Guide:Base Carry Challenge
In the Base Carry Challenge, all damage and shield upgrades are disabled and Salvage does not drop. Instead, Bases now provide battle stats depending on the buildings used. Each building grants different stats or affects the other buildings, and boosters incur a penalty.
- Materials grant shields
- Parts grant a multiplier to damage and shields
- Components grant damage
- Boosters multiply other buildings but incur a penalty on your overall damage and shields
- Drain Reducers reduce the penalty incurred by boosters (without having to point at them)
Each completion of Base Carry divides the cost to upgrade all base buildings by 50.
How to complete Base Carry Challenge[edit source]
Base Carry can be a pretty complicated challenge, although if it glows green most likely it can be completed without any major issues. Experimenting with different Base setups to get the required stat balance will allow to go though most of the Challenges without problems.
Focus should be on base levels and weapon/shield setup (which should always be the highest availiable tier since cores can't be leveled).
Important note before moving on with the guide:
Starting with base carry challenge 3+ you get what is called a booster penalty removal which allows you to start using boosters actively in the bases. The important thing is that the levels you have are VERY important so having more levels in booster and less in booster penalty removal than the requirement mentions can lead you to being unable to beat challenge, even with "better" stats.
It's important to pay attention to your stats and see if the boost penalty is reducing your stats by a lot - add more boost penalty removals until you see the penalty is either fully gone or nearly fully gone.
For the Core weapons and shields, it's usually full Gatling Laser or all Gatling with 1 Beam Laser. Other setups will be mentioned in the proper challenge section.
Target Sectors for Each Base Carry Challenge[edit source]
The required sectors to beat in order to complete each Base Carry challenge:
Base Carry Challenge 1 - Sector 3
Base Carry Challenge 2 - Sector 6
Base Carry Challenge 3 - Sector 12
Base Carry Challenge 4 - Sector 20
Base Carry Challenge 5 - Sector 30
Base Carry Challenge Requirements: Base Levels[edit source]
Approximate upgrade level of the Components building upgrade level needed, for each base. This assumes the purchase of other building upgrades and slot unlocks with similar costs.
Component Level at | |||||
---|---|---|---|---|---|
Challenge Completion | Base 1 | Base 2 | Base 3 | Base 4 | Note |
Base Carry 1 | 28 | ||||
Base Carry 2 | 89 | 31 | |||
Base Carry 3 | 133 | 79 | (overestimate) | ||
Base Carry 4 | 201 | 159 | 104
5 |
1
1 |
|
Base Carry 5 | 334 | 273 | 250
10 |
60
4 |
Base Carry 1[edit source]
Building Levels[edit source]
The minimum viable setup for Base Carry 1 requires roughly the following building levels:
Base | Mats | Comps | Booster |
---|---|---|---|
Base 1 | 30 | 28 | 6 |
Additionally, you need to have unlocked at least 9 out of the 14 slots.
Base Arrangement[edit source]
In the boss fight in sector 3, you need to be active and replace 2-3 building materials with components after the shield from those components has been used up:
Ship Cores[edit source]
At least one Beam Laser is better than a Gatling Laser.
Base Carry 2[edit source]
Building Levels[edit source]
Close to minimum stats:
Base | Mats | Parts | Comps |
---|---|---|---|
Base 1 | irrelevant | N/A | 89 |
Base 2 | 36 | 33 | 31 |
Once the two center slots on the second row are unlocked, the challenge can be completed.
There is a bit of a leeway with these levels, so you can likely be off by a few and still do fine.
Base Arrangement[edit source]
As you lose HP, swap some of the shields (Materials) to weapons (Components).
Ship Cores[edit source]
Base Carry 3[edit source]
Building Levels[edit source]
Stats(these values are actually higher than required):
Base | Mats | Parts | Comps | Booster |
---|---|---|---|---|
Base 1 | 136 | N/A | 133 | 25 |
Base 2 | 84 | 83 | 79 | 16 |
Base 3 stats don't matter as long as the required slots have been unlocked.
Base Arrangement[edit source]
Ship Cores[edit source]
Base Carry 4[edit source]
Building Levels[edit source]
Base carry 4 should be doable the moment you unlock base 4 unless you somehow rushed right into it while ignoring bases 1-3.
Base | Mats | Parts | Comps | Booster | Drain |
---|---|---|---|---|---|
Base 1 | 202 | N/A | 201 | 36 | N/A |
Base 2 | 146 | 145 | 159 | 29 | N/A |
Base 3 | 99 | 97 | 104 | 19 | 5 |
Base 4 | 6 | 4 | 1 | 1 | 1 |
Base Arrangement[edit source]
Boosters not pointing at anything might look weird, but we want them like this since, in Base Carry, they provide a global multiplier to the stats gained from all tiles, instead of just the ones they point at.
Ship Cores[edit source]
Base Carry 5[edit source]
Building Levels[edit source]
The moment you unlock the slots you see unlocked in base 4 you should be really close and just need to ensure you get some extra levels.
Base | Mats | Parts | Comps | Booster | Drain |
---|---|---|---|---|---|
Base 1 | N/A | N/A | 344 | 62 | N/A |
Base 2 | N/A | 255 | 284 | 51 | N/A |
Base 3 | 246 | 246 | N/A | 49 | 11 |
Base 4 | N/A | N/A | N/A | 5 | 5 |
Those stats are close to min max so make sure you get at least this much. There is a little leeway, but it should be under an hour to reach those after getting said slots when utilizing Crew.
Base Arrangement[edit source]
Ship Cores[edit source]
Weapon Setup:
Start with Beams/Gatlings 4.0 and maybe a Kinetic Cannon 4.0 or two to reach Sector 30.
IMPORTANT: On the sector 30 boss, Retrofit into six Kinetic Cannon 4.0's and swap the Shields (Materials) in Base 3 into Weapons (Components). The goal is to burst it with Kinetics and ignore first damage using the 2 Deflectors. You will have 0 HP this way but you have enough damage to kill it.
Due to the short range of the Kinetic Cannons, it may be necessary to despawn enemies using Save & Quit when approaching the boss.
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