How To Destroy A Starbase

Imperial Player Owned StarbaseIf you are currently commanding a Starbase, then you are probably aware that you can initiate a self-destruct to destroy your Starbase. This is not something you would do regularly!

This guide looks at how you would go about destroying an undefended Starbase belonging to someone else.

It is possible to assault and destroy a Starbase successfully using pilots – usually for Starbases with minimal (or no) defenses. In reality it is much more common to use Squadrons for this task – especially since it can all be undertaken by one pilot.

Bomber or Fighter Squadrons?

For this task you need to hire Bomber Squadrons. Ultimately this is because they have better armor and are able to take more damage without being destroyed.

How Many Bomber Squadrons Are Needed?

This is based on how many Heavy Defense Modules are present on the Starbase you are attacking. Assuming the Starbase is undefended, the following gives you an idea of how many Squadrons you should require.

HDAs on Starbase Bomber Squadrons Required
0 – 3 5 Squadrons
4 – 5 6 Squadrons
6 – 7 8 Squadrons
8 – 9 10 Squadrons
10 – 11 13 Squadrons
12 – 13 15 Squadrons
14 – 15 17 Squadrons
16 18 Squadrons

You will need to hire Bomber Squadrons and get them to the target Starbase without arousing the suspicion of, well, anyone. The amount of APs available to a Squadron at any one time means you will probably need to move and rest your Squadrons several times (sometimes over many days) until they reach the target Starbase.

The ultimate goal is to destroy a Habitat Ring (this consists of 100 building points) and then move into the Command Center before destroying that as well (this consists of a further 300 building points).

You need to ensure your Squadrons have enough APs to do 400 building points of damage before you initiate your attack.

First — Take Out A Habitat Ring

To begin with, move all the Bomber Squadrons on top of the same Habitat Ring (there are 8 to choose from) and click the Attack this building link with one of the Squads.

As well as shooting an array of LV-111 missiles at a single Starbase defense module (chosen randomly each attack), your Bomber Squadron will do building damage based on the number of ships in the Squadron.

Ships in Squadron Building Damage per Attack
100 ships 8 points damage
99 thru 75 ships 6 points damage
74 thru 50 ships 4 points damage
49 thru 25 ships 2 points damage
24 thru 1 ships no damage

The first attack you do with a full 100 ship Bomber Squadron will take 8 points off the Habitat Ring (although due to the mechanics of how damage is resolved, this may end up being 6 points). Once you have attacked once, switch to another 100 ship Bomber Squadron and repeat until all squadrons are now less than 100 ships.

Continue the attack, using the Bomber Squadron with the most ships every time. This will likely see you switching browser tabs a lot and requires some concentration. While the number of ships in each attacking Squardon is above 75, each attack will be taking 6 points off the Habitat Ring.

After about 18 attacks you should have destroyed the Habitat Ring. This will trigger a GNN entry – so be quick to move all your Squadrons to the Command Centre.

Next — Take Out The Command Centre

Move all your Bomber Squadrons to the Command Centre and continue the attack, using the Bomber Squadron with the most ships every time. Remember that you need to deal a total of 300 points of building damage to destroy the Command Centre.

Once you have destroyed the Command Center, the Starbase disappears (and there is a further GNN entry). Job done!

Real example — Against a 6x HDA Starbase using 9 bombers (and with no defence) will require about 90 rounds before the Starbase is destroyed (this ought to leave all 9x Squadrons between 65 and 55 ships each)

When under the influence of a Capri Stim the navigation screen screen is covered with the level of resources on each tile. This can be more than a little distracting.

This userscript hides the text that is shown on each tile (returning your navigation screen to normal). The effects of a Capri Stim are still in effect (reduced cost of trading) and you can obviously turn off the userscript if you want to view the resource levels for some reason.

Stims And Their Various Uses

Stim Chip MillFor a long time we have had Stim Chips, a legal alternative to Drugs (and a topic we discussed as Pardus Stim Chip Facts in the past).

An update to the Stim Chip Mill was announced in August 2015 where we saw the introduction of three new types of Stim Chips, each with their own special effect.

When using one of these Stims, just take one at a time (and make sure you are not under the effects of regular drugs). Each Stim lasts for 15 minutes and will give you the same AP gain as a regular Stim Chip, in addition to the following effects…

Crimson Stim

Crimson Stim ChipIt has been observed that combat pilots show very quick learning abilities when taking Crimson Stim immediately before battle.

The Crimson Stim doubles the rate of skill gain for Tactics, Hit Accuracy and Maneuver (up to a skill level of 65). This makes it an absolute must-have for pilots grinding out ASP or just skilling.

You can tell you are under the effect of a Crimson Stim because it says so on the NPC combat screen.

Capri Stim

Capri Stim ChipIt appears to give its user a heightened sensitivity of surrounding space. It is also reported to increase focus, especially when trading or harvesting.

The Capri Stim decreases AP cost for trading by 3 and for harvesting by 5. It also shows the resource levels on all fields on the main Nav screen (so you know if you are under the effect of a Capri Stim by this very visual change to the main Nav screen alone).

For a trader with a Class I Teleporter installed (which reduces the cost of trading to 5 AP) this means they can do a trade for just 2 AP! If you have a lot of buildings close together in your economy, then this is the choice for you!

Amber Stim

Amber Stim ChipUsers report that time seems to slow down when navigating under the influence of Amber Stim.

The Amber Stim decreases AP cost for movement by 1 across all field types. This is ideal if you need to travel any great distance, combined with the recent ability to Pack Goods, this seems ideal for hauling goods long distance.

You can tell you are under the effect of a Amber Stim because there is a small amber “-1” beside the movement cost icon in the Status section of the main Nav screen.

Releasing The Feral Serpent

Feral SerpentThe Feral Serpent has the highest threat rating for an NPC. It wanders the universe (in some cases very quickly), teleports through Wormholes and across MO lines, and aggressivley targets pilots as it romps around on a killing spree.

Check out the Feral Serpent details at Blacksun’s Pardus Resources for vital statistics on this NPC.

Unlike most NPCs, the Feral Serpent doesn’t spawn in the same place. Under the section on NPC Spawning, the Pardus Manual mentions that the Feral Serpent uses Triggered Spawning.

How Do You Trigger The Feral Serpent?

Serpent DenAccording to the Pardus Manual, the Feral Serpent is spawned by searching the Serpent Den from time to time.

First you need to visit the Serpent Den in Nhandu [23,26].

Once there, choose to Explore the Den via from the Commands panel in the navigation screen.

Explore The Den

Upon exploring the den, one of two message will show in the message frame of the main screen.

If the Feral Serpent is not already loose in the universe – and he died at least 7 days previous, you will be successful in releasing the Feral Serpent and will see:

You catch a glimpse of something quickly fleeing the den!

Otherwise you are not successful and you will see:

The den appears to be uninhabited at this time.

Pardus Paint Preview ScreenshotThis userscript allows you (and only you) to preview the different paints that are possible for your current ship as you fly around in the navigation screen.

Useful when deciding what paint you are going to purchase from a paint shop.

NPCs showing Exp valuesThis userscript overlays the experience you would get for killing an NPC displayed directly on your navigation screen.

Useful when completing VIP Adventure Missions and when you are just shooting NPCs for fun.

Pardus Message Informer

Not every moment you are online will be spent staring at the Pardus main screen waiting for an incoming message to arrive… from time to time you may be viewing another tab in your browser.

With this userscript you can see the name of the Pardus tab change to reflect unread private messages, alliance messages and combat logs.

No longer will you have to keep switching tabs to check if you have any unread messages!

A Practical Stim Chip Economy

Neural Laboratory

Hot on the heels of Asura’s recent article Considering Making A Stim Chip Mill?, Rylar has investigated in more detail setting up a Stim Chip economy.

This article details the building setup and resource usage whilst maintaining details on profit. The conclusions are surprising!

Introduction

The lowest reasonable price for Neural Tissue, assuming a low trader income and a 2000/cr/tick owner income, is 145 cr/ton. The boost for low crime means each chip is about 158 credits cheaper to produce. Nice to have, but nothing exciting.

A Stim Chip Mill needs a large capacity to be effective, much like a Nebula Plant. So, we’re going to assume ideal conditions. The Stim Chip Mills are level 10, the Neural Labs are level 8 and everything is located near to an NPC starbase on the FWE route.

Proximity to a well stocked NPC starbase is important because only they can produce enough Animal Embryos to be considered effective. Even a Player owned starbase will be hard-pressed to make 3 Neural Labs tick.

A Self Sustaining Chain

In a low crime cluster, a single level 10 Stim Chip Mill requires 2.6 level 8 Neural Labs. Realistically, Stim Chip Mills are harder to stock, so 2.5 Neural Labs per Stim Chip Mill is a good goal.

In our set up with 5 Neural Labs and 2 mills, we’ll need the following buildings:

  • 5× Neural Labs (level 8)
  • 2× Stim Chip Mills (level 10)
  • 1× Medical Laboratory (level 9)
  • 1× Electronics Facility (level 6)
  • 1× Smelting Facility (level 6)
  • 1× Plastics Facility (level 6)
  • 1× Chemical Laboratory (level 6)

Here are the resource requirements for a single tick of all those buildings:

  • 98t Food
  • 78t Energy
  • 98t Water
  • 230t Animal Embryos
  • 40t Medicine
  • 38t Nebula Gas
  • 18t Electronics
  • 18t Exotic Matter
  • 6t Heavy Plastic
  • 9t Metal
  • 12t Ore
  • 9t Chemicals

This chain requires an NPC starbase approaching 180,000 population to produce enough embryos. Note that this base will consume 470 tons of food every 4 hours.

Profit

With an ideal chain, low crime rate, low building income and low trade income, you can expect to sell chips for 3,800 credits each. Each Stim Chip gives about, 1/3rd the action points that drugs can provide (which sell for around 12,000 credits each). So, you can realistically expect 17,600 cr/day on Stim Chip sales.

This does not include the build cost (or defense module cost) for each of the buildings in the chain – certainly for the high level buildings (which require large capacity) this will require a significant supply of Metal and Ore.

Conclusion

Clearly the Pardus programmers are bad at math. You should not pursue Stim Chip for profit. Even Space Farms and Nebula Plants will serve you better than Stim Chips.

On the plus side, Stim Chips allow you to run a crime free cluster – which is priceless for Military Outpost quality.

Pardus MultiClock

A view of the Pardus Nav Menu Clock

Regular visitors may have already discovered the Pardus Clock page on this website, and for those of you who use userscripts, you may have installed the Pardus Nav Menu Clock userscript in the past.

I am pleased to introduce two extensions (one for Firefox and one for Chrome) that provide a large collection of universe independent and configurable Pardus Clocks for use in Pardus.

Please note that these extensions are not designed to work alongside the Pardus Nav Menu Clock userscript.

A lot of clocks are available to choose from – but it’s unlikely you will want to use them all at the same time (and indeed attempting to do so will require you have a wide screen to fit them all in). You can choose what clocks you want (for each of the universes you fly in).

Currently the following list of clocks are available:

  • GMT/UTC time
  • The time until server reset
  • Eq degrade tick
  • TO upgrade tick
  • NPC Roam times
  • Lucidi/Z Roam times
  • Action Points
  • Shield recharge
  • Building tick
  • Planet tick
  • Starbase tick
  • Leech tick
  • Jeff Foam tick
  • X993 Repair Drone tick
  • ExoCrab Spawn times
  • Starbase repair tick
  • Squad Action Points tick
  • Diversity Bonus tick

Do you know of a clock that is not present? Send me the details (Sparkle in Artemis) and I’ll update accordingly!

Stim Chip Mill

Anyone with at least 10,000 experience points can build a Stim Chip Mill. What does it take to keep one running successfully? How does one select a practical location? What are the most difficult hurdles to overcome?

Rylar wrote about Stim Chips when they were first introduced to Pardus, and now Asura has contributed more details on actually planning (and implementing) a Stim Chip chain.

Where To Build?

The bottleneck for a good location is Neural Matter. Yes, you need Exotic Matter (you will need to be within trade range of an Exotic Matter source) but a smaller trade ship (like a Babel or a T-Bird) can carry enough Exotic Matter to keep your Stim Chip Mill supplied for many production cycles. The same is true for Electronics – you need a supply, but not necessarily a high-volume supply.

To keep a Level 2 Stim Chip Mill in production, you need 50/56/62 tons of Neural Matter per cycle (varying by the crime level of the cluster). If you have a slightly lower supply available in the sector, then you’ll occasionally spend a cycle without producing – but if you’re producing chips on, say, 9 out of 10 cycles, then that’s reasonably efficient.

So you will need a Neural Lab somewhere very close to your Stim Chip Mill, close enough that you can haul Neural Matter from the Neural Lab to the Stim Chip Mill at sustainable AP cost. Note that a level 5 Neural Lab produces 48 tons per cycle; a level 6 Neural Lab produces 56 tons per cycle.

A level 5 Neural Lab requires 31 tons of Animal Embryos per cycle whilst a level 6 Neural Lab requires 36 tons. Therefore, the Neural Lab should be close to an active Starbase, a Type G Planet, a Type I Planet, and/or a type R planet. An ideal location might include more than one Animal Embryo source – and consider the needs of any Space Farms also supported by that source (you don’t want to break an economy that is already in balance).

A Neural Lab also needs Food, Water, Energy and Medicine – so you will need to source Medicines from somewhere as well.

Making Good Use Of Your Building Slots

Since it requires you have at least 10,000 XP to build a Stim Chip Mill, you will already have at least three building slots. One for the Stim Chip Mill and one for a Neural Lab would be an ideal start.

You might use your third slot to establish your own supply of Medicine or Electronics. If not, then perhaps you could build a Trade Outpost and sell your Stim Chips from there (whilst also using the Trade Outpost to store extra resources you need to support your other buildings). Other options might include a Military Outpost to help defend the location which includes your buildings. Perhaps before you build the Neural Lab and the Stim Chip Mill you might build an Asteroid Mine or Smelting Facility to generate the building materials you will use. I’m curious to learn about other third-slot synergies (please feed back to Asura or Sparkle in Artemis on this)!

What Makes a Good Building Location?

The upkeep requirements for a Stim Chip Mill vary based on the Crime Level of the cluster it is built in – so check the Crime Rate first (click the Statistics menu and then the Other tab).

Narrow down a few sectors where there is currently an Animal Embryo supply that is currently going to waste; or where the Animal Embryo supply could (and would) increase if you become a local consumer.

Consider faction and Alliance politics as well. Are there people who would actively interfere, by indirect means (such as buying up the materials you’ll need), or more direct means (such as attacking your ship and/or raiding your buildings)? Are there Military Outposts between you and your upkeep sources (and will you have permission to pass those Military Outposts)? Are there Military Outposts which would protect you from raiders? Are there supporters who would come to your defense if needed? Will your buildings affect which Alliance has sector dominance? Is the location often disrupted by Alliance conflicts or full-fledged Faction wars?

Check for NPC spawn locations. If you are near Asteroids or Nebula Gas, would you mind running into cloaked NPCs when trading your buildings? The Stim Chip Mill can be built on an energy field – are there Pirate NPC spawn locations nearby?

Finally, send Asura in Artemis any feedback on what worked for you (and what didn’t), so that this article can be updated and become more useful!