Greetings, friends!
Continuing the theme of Clans/Clusters, each cluster in the game can establish its own base in the wasteland and capture an entire sector.

Establishing a base in the sector is a very expensive and risky operation, but the cluster that manages to complete this task will receive a fully-fledged base in the middle of the wasteland with rare resources.
What such a base provides:
- The base can have all the combined functionality of bases in safe sectors (resource processing, item production, parts, market, hangar, refueling and replenishing ammunition).
- All members of the cluster in the sector combine their view and radar in the "fog of war".
- A tax on trade, processing, and crafting can be set up at the base.
- Management of access policy to the sector.
- Construction of turrets and auxiliary structures, increasing security in the sector.
Also, having a base is a prerequisite for a cluster to participate in wars.
Sector capture
Not all sectors can be built on, otherwise someone will block all passages from one part of the map to another, and the game will break :).
There are currently 9 sectors in the game that can be captured. They are marked with skulls [or the avatar of the owner cluster], and there are especially evil NPCs there. That is, only 9 clusters can have a base at the same time in the game, but one cluster can have several captured sectors, so probably even fewer.

In order to capture a sector, the leader or someone with the rights must reach it, open the construction menu and choose the location where the base will be established, and then pay the fee.

If everything went well, a construction site will appear at the base installation location, and the sector will be assigned to the cluster for 24 hours. During these 24 hours, the cluster members must transfer the necessary resources to build the base (finally, caravans). There is a lot of resources to transfer, and most likely both NPCs and players will interfere with you, so the caravans need to be protected :)

To add even more fuel to the fire, when the site is established, this news will fly into the local first channel:

Once enough resources are delivered, the base will be built automatically within a minute, and from that moment on, the sector belongs to the cluster.

But every 30 days, the base will need to be refueled with fuel and credits.
Base Modules
Initially, the base has a very limited functionality:

To expand it, you need to build appropriate modules (the construction process is the same as for the main base). Currently, there are four of them:
- Refiner allows you to process ore into raw materials at the base.
- Factory allows you to make resources from raw materials.
- Market a market for players appears on the base.
- Office functionality of a common warehouse and fast travel.
Defense Systems
To protect the base, you can install turrets, shields, radars, radar jammers, missile defense systems, and repair modules.

Currently, there are 3 turrets for short, medium and long range. The turrets have high firepower, but not very good visibility, so they need to be paired with a radar or actively illuminated if the enemy is using jammers in order to function effectively.

The shields provide additional area protection and automatically regenerate when there is no active fire.

A radar jammer suppresses all signals around itself, and there will be no markers in the fog of war. A repairman will fix buildings and units around him.
Energy, Rental Cost and Restrictions
All buildings require energy to operate. If there is not enough energy, the buildings will turn off one by one (first jammers, shields, radars and missile defense systems, then all others) until there is enough for the remaining ones.
To increase the amount of energy, generators must be built. However, each generator increases the cost of refueling the base by 50%.
Generators can be built anywhere on the map except in the area around teleports. All other buildings can only be constructed around generators. If a generator is destroyed and the buildings are not connected, they will shut down.

Buildings can be sold, and some of the resources will return to a box that appears at the construction site.
Protection against griefers
To prevent the entire base from being destroyed by griefers while everyone is sleeping, the cluster must set a vulnerability window when the base can be besieged (more on sieges next time). If buildings are destroyed outside of a siege, they will be rebuilt after a short period of time.
Local Policies
While you own the sector, you can customize access, taxes, and building behavior.

You can determine who can visit your sector and your base. Lists of allies / rivals are used for access, which are specified in the global policies of the cluster.
Available access rules to the base/sector:
- all;
- cluster + allies;
- cluster + rivals;
- only cluster;
- everyone except allies;
- everyone except rivals.
Approximately similar rules apply to turrets and repairmen.
Taxes
All players who trade, produce or process resources will pay you tax. The tax will be credited to the specified warehouse/account in the settings.
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In the future, it is planned to expand the capabilities of bases by adding new functionality. But for now, the base works like this :)
[ 2024-06-16 22:15:22 CET ] [ Original post ]