Bizob’s Guide to Factional Bases
Posted: Fri Feb 04, 2005 3:52 pm
*Please note most of this information is out of date since the GCW revamp. I will posting a new guide soon*
Introduction
I’ve decided to compile as much information as I could get my hands on concerning factional bases. Believe it or not, information about factional bases is available on various websites and forums. Unfortunately, it tends to get buried in the countless “I got an Idea…” and “What’s wrong with…” threads. I have created this guide to centralize this information for the members of RID. Since we are an Imperial guild this guide will focus on Factional Bases from the Imperial point of view. All stats and costs will be for Imperials.
I will be editing this guide when:
New information develops
Changes are made to the Factional Base system
Bugs are discovered or fixed
Corrections need to be made
Table of Contents:
Chapter 1: Bases and the GCW
Chapter 2: Who owns Factional Bases?
Chapter 3: The Mechanics of Factional Bases
Buying a Base
Placing a Base
Resources
Vulnerability Times
Chapter 4: Defenses
Chapter 5: Destroying a Base
Appendix A: Types of Bases
Appendix B: Turret Statistics
Links
Chapter 1: Bases and the GCW
The current state of the GCW depends on the number of factional bases controlled by each faction. This includes both NPC and player owned bases. The faction that controls the most factional bases is the “winning” faction and the whole faction gets a bonus. The “losing” faction is also given a bonus to help them out. You may check the current status of the GCW by typing /GCW. This will show which faction is currently “winning” the war.
Winning Factional: +15% xp gain for all factional members
Losing Factional: -30% to the cost of Factional Perks
Chapter 2: Who owns Factional Bases?
Factional bases are usually owned by a player who is a member of a particular faction, Imperial or Rebel. The faction of the base must be the same as the faction of the owner. A player who is a member of the Rebel faction cannot own an Imperial base and vice versa. Factional bases may be purchased from faction recruiters or occasionally thru vendors or other players. When purchasing from a recruiter the base is “paid for” by Faction Points.
Factional bases may also be owned by NPCs. These bases cannot be destroyed like player owned bases, but each faction can take control of the base. Taking control of NPC bases is pretty much the same the process as destroying player owned bases. Instead of the base blowing up, control of the base is given to the attacking faction. For example, if we (as Imperials) took control of a Rebel NPC base, that base would become Imperial. Since the base is not owned by a player or guild eager to defend it, there is less chance of a PvP encounter but players could jump-in to defend the base at any time.
Chapter 3: The Mechanics of Factional Bases
The process of buying a base is simple. Factional bases can be purchased from any recruiter using faction points for payment. Costs vary slightly at different locations and depending on race. You must be overt when purchasing a base from a recruiter. Occasionally, bases may be bought from vendors or players for credits.
Factional bases are placed like any other structure. If you are placing a base within the city-limits of a player city you must have zoning rights to place your base. All bases use 6 lots. Bases may not be re-deeded.
Players may donate resources to the base. These resources are used by the base during its maintenance cycle to repair damaged items such as minefields, turrets and scanners. Maintenance takes place approximately every 30 minutes. Resources may be donated using the radial menu on the HQ terminal inside the base.
Players may also donate credits to a base. These credits are used only for maintenance fees only. Maintenance fees for bases work just like a house or other player owned structure. These maintenance fees are not associated with the maintenance cycle. Credits donated to a base may not be removed by the base owner.
Once a day factional bases go “vulnerable”. Vulnerability lasts for 2 hours, then reoccurs 22 hours later. During this vulnerability period the base may be destroyed by the opposing faction. When a base is vulnerable four terminals will appear inside the base: Uplink Terminal, Security Terminal, Override Terminal, and the Power Regulator. These terminals (plus the HQ terminal) are used by the opposing faction to destroy the base. The terminals disappear after the vulnerability period ends.
When a base is first placed it is vulnerable for 2 hours, after that the owner of the base may reset the vulnerability time. Only the owner may rest the vulnerability time. The owner cannot simply choose what time the base will go vulnerable. When the owner selects “Reset Vulnerability Time” from the radial menu on the HQ terminal in the base, the base becomes vulnerable AT THAT MOMENT and will be vulnerable for 2 hours. Vulnerability time remains the same each day unless reset by the owner, though there seems to be a slight fluctuation in times due to serve resets.
Chapter 4: Defenses
Factional bases have several defenses that can help protect the base. The most obvious one is NPC spawns that will attack overt members of the opposing faction on sight. Having players defend the base is the most fun. There are ways to defend a base even when no players are around. Bases have covert scanners, minefields and turrets to help protect against attacks.
Covert Scanners
Covert Scanners detect covert members of the opposing faction and give them a Temporary Enemy Flag, leaving them open to attack. The range of a scanner seems to be about 20 meters.
Covet Scanners can be purchased from recruiters using Faction Points but you must be overt to purchase (look under “Installations”). Scanners can be donated to the base using the radial menu on the HQ terminal. The number of scanners a base can hold varies depending on base type.
Minefields
Bases also have minefields. The number of minefields a base has depends on the type of base. These minefields require mines. Mines may be purchased from faction recruiters (you do no need to be overt) or from vendors. Mines may be donated using the radial menu on the HQ terminal. The number of minefields a base can hold depends on the type of base.
Minefields hold 20 mines in the “mine pool”. Mines come in stacks of 5, so a minefield can hold a total of 100 mines. The minefield must contain mines to work. When an overt member of the opposing faction gets within range of a minefield there is a chance they will trigger mines. A player can attempt to disarm a minefield by select disarm from the minefields radial menu and “looking around” for mines (this basically means walking around the minefield). Disarming a minefield increases the chance of triggering mines. If a mine is found, it is disarmed and 1 mine is taken from the mine pool.
Turrets
Turrets are, without a doubt, the coolest of defenses. They can be purchased from faction recruiters using faction points (they are listed under “Installations”). You must be overt to purchase turrets. Turrets can be donated to a base using the radial menu on the HQ terminal. Turrets may also be used as stand alone structures, but have lower hit points, require maintenance (like a house) and use 1 lot. Turrets donated to a base do not require maintenance, use no lots and have higher hit point values. The number of turrets a base can hold varies depending on the type of base.
Chapter 5: Destroying a Base
Destroying a base requires the following professions and skills:
1. Bounty Hunter with Investigation II
2. Smuggler with Slicing I
3. Novice Bio-Engineer
4. Commando with Heavy Support Weapons I
5. Novice Squad Leader
Destroying a base requires OVERT faction members do the following in order:
1. Jam the uplink Terminal (Bounty Hunter)
2. Slice Security Terminal (Smuggler)
3. DNA Sequence the Override Terminal (Bio-Engineer)
4. Overload the Power Regulator (Commando)
5. Initiate Self-Destruct Sequence from the HQ Terminal (Squad Leader)
The defending faction has 10 minutes to activate the Shut-Down Sequence from the HQ Terminal. Once the Shut-Down Sequence has been activated, the attacking faction has 5 minutes to repeat step 5.
Appendix A: Types of Bases
Bases come in 4 different styles: Forward Headquarters, Field Hospital, Tactical Center, and Detachments Headquarters. Each base comes with a Factional Recruiter and Factional Mission Terminal. Here’s a breakdown of maintenance costs, what you get with each base type and what defenses can be donated to the base.
Forward HQ:
Maintenance: 100 credits per hour
Defenses that can be donated:
1 Covert Scanner
2 Minefields
2 Turrets
Field Hospital:
Maintenance: 200 credits per hour
Standard Mission Terminal
2 Bank Terminals
Acts as a medical center (does not auto-heal)
Defenses that can be donated:
2 Covert Scanners
1 Minefield
3 Turrets
Tactical Center:
Maintenance: 300 credits per hour
Standard Mission Terminal
2 Bank Terminals
Acts as a medical center (does not auto-heal)
Acts as a cantina
Defenses that can be donated:
1 Covert Scanner
3 Minefields
4 Turrets
Detachment HQ:
Maintenance: 400 credits per hour
Standard Mission Terminal
2 Bank Terminals
Acts as a medical center (does not auto-heal)
Acts as a cantina
Registers on planetary map (viewable by same factional only)
Overt doctors and entertainers receive elite profession factional perks
Defenses that can be donated:
2 Covert Scanners
1 Minefield
5 Turrets
Appendix B: Turret Statistics
Block Turrets
Small Block Turret
Condition: 100k
Armor Rating: Light
Resists: Energy: 95%
Stun: 100%
Efficiency: 75 % Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Large Block Turret
Condition: 300k
Armor Rating: Heavy
Resists: Energy: 95%
Stun: 100%
Efficiency: 80 % Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Dish Turrets
Small Dish Turret
Condition: 100k
Armor Rating: Heavy
Resists: Energy: 95%
Stun: 100%
Efficiency: 75 % Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Tower Turrets
Small Tower Turret:
Condition:???
Armor Rating:???
Resists: Energy: ???
Stun: ???
Efficiency: ??? Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Large Tower Turret:
Condition: 300k
Armor Rating: Heavy
Resists: Energy: 95%
Stun: 100%
Efficiency: 90 % Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Links:
The Official SWG Manual
http://starwarsgalaxies.station.sony.co ... p?id=58143
Base and Turret FAQ by Booma (SWG Forums)
http://forums.station.sony.com/swg/boar ... e.id=84652
Introduction
I’ve decided to compile as much information as I could get my hands on concerning factional bases. Believe it or not, information about factional bases is available on various websites and forums. Unfortunately, it tends to get buried in the countless “I got an Idea…” and “What’s wrong with…” threads. I have created this guide to centralize this information for the members of RID. Since we are an Imperial guild this guide will focus on Factional Bases from the Imperial point of view. All stats and costs will be for Imperials.
I will be editing this guide when:
New information develops
Changes are made to the Factional Base system
Bugs are discovered or fixed
Corrections need to be made
Table of Contents:
Chapter 1: Bases and the GCW
Chapter 2: Who owns Factional Bases?
Chapter 3: The Mechanics of Factional Bases
Buying a Base
Placing a Base
Resources
Vulnerability Times
Chapter 4: Defenses
Chapter 5: Destroying a Base
Appendix A: Types of Bases
Appendix B: Turret Statistics
Links
Chapter 1: Bases and the GCW
The current state of the GCW depends on the number of factional bases controlled by each faction. This includes both NPC and player owned bases. The faction that controls the most factional bases is the “winning” faction and the whole faction gets a bonus. The “losing” faction is also given a bonus to help them out. You may check the current status of the GCW by typing /GCW. This will show which faction is currently “winning” the war.
Winning Factional: +15% xp gain for all factional members
Losing Factional: -30% to the cost of Factional Perks
Chapter 2: Who owns Factional Bases?
Factional bases are usually owned by a player who is a member of a particular faction, Imperial or Rebel. The faction of the base must be the same as the faction of the owner. A player who is a member of the Rebel faction cannot own an Imperial base and vice versa. Factional bases may be purchased from faction recruiters or occasionally thru vendors or other players. When purchasing from a recruiter the base is “paid for” by Faction Points.
Factional bases may also be owned by NPCs. These bases cannot be destroyed like player owned bases, but each faction can take control of the base. Taking control of NPC bases is pretty much the same the process as destroying player owned bases. Instead of the base blowing up, control of the base is given to the attacking faction. For example, if we (as Imperials) took control of a Rebel NPC base, that base would become Imperial. Since the base is not owned by a player or guild eager to defend it, there is less chance of a PvP encounter but players could jump-in to defend the base at any time.
Chapter 3: The Mechanics of Factional Bases
The process of buying a base is simple. Factional bases can be purchased from any recruiter using faction points for payment. Costs vary slightly at different locations and depending on race. You must be overt when purchasing a base from a recruiter. Occasionally, bases may be bought from vendors or players for credits.
Factional bases are placed like any other structure. If you are placing a base within the city-limits of a player city you must have zoning rights to place your base. All bases use 6 lots. Bases may not be re-deeded.
Players may donate resources to the base. These resources are used by the base during its maintenance cycle to repair damaged items such as minefields, turrets and scanners. Maintenance takes place approximately every 30 minutes. Resources may be donated using the radial menu on the HQ terminal inside the base.
Players may also donate credits to a base. These credits are used only for maintenance fees only. Maintenance fees for bases work just like a house or other player owned structure. These maintenance fees are not associated with the maintenance cycle. Credits donated to a base may not be removed by the base owner.
Once a day factional bases go “vulnerable”. Vulnerability lasts for 2 hours, then reoccurs 22 hours later. During this vulnerability period the base may be destroyed by the opposing faction. When a base is vulnerable four terminals will appear inside the base: Uplink Terminal, Security Terminal, Override Terminal, and the Power Regulator. These terminals (plus the HQ terminal) are used by the opposing faction to destroy the base. The terminals disappear after the vulnerability period ends.
When a base is first placed it is vulnerable for 2 hours, after that the owner of the base may reset the vulnerability time. Only the owner may rest the vulnerability time. The owner cannot simply choose what time the base will go vulnerable. When the owner selects “Reset Vulnerability Time” from the radial menu on the HQ terminal in the base, the base becomes vulnerable AT THAT MOMENT and will be vulnerable for 2 hours. Vulnerability time remains the same each day unless reset by the owner, though there seems to be a slight fluctuation in times due to serve resets.
Chapter 4: Defenses
Factional bases have several defenses that can help protect the base. The most obvious one is NPC spawns that will attack overt members of the opposing faction on sight. Having players defend the base is the most fun. There are ways to defend a base even when no players are around. Bases have covert scanners, minefields and turrets to help protect against attacks.
Covert Scanners
Covert Scanners detect covert members of the opposing faction and give them a Temporary Enemy Flag, leaving them open to attack. The range of a scanner seems to be about 20 meters.
Covet Scanners can be purchased from recruiters using Faction Points but you must be overt to purchase (look under “Installations”). Scanners can be donated to the base using the radial menu on the HQ terminal. The number of scanners a base can hold varies depending on base type.
Minefields
Bases also have minefields. The number of minefields a base has depends on the type of base. These minefields require mines. Mines may be purchased from faction recruiters (you do no need to be overt) or from vendors. Mines may be donated using the radial menu on the HQ terminal. The number of minefields a base can hold depends on the type of base.
Minefields hold 20 mines in the “mine pool”. Mines come in stacks of 5, so a minefield can hold a total of 100 mines. The minefield must contain mines to work. When an overt member of the opposing faction gets within range of a minefield there is a chance they will trigger mines. A player can attempt to disarm a minefield by select disarm from the minefields radial menu and “looking around” for mines (this basically means walking around the minefield). Disarming a minefield increases the chance of triggering mines. If a mine is found, it is disarmed and 1 mine is taken from the mine pool.
Turrets
Turrets are, without a doubt, the coolest of defenses. They can be purchased from faction recruiters using faction points (they are listed under “Installations”). You must be overt to purchase turrets. Turrets can be donated to a base using the radial menu on the HQ terminal. Turrets may also be used as stand alone structures, but have lower hit points, require maintenance (like a house) and use 1 lot. Turrets donated to a base do not require maintenance, use no lots and have higher hit point values. The number of turrets a base can hold varies depending on the type of base.
Chapter 5: Destroying a Base
Destroying a base requires the following professions and skills:
1. Bounty Hunter with Investigation II
2. Smuggler with Slicing I
3. Novice Bio-Engineer
4. Commando with Heavy Support Weapons I
5. Novice Squad Leader
Destroying a base requires OVERT faction members do the following in order:
1. Jam the uplink Terminal (Bounty Hunter)
2. Slice Security Terminal (Smuggler)
3. DNA Sequence the Override Terminal (Bio-Engineer)
4. Overload the Power Regulator (Commando)
5. Initiate Self-Destruct Sequence from the HQ Terminal (Squad Leader)
The defending faction has 10 minutes to activate the Shut-Down Sequence from the HQ Terminal. Once the Shut-Down Sequence has been activated, the attacking faction has 5 minutes to repeat step 5.
Appendix A: Types of Bases
Bases come in 4 different styles: Forward Headquarters, Field Hospital, Tactical Center, and Detachments Headquarters. Each base comes with a Factional Recruiter and Factional Mission Terminal. Here’s a breakdown of maintenance costs, what you get with each base type and what defenses can be donated to the base.
Forward HQ:
Maintenance: 100 credits per hour
Defenses that can be donated:
1 Covert Scanner
2 Minefields
2 Turrets
Field Hospital:
Maintenance: 200 credits per hour
Standard Mission Terminal
2 Bank Terminals
Acts as a medical center (does not auto-heal)
Defenses that can be donated:
2 Covert Scanners
1 Minefield
3 Turrets
Tactical Center:
Maintenance: 300 credits per hour
Standard Mission Terminal
2 Bank Terminals
Acts as a medical center (does not auto-heal)
Acts as a cantina
Defenses that can be donated:
1 Covert Scanner
3 Minefields
4 Turrets
Detachment HQ:
Maintenance: 400 credits per hour
Standard Mission Terminal
2 Bank Terminals
Acts as a medical center (does not auto-heal)
Acts as a cantina
Registers on planetary map (viewable by same factional only)
Overt doctors and entertainers receive elite profession factional perks
Defenses that can be donated:
2 Covert Scanners
1 Minefield
5 Turrets
Appendix B: Turret Statistics
Block Turrets
Small Block Turret
Condition: 100k
Armor Rating: Light
Resists: Energy: 95%
Stun: 100%
Efficiency: 75 % Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Large Block Turret
Condition: 300k
Armor Rating: Heavy
Resists: Energy: 95%
Stun: 100%
Efficiency: 80 % Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Dish Turrets
Small Dish Turret
Condition: 100k
Armor Rating: Heavy
Resists: Energy: 95%
Stun: 100%
Efficiency: 75 % Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Tower Turrets
Small Tower Turret:
Condition:???
Armor Rating:???
Resists: Energy: ???
Stun: ???
Efficiency: ??? Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Large Tower Turret:
Condition: 300k
Armor Rating: Heavy
Resists: Energy: 95%
Stun: 100%
Efficiency: 90 % Kinetic, Heat, Cold, Acid, Electricity
Vulnerability: Blast, Lightsaber
Links:
The Official SWG Manual
http://starwarsgalaxies.station.sony.co ... p?id=58143
Base and Turret FAQ by Booma (SWG Forums)
http://forums.station.sony.com/swg/boar ... e.id=84652