Bases "Dude, we really need that redding parking base"
- Every small faction member ever
Any player can pay a certain amount of money to the NPCs in different cities in order to get himself a comfy base.
Purchasing a base
A base is purchased by approaching a certain npc and initiating a dialogue. In the dialogue, the player can choose the nearby city, the direction from it in which the base will be located, and then, finally, the base type.
One player can own a single base in an area, but can be added to more. If a player buys an another base in an area, the old one will dissapear. A safety prompt is put into place to prevent doing this accidentaly.
The price of the base is based on the nearby city and the base type. The location is key, for instance, a hovel south east of klamath will be cheaper than nort west from Den, while being essentialy at the same place.
Managing a base
Once purchased, the owner of the base can use its computer to manage the population. Typing in a players name, he can add a player to it and let him see the base. For this to work, the character has to be present anywhere in the game world; meaning he can be also be offline, if recently logged off.
He can also use the computer to delete a character from the inhabitant list, resulting in the location dissapearing for said character. However, if the character is present on the base, he will have to dissapear from the game world first to log back on the world map, meaning any unwanted inhabitants should be killed or supervised to dissapear.
Other options include purging the inhabitants list completely, listing inhabitants, and passing the base to another owner. One can also use the base computer to manage his credit account.
Aviable bases & locations
Bases at nearly any city are aviable, with an exception of San Francisco. Prices are subject to change.
Area | A spacious cave | A mid-sized basement | A hovel | Transfer station 1 | Transfer station 2 | Transfer station 3 | A small cave | Transfer station 4 | Depot 1 | Depot 2 | A spacious basement | Transfer station 5 | Depot 3 | Depot 4 | Depot 5 | Depot 6 | Luxurious apartment |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arroyo | 25 000 | N/A | N/A | 240 000 | 360 000 | 600 000 | 10 000 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Klamath | 42 000 | 25 000 | 15 000 | 300 000 | 500 000 | 770 000 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Den | 55 000 | 35 000 | 22 000 | 380 000 | 600 000 | 1 000 000 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Modoc | 75 000 | 52 000 | 35 000 | N/A | N/A | N/A | N/A | 600 000 | 900 000 | 1 500 000 | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Redding | N/A | 110 000 | 50 000 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 170 000 | 2 100 000 | 2 800 000 | 3 600 000 | N/A | N/A | N/A |
Vault City | N/A | 52 000 | 35 000 | N/A | N/A | N/A | N/A | 600 000 | 900 000 | 1 500 000 | 75 000 | N/A | N/A | N/A | N/A | N/A | N/A |
Gecko | N/A | 52 000 | 35 000 | N/A | N/A | N/A | N/A | 600 000 | 900 000 | 1 500 000 | 75 000 | N/A | N/A | N/A | N/A | N/A | N/A |
Broken Hills | N/A | 80 000 | 40 000 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 125 000 | N/A | N/A | N/A | 1 800 000 | 2 600 000 | N/A |
New Reno | N/A | 80 000 | 40 000 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 2 200 000 | 3 000 000 | 125 000 |
NCR | N/A | 80 000 | 40 000 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 125 000 | N/A | N/A | N/A | 2 000 000 | 2 800 000 | N/A |
Arroyo, Klamath and Den
Bases for these towns are sold by Smiley in Klamath, a bald leather amor guy located in the first bigger building by the entrance. The dialogue thread is aviable on player's second conversation with him right when initiating the dialogue.
A decent base in this area is a must-have for almost anybody, since most of the low-end game content happens around these parts.
Arroyo is the only town where a player can get the small cave base.
Modoc
Bases around this town are purchased from Rose, a casual-wear female standing behind the bar of Rose's motel, the northern-most building. The dialogue thread is aviable on player's second conversation with her right when initiating the dialogue.
Redding
Bases around this town are sold by Sheriff Marion, located in the first building to the left following the main road from the entrance. The dialogue thread is avaible right off the bat right when initiating the dialogue.
Bases in the area are very popular for its proximity to the negative balance replication dump and are priced accordingly. That coupled with it being effectively in the middle of the map makes redding provide the biggest bases and serve as base location for most big factions.
Vault City and Gecko
Bases around these cities are purchased from Stark, a metal armor wearing black man located in corrections center, right in front of the vault entrance. The dialogue thread is aviable right off the bat, when asking stark who he is first and then inquiring about patrols.
Broken Hills and New Reno
Bases around these cities are sold by Markus, a leather armor wearing supermutant, standing in front of the building far across the main square from the entrance. The dialogue thread is aviable on player's second conversation with him right when initiating the dialogue.
New Reno is the only town offering the Luxurious apartment base.
NCR
Bases around this town are sold by ranger Elisa, a Combat armor wearing female located inside the city, first part, east building with the garage north of the BOS bunker. The dialogue thread is aviable on player's second conversation with her right when initiating the dialogue.
NCR is the only southern city where players can have bases.
Base features
Some bases offer more than a shelter. Here's a description of certain base features.
An Auto-Doc
An Auto-Doc is a medical machinery that will heal the player's aches for a certain number of small energy cells. It is almost never used tho as its just easier to have a resident doctor character on a base.
Harvestable computers
As in the rest of the game world, computers in certain bases can be harvested using a super tool kit for electronic parts. It is widely recognised amongst players as a great leveling technique for its versatility, great xp outcome and a valuable vendor trash by product. A presence of these computers can be a reason alone for players to buy these bases in bulk.
Containers
With the capacity for the stuff laying on the ground and slaves taking in reliably only stackable items, a number of containers is for some players the only indicator of the base value. On higher-tier bases, a maid can be obtained for contributing to the server, which cleans up and sorts items automaticaly.
Lockable containers
Lockable containers are a feature found on higher-end bases, where a player can take a container as his own, setting a passcode only he would know. This feature is a must-have for bigger factions, as it eliminates the missing stuff haggle.
Layout
While not that obvious initially, a proper layout is one of the biggest indicators of base quality. A terrible layout will mean you will run more for almost anything you need. This oftenly makes players prefer cheaper, thus smaller bases, over bigger and more expensive ones. For the purpose of the following table, this feature is rated on a scale of 1-5, with 1 being the best and 5 being the worst, keeping an eye out on obvious penalties for larger bases.
Landing zone
A landing zone is the area right by the exit, where you will end up spending most of your time. A spacious, open landing zone is one of the most important parts of a base, as it lets you sort out most of your stuff, make crafting piles and stuff like that. For the purpose of the following table, this feature is rated on a scale of 1-5, with 1 being the best and 5 being the worst.
Turrets
Turrets are a cosmetic-only feature. While it would make sense for the turret to actively scan for non-belonging entities and eliminating them, the turrets actual purpose is just to sit around and look badass. It will not even defend against attacks - it will respawn tho, so it can be used as an occasional source of experience.
VDU controlled doors
Are doors that can be opened or closed only by use of nearby computers. Much like turrets tho, these are just a gimmick as they will not distinguish between any player, ie. will not lock out an unwanted follower accidentaly taken in the base. Even if they did, they are located between the leaving grid and parking spaces, meaning the intruder could still leave in one of your cars.
Parking
Parking spaces are an important feature of any base and come with mid-priced bases. The most expensive bases also provide vertibird landing. Currently, there is no base in the game that would allow the player to park his boat.
Managing equipment
With both limited container capacity and the limit on stuff laying on the ground, most players result to keeping all of their stackable items in a slave located in the landing zone, laying out piles of mostly used gear nearby and sorting the rest in storage areas. For high-tier bases, players can get robo-maids, a badass sorting machine. These are acquired as a reward for supporting the game.