2006, 07:48 AM
[ QUOTE ]
you got a list of rarity also? i had a list of them bookmarked on the forums but the forums ate the thread . ..
[/ QUOTE ]
I never found usefulness in rarity of salvage. Basically I go by the following rule: if the salvage is used to make very high-end components or items, then you can bet that it will drop rarer than more common salvage.
MadScientist
02-13-2006, 08:12 AM
[ QUOTE ]
I never found usefulness in rarity of salvage. Basically I go by the following rule: if the salvage is used to make very high-end components or items, then you can bet that it will drop rarer than more common salvage.
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That was exactly why I did some rarity analysis. There are some things listed in Expert formulas that are actually not rare. There are also the Special Salvage pieces with a rather predictable drop rate.
I guess the analysis has disappeared from the boards (I have a copy of it) but my results are in this guide. (http://boards.cityofheroes.com/showflat.php?Cat=&Board=faq&Number=4524728&fpart=1 &PHPSESSID=)
Maldini_NA
02-13-2006, 09:28 AM
[ QUOTE ]
[ QUOTE ]
I never found usefulness in rarity of salvage. Basically I go by the following rule: if the salvage is used to make very high-end components or items, then you can bet that it will drop rarer than more common salvage.
[/ QUOTE ]
That was exactly why I did some rarity analysis. There are some things listed in Expert formulas that are actually not rare. There are also the Special Salvage pieces with a rather predictable drop rate.
I guess the analysis has disappeared from the boards (I have a copy of it) but my results are in this guide. (http://boards.cityofheroes.com/showflat.php?Cat=&Board=faq&Number=4524728&fpart=1 &PHPSESSID=)
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The fact remains that as you level you will come across more and more rare salvage to craft the higher end components. That's why I never saw a point in calculating the relative rarity of salvage pieces. Also very rare salvage pieces such as Unstable Rad Pistols which are used to make very high-end equipment are only available in certain circumstances - i.e. PvP missions.
Also unless you just like to collect and look at the pretty salvage, getting the high end stuff wouldn't be a necessity really unless you had millions of prestige to spare, since the high-end stuff is beyond what most SG's are able to currently afford.
MadScientist
02-13-2006, 12:41 PM
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Also very rare salvage pieces such as Unstable Rad Pistols which are used to make very high-end equipment are only available in certain circumstances - i.e. PvP missions.
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The fact that those are available in a fixed system (PvP missions, AVs, SFs) means they're not on any kind of rarity system at all. They're not "very rare", at least not compared to the "common/uncommon/rare" drops from any villain groups. Hence, they are "Special".
"Very high end" is not quite accurate, as there are 6 weapons on the Advanced tables that require Special salvage. The same Special salvage for those goes into Expert level formulas, too.
That was one of the reasons I made the list. To identify things as rare vs special without consulting the whole list of formulas.
Maldini_NA
02-13-2006, 02:52 PM
[ QUOTE ]
[ QUOTE ]
Also very rare salvage pieces such as Unstable Rad Pistols which are used to make very high-end equipment are only available in certain circumstances - i.e. PvP missions.
[/ QUOTE ]
The fact that those are available in a fixed system (PvP missions, AVs, SFs) means they're not on any kind of rarity system at all. They're not "very rare", at least not compared to the "common/uncommon/rare" drops from any villain groups. Hence, they are "Special".
"Very high end" is not quite accurate, as there are 6 weapons on the Advanced tables that require Special salvage. The same Special salvage for those goes into Expert level formulas, too.
That was one of the reasons I made the list. To identify things as rare vs special without consulting the whole list of formulas.
[/ QUOTE ]
I would say that salvage gained from PvP missions are still on a rarity system, since in fact I don't get certain pieces as often as others. They may be on a separate drop schedule, but in all I get, for example, Arachnos Guns and Armor Shards, far more frequently than I would an Unstable Rad Pistol.
But discussion on salvage rarity is not the topic of this guide, because it never was an issue I found important in general base building, especially since many crafted items are extremely expensive to place. Maybe the future will change that, but for the present this guide won't focus on rarity.
MadScientist
02-13-2006, 04:48 PM
(self-deleted. I was not wanted in this thread already.)
_Wolfen
02-22-2006, 04:39 PM
salvage link is blank now :(
Maldini_NA
02-22-2006, 07:29 PM
They should all still work. I haven't changed the source files in any way.
Geoff_NA
02-25-2006, 02:07 PM
Very nice info, thanks. This has really helped my SG start putting together our base.
I hope you'll update it. Some things I'd love to see - what badges unlock what, what's auxilliary vs main, what some of the things do (like where can you go with craftable teleporters - areas and locations in them), etc.
Geoff_NA
03-01-2006, 11:22 AM
Here's some extra info to use with these great gides:
- you need the basic worktable to make a teleporter, not expert. This makes it MUCH easier to have a small SG get teleportation.
- Craftable teleporter targetable zones (there may be more): Hollows, Perez, Striga, Boomtown, Faultline, Dark Astoria, Crey's Folly - unlocked by getting every explore badge in a zone in SG mode
- Scrying Paintings/Monitor bank: +20 control, -10 Energy, 85,000 inf
- There's a Relay craftable device that decreases the power use of an enemy item (that's all I know about it)
- the medical devices are unlockable with SG healing badges. 2 give insps, 1 adds to rez ring health
- Orbits of Control is received by SG mentoring. Is large (like 1x3). Don't know it's stats.
- Autonomous Expert System is unlocked by doing lots of damage in SG mode
- Be careful about connections, for instance a Mainframe can't connect to an advanced database. You can check an item's allowable connections list for this.
Stuff I learned on test server and forums in the last 2 days, so maybe some of it's different live.