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Heroes bases?

SaenjainaSaenjaina Member Posts: 24

When I first read about CoV, it came to my attention, that villians were able to design bases. But it has now also come to my awareness, that heroes also can create these bases?

Is this true?

What are bases all about? Villians can defend there bases against various attacks of some sort right? What about these "hero" bases? What are their purpose? And do you need to be part of a SuperGroup to have "bases" to toy with?

Can someone explain to me, the main functionality of bases and what possibilities these bring to the game?

Thanks.

Comments

  • RazorbackRazorback Member, Newbie CommonPosts: 5,253

    Bases can be constructed and owned (or pwned if you like) by either Heroes (boo) or Villains (yay) image

    They act not only as a cool place for your strong dynamic SG to hang out (if your vllains) or for your weak, limp, girly SG to hang out (if your heroes) but also as a base from which to stage raids and be raided. Read on.....

    Ripped from the CoH Boards, from this thread :

    http://boards.cityofheroes.com/showflat.php?Cat=&Number=3943925&page=0&view=collapsed&sb=5&o=&fpart=1#3943925

    To participate in a base raid, your base must meet specific criteria.

    • First, you must have an empty Item of Power base to store the item of power should you succeed in your raid. By necessity, this also requires that you have a vault to store the base in.

    • Second, you must have six (6) Dimensional Anchors throughout your base. Only one Anchor may be placed in each room of your base, and no anchor may be placed in your entrance portal or in any vault rooms. (This means you must have eight (8) rooms MINIMUM)

    • Third, if you plan to initiate raids, you must have a raid teleporter to "launch" your raid from. I have been unable to determine if one is required for defending against a raid.


    When building your base, all rooms must be exactly one space (grid square) away from all other rooms, and a doorway (more of a hall, really) will automatically connect to all adjacent rooms. You can delete extra doors as long as each room will still be able to have a path to your entrance portal.

    Before the raid actually starts, the attacking SG (invaders) will form up into whatever types of teams they feel are appropriate. Each man on his own team, 2 per team, a team of 3 and a team of 4, 1 team of 8, whatever. When the raid begins, each invading team will be randomly assigned a doorway in the defending base as a spawn point for the rest of the raid. Because the defenders do not know where the enemy is going to attack from (and it could be several attack points), care must be taken when creating the base layout to make defense more efficient.

    The invading team can win via three (3) methods.

    • Capture the Artifact

    • Destroy 5 of 6 Dimensional Anchors

    • Deploy 5 Disruptor Pylons



    Capture the Artifact
    When a raid begins, all of the defender's artifacts will be surrounded by a force field. This field regenerates VERY fast and will take a team a good while to destroy. After the field is destroyed, an invading player only needs to touch the Item of Power (same as entering a mission door, get close and click) and the invaders have won.

    Destroy 5 of 6 Dimensional Anchors
    Invaders can destroy these Anchors, but they are very durable and will take some time to destroy them. Theoretically, defenders only need to defend two (2) of these anchors to prevent defeat.

    Deploy 5 Disruptor Pylons
    Disruptor Pylons are a craftable temp power that has two (2) uses. Before anyone gets the idea, you cannot "stack" charges of this temp power. The rules for pylons are that you can only place one in a room at any given time (any attempt to place a second pylon will destroy the first one). These are attackable and can be destroyed by defenders. While not as durable as a Dimensional Anchor, the Dimensional Pylons are still fairly durable. Because of the limited use of the temp power, you must have at least 3 invaders to win via this method.

    As far as I can tell, the defending SG has only two methods of victory:

    • Hold off the invaders until the timer runs out. (I've seen the timer start at 45 minutes and 60 minutes. 60 minutes was the more recent of the two)

    • Cause the invaders to give up. If all of the invaders drop out of the raid, then the defenders will win by default. I am unsure if the reverse is true.



    There are various strategies for building your base in a defensive manner, but there are pros and cons to each method, and an exhaustive list goes beyond the scope of this document.

    As for base defenses and facilities, I will just give a quick synopsis of what I've discovered with the non-craftable items.

    • Turrets: The basic turrets aren't really that good. True that every little bit helps, but don't count on these to add too much defense except as a possible distraction tactic.

    • Power Generators: The basic generators are *very* squishy! I really hope this gets changed before live. If a defending base is using turrets, etc., then look for the generator. Take out the generator(s) and all defenses will go offline.

    • Control Generators: The primary control generators are not targetable, thus indestructable. The auxiliary control generators are destructable, but the loss of them won't cripple your entire base defense system.

    • Items of Power: The force fields around these items are highly resiliant and regenerat very quickly. I wouldn't worry about them too much unless there are more than two (2) or three (3) invaders attacking it at once.

    • Medical Center: Being revived in your base while defending against a raid is a huge benefit! With the basic equipment, you'll only start with 25% health/end, but you'll save a LOT of loading time (as opposed to zoning to the hospital of the last zone you were in, getting back to the base portal, then re-zoning into your base). This will most likely lead to camping of the Medical Centers of a base, but it's not like you have to go far. A defender can attack, be killed, rez, attack again, be killed, rez, attack, (repeat as necessary) until the offending spawn camper is destroyed. (NOTE: Invading players will spawn in THEIR base which will require zoning and re-zoning to return)

    • Mines: Land mines (explosive runes) are big fun, but like a Stalker, are a one-shot wonder. They go boom with an AoE blast with knockback for decent damage, but then they are gone and must be replaced after the raid is over.

    • Decorations: Decorations can be used as obsticles to make invaders jump, go around, etc. and can be used as cover by both defenders and invaders. Use these to your advantage.



    To initially obtain an Item of Power, an SG must either undergo a trial mission or steal one from another SG by raiding them. To initiate either of these methods, the base must be raid-legal. After obtaining an Item of Power, an SG leader must set two (2) windows during the week in which the base may be raided. Each window will last for two (2) hours.

    If an SG is planning on raiding another SG's base, the invading SG must schedule the raid during an open raid window and it must be scheduled at least 48 hours in advance of the raid. This gives the defenders time to prepare and also doesn't require an SG to "man the defenses" for two hours for no reason. When scheduling a base raid, the invading SG will not know who they are invading, only the window in which the raid will be scheduled. In addition, a SG may only invade a SG that has the same or MORE Items of Power than they do. Thus, if your SG is the only SG with two (2) Items of Power, then your SG will not be able to schedule a raid until another SG has two (2) items of power.

     

     

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  • Sanctus_MorsSanctus_Mors Member Posts: 597

    Also, don't expect to hop right into a base from a new SG. A meager, small non-raid base will cost about 1.5 mil prestige. For a raidable base that's decent, looking at about 7 mil. Prestige is earned only when in SG mode. Since launch, the Villian group I belong to has about 800k prestige.

    Base making is for the long term. Any prestige you bring into a SG belongs to the SG and if leave, you will not get the prestige back.

    your arguement is so persuasive, so filled with knowledge and insight. You back up your argument very articulately, with suggestions of improvements and raising examples to glorify your position....oh wait, you didn't

  • RazorbackRazorback Member, Newbie CommonPosts: 5,253
    Not to mention that the rent alone on a raidable base is going to be in the hundreds of thousands of presitge per week. Only the most tightly wound and well organised SG's will be doing base raids from either side.

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    "MMOs, for people that like think chatting is like a skill or something, rotflol"
    http://purepwnage.com
    image
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    "Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon

  • QwirkQwirk Member Posts: 136

    Just wanted to toss in a couple of points that may have been glossed over (mostly for the sake of anyone interested that hasn't been reading up on the CoV side of bases):

    1) For a CoH player to build bases for their heroes they must have registered a CoV retail key to the same account.
    2) Bases don't just exist for the sake of raids. Even a small (for example one man/woman) SG can accumulate enough prestige to put together a small hideout, and teleporters (assuming you collect the beacon badges for the appropriate zone).
    3)Ahhhh salvage. When in SG mode you will often accumulate salvage as you fight your way through missions. For a good price in prestige you can build a workshop, and then turn the salvage into base defenses/artifacts/decoration(?) [going on rumors for the last part of that]

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  • OrcBreathOrcBreath Member Posts: 17

    You think these bases are all they're cracked up to be?  Do SG members actually "hang out" there anyway?  Whats the best thing they can do there?  Sit and chat?  Sounds expensive for the SG, unless you have all higher level toons with millions of influence.

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433
    What are the impacts of the Items of Power on the game?

    - "If I understand you well, you are telling me until next time. " - Ren

  • ShaydeShayde Member Posts: 4,529

    Be sure to play in supergroup mode all the time so your SG willget all the prestige.

    Shayde - SWG (dead)
    Proud member of the Cabal.
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    I don't like it when you say things. - A Vanguard fan who does too.
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  • RazorbackRazorback Member, Newbie CommonPosts: 5,253



    Originally posted by OrcBreath

    You think these bases are all they're cracked up to be?  Do SG members actually "hang out" there anyway?  Whats the best thing they can do there?  Sit and chat?  Sounds expensive for the SG, unless you have all higher level toons with millions of influence.



    Well it depends on your SG. The Villain SG Im in hangs out there more than anywhere else. We generally go back there after misions etc too.

    Considering our leader is L39 already it suggests 2 things. Firstly getting a core group of "ubers" wont be hard for our SG as our next member just hit 30 and me and 5 or 6 others are 25+ and the game is ony 2 weeks old...

    Secondly it rather put pay to a lot of the nerf whining we have heard too because our leader (brute) seems to be advancing at the same rate if not slightly faster than anyone I saw during the launch of CoH. Its the same old same old... its about adapting your play style to suit conditions, although he has solod for about 80% of his exp so far as he plays much more hours than the rest of us. Like I could have been 30 this weekend if I wasnt so lazy.

    But back to the OT, how the bases get ustilised will depend on the SG like I said. We seem to have a pretty solid plan to get into base raids ASAP and so far we have like 5 or 6 rooms a generator, workshop and table and a mainframe, so for 2 weeks we are happy with the progress...

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    "MMOs, for people that like think chatting is like a skill or something, rotflol"
    http://purepwnage.com
    image
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    "Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon

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