Player Safehouses
Player Safehouses offer several advantages over NECRA safehouses. Fear and fatigue recover faster in player-created safehouses, and several upgrades can be applied which increase recovery rates or provide other bonuses.
Different types of safehouses are available as a player gain levels. Each type represents a particular size or style. The most basic safehouse is a barricaded apartment, but this might alternatively mean a small office or any other refuge which corresponds to that size.
Safehouses can also be improved to grant additional benefits. See Upgrade Items for more information.
Player safehouses may be opened up for faction use, allowing all members of your faction to enter and use your safehouse. Currently this function cannot be undone.
Player safehouses grant a bonus to scavenging at any location within the hexagonal territory surrounding them, as long as no other safehouse territory covers the same area.
Player safehouses take time to construct. Apartment and Store safehouses take ten minutes, whereas a compound takes an hour to complete. Be careful and check around if theres any other faction because even if you are building your safehouse you can be attacked, the safehouse might be finish but you will lose all characters who were "building" it.
Faction Safehouses
Integrity
Unlike NECRA Safehouses, player safehouses do not last forever. They each have a level of Integrity. Over time this value will drop, based on local Z-Density. The higher the Z-Density, the faster the integrity value falls. Once Integrity reaces 0 the safehouse disappears.
To stop this happening Player Safehouses have to be defended. This is done on the Manage Team screen. Larger safehouses need more defenders to maintain their defences.
Survivors who are defending a safehouse recover Injuries, Fatigue and Fear at 50% of normal value when the Recover button is pressed.
Problems
Placement
Location, location, location! The adage of realtors should prepare you well for this activity.
How to put down a safehouse: you click on a spot on the map and the game engine calculate the route lead to that. Any spot, not just on the road.
What purpose that safehouse serve? That will serve as a guideline as to where to put it.
- As a permanent base, you need a big green zone around with few traffic so zeds wont get attracted to the area. A compound with all the upgrade plus one or two minors/seniors to take care of is ideal. And density should never be over 5% or the base will disintegrate in few weeks. 1000SP is cheap compared to the hassle of moving the inventory of a permanent base to another.
- As a temporary base for the region, you can put it in blue zone and within 5FAT distance of lots of loot sites. It's not necessary for that base to cover all of them, since we can use apartments for that, but for it to last the time we need to loot all those lovely scavenging locations clean. Healing facilities and anti-disintegration upgrades are needed, but not gardens or water filters since that make more weight to carry back to perma bases. Density should not be above 10%.
- Loot assisting facility: put an apartment down right next to the site to assist the scavenging activities. 10SP is cheap in exchange for the added effiency. This safehouse usually deep into the zone and right next to the site.
- Street refuge: to heal back to normal when travelling. If you have red injuries, it's best to stop right then and there, set up an apartment to hide and heal inside. Dont move a step out until you are normal again. This base usually on street, almost always in dangerous zone so it's destroyed pretty fast. However, even in 99% zones it can last enough to heal red back to green.
Types of Safehouse
Apartment
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
0 | 10 | 20 | 10 | 20.0m | 110% | 110% | 1 | 2 minutes |
Available upgrades: Infirmary, Command Post
Store
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
7 | 40 | 35 | 20 | 60.0m | 130% | 130% | 2 | 4 minutes |
Available upgrades: Infirmary, Lookout Post, Security Shutters, Emergency Garden, Command Post
House
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
10 | 80 | 55 | 20 | 100.0m | 140% | 140% | 3 | 8 minutes |
Available upgrades: Infirmary, Lookout Post, Security Shutters, Field Hospital, Water Purifier, Perimeter Chain Link Fence, Emergency Garden, Command Post, Workbench
Warehouse
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
14 | 160 | 75 | 30 | 120.0m | 150% | 150% | 2 | 12 minutes |
Available upgrades: Infirmary, Lookout Post, Security Shutters, Field Hospital, Water Purifier, Perimeter Chain Link Fence, Emergency Garden
Compound
Minimum Operative Level | SP Cost | Integrity | Survivor Capacity | Bonus Territory | Fear Recovery Bonus | Fatigue Recovery Bonus | Defenders Req'd | Build Time |
20 | 1000 | 100 | 60 | 300.0m | 200% | 200% | 6 | 30 minutes |
Available upgrades: Infirmary, Lookout Post, Security Shutters, Field Hospital, Water Purifier, Perimeter Chain Link Fence, Emergency Garden