CoH Super-Group Base Plan
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Joose
- Turret

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CoH Super-Group Base Plan
Right, ive done some extensive fettling and investigating of the SG base, and heres the result:
We now have a small controll and power room, both with the main bits in. These rooms should keep us going for a while, just with some aux thingies put in them for a boost when needed.
We have two teleporters, both with two linky things each.
We have fuck all SG cash.
So, first off, make sure that whenever you are in game, you have SG mode on, otherwise you arent earning sg monies. At lower levels it wont have any negative effect on you at all. When you get around level 20 ish it means you get slightly less inf, but im sure the Bank of 5punk can sort you out if you're short on that front.
I think our priority with what the base needs is probably MOAR TP. Unfortunately, we are kinda running low on space, and upgrading to the next plot costs all the money in the whole fucking world. Fear not though, I have a cunning plan:
1)get enough monies that we can put an aux controll unit in and a small workshop.
2)delete the now pointless Hueg room, as we wont need its power and controll generation any more.
3)use the freed up space and monies to enlarge tp room
4)...
5)Profit.
any thoughts/howls of terror/innane jibberish?
We now have a small controll and power room, both with the main bits in. These rooms should keep us going for a while, just with some aux thingies put in them for a boost when needed.
We have two teleporters, both with two linky things each.
We have fuck all SG cash.
So, first off, make sure that whenever you are in game, you have SG mode on, otherwise you arent earning sg monies. At lower levels it wont have any negative effect on you at all. When you get around level 20 ish it means you get slightly less inf, but im sure the Bank of 5punk can sort you out if you're short on that front.
I think our priority with what the base needs is probably MOAR TP. Unfortunately, we are kinda running low on space, and upgrading to the next plot costs all the money in the whole fucking world. Fear not though, I have a cunning plan:
1)get enough monies that we can put an aux controll unit in and a small workshop.
2)delete the now pointless Hueg room, as we wont need its power and controll generation any more.
3)use the freed up space and monies to enlarge tp room
4)...
5)Profit.
any thoughts/howls of terror/innane jibberish?
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Dr. kitteny berk
- Morbo

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Sounds good. I apologise for any nasty surprises my fettling gave you, but I think I did an okay job of getting another TP running at the expense of a few lesser used items. I made sure everyone online at the time was okay with it too (Berk mainly). I'm also quite impressed you got the funds for the control database 'cos we were about 10k short when I looked (although I managed to get about a grand last time I played, so it's not quite as hard a slog as I expected).
I was racking my brains trying to work out how to get all our stuff in, but you're quite right in that if we stick a small workshop in then we won't need the Oversight Centre, which will free up quite a bit of room. Problem is with moving the furniture. As far as I can see you have to delete them before you can change the room, and in deleting one of the TPs we won't get it back until we can persuade Healness (who is Healness btw?) to place it again. Of course we have plenty of salvage, so we could also build another one, but as we're able to fit another two TPs in there I don't think we'll need a bigger room. With a Workshop we'll be able to get an advanced workbench, which will let us build advanced TPs with 4 aux connections each - that's 16 locations. The other thing is the salvage racks - we'll need to empty it before we can delete it. Other than that it sould all work fine, so here's my suggested roadmap (I just picked up that wankword
) based on Joose's plan:
1) SG mode like fuck to build up some funds.
2) As many as people as are needed take back the salvage into their inventories from the racks.
3) Delete the contents of the Oversight Room with the salvage rack, then the room.
4) Build a workshop and place the workbench.
5) Fit an aux control unit to the database.
6) Buy an advanced workbench
7) Replace the TPs with Advanced TPs. Diversify them by having several different members build them; I suggest no one character has too many of the built equipment so that their loss would potentially have less impact, so have each of the ATPs built by a different player. We can fit four as far as space goes, and we can hopefully upgrade the power and control to accomodate them. This will allow us to cram more equipment in and is definitely cheaper than upgrading the plot.
Redecorate
9) ...
10) Profit!
This has been done from memory, so I may have misjudged things like how many TPs can fit in the room and how much power/control we might need for all the ATPs (we might need bigger rooms for the control/power). However I think it sounds like our best bet for optimising our space until we've knocked together the 1.3mil prestige we need for a bigger base plot.
I was racking my brains trying to work out how to get all our stuff in, but you're quite right in that if we stick a small workshop in then we won't need the Oversight Centre, which will free up quite a bit of room. Problem is with moving the furniture. As far as I can see you have to delete them before you can change the room, and in deleting one of the TPs we won't get it back until we can persuade Healness (who is Healness btw?) to place it again. Of course we have plenty of salvage, so we could also build another one, but as we're able to fit another two TPs in there I don't think we'll need a bigger room. With a Workshop we'll be able to get an advanced workbench, which will let us build advanced TPs with 4 aux connections each - that's 16 locations. The other thing is the salvage racks - we'll need to empty it before we can delete it. Other than that it sould all work fine, so here's my suggested roadmap (I just picked up that wankword
1) SG mode like fuck to build up some funds.
2) As many as people as are needed take back the salvage into their inventories from the racks.
3) Delete the contents of the Oversight Room with the salvage rack, then the room.
4) Build a workshop and place the workbench.
5) Fit an aux control unit to the database.
6) Buy an advanced workbench
7) Replace the TPs with Advanced TPs. Diversify them by having several different members build them; I suggest no one character has too many of the built equipment so that their loss would potentially have less impact, so have each of the ATPs built by a different player. We can fit four as far as space goes, and we can hopefully upgrade the power and control to accomodate them. This will allow us to cram more equipment in and is definitely cheaper than upgrading the plot.
9) ...
10) Profit!
This has been done from memory, so I may have misjudged things like how many TPs can fit in the room and how much power/control we might need for all the ATPs (we might need bigger rooms for the control/power). However I think it sounds like our best bet for optimising our space until we've knocked together the 1.3mil prestige we need for a bigger base plot.
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FatherJack
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Sheriff Fatman
- Optimus Prime

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Sandwich started the SG when we were all playing the trial back in October, so it might be him, or possibly Voddy.
It's worth bearing in mind that you get a cash bonus when a new player joins the SG. There may be a mechanism in place to prevent the same player account simply rolling/deleting to farm Prestige, but it might be worth rolling a few alts and seeing if it helps.
It's worth bearing in mind that you get a cash bonus when a new player joins the SG. There may be a mechanism in place to prevent the same player account simply rolling/deleting to farm Prestige, but it might be worth rolling a few alts and seeing if it helps.
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Dr. kitteny berk
- Morbo

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Joose
- Turret

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Actually, with a bit of buggering about it is possible to change tp rooms without deleting the Tp thingies themselves. Did it this morning. You simply have to stick a tiny tp room somewhere, move them there, change the room, move em back.
Also, theres no problem with the salvage rack, as it quite happily (if rather inexplicably) is now sitting in the controll room, not the oversight room.
I may go back for further fettling in a moment, actually. I have a cunning plan or two.
Also, theres no problem with the salvage rack, as it quite happily (if rather inexplicably) is now sitting in the controll room, not the oversight room.
I may go back for further fettling in a moment, actually. I have a cunning plan or two.
Ooh, good stuff. Well done that man, makes things a lot easier.Joose wrote:Actually, with a bit of buggering about it is possible to change tp rooms without deleting the Tp thingies themselves. Did it this morning. You simply have to stick a tiny tp room somewhere, move them there, change the room, move em back.
Also, theres no problem with the salvage rack, as it quite happily (if rather inexplicably) is now sitting in the controll room, not the oversight room.
I may go back for further fettling in a moment, actually. I have a cunning plan or two.
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FatherJack
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Dr. kitteny berk
- Morbo

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Roman Totale
- Robotic Bumlord

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