Official Unnamed Space Idle Wiki
Named spaces are overrated

Base Carry Challenge Guide

From Official Unnamed Space Idle Wiki
Discord.png

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 | 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 if you see boost penalty removing a lot of stats in the upper tab - 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 | 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 | 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.

Base Carry approximate requirements
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 | edit source]

Building Levels[edit | edit source]

The minimum viable setup for Base Carry 1 requires roughly the following building levels:

Base Carry 1 Stats Requirements
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 | 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:

Locked6e8
Locked6e8Locked6e10
Locked6e10Locked6e12

Locked6e8
Locked6e8Locked6e10
Locked6e10Locked6e12

Ship Cores[edit | edit source]

At least one Beam Laser is better than a Gatling Laser.

Base Carry 1
2xGattling Laser1xBeam Laser
2xContinuous Generator

Ship Layout: Base Carry 1 Ship.png

Base Carry 2[edit | edit source]

Building Levels[edit | edit source]

Close to minimum stats:

Base Carry 2 Stats Requirements
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 | edit source]

As you lose HP, swap some of the shields (Materials) to weapons (Components).

Locked6e11Locked6e11
Locked6e9Locked6e13Locked6e9

Ship Cores[edit | edit source]

Base Carry 2
3xGattling Laser 2.01xBeam Laser 2.0
2xContinuous Generator

Base Carry 3[edit | edit source]

Building Levels[edit | edit source]

Stats(these values are actually higher than required):

Base Carry 3 Stats Requirements
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 | edit source]

Locked6e7Locked9e7Locked6e7
Locked6e16Locked9e17Locked9e17Locked6e16
Locked6e9Locked6e13Locked9e11Locked6e13Locked6e9
Locked6e11

Ship Cores[edit | edit source]

Base Carry 3
5xGattling Laser 2.01xBeam Laser 2.0
3xContinuous Generator

Base Carry 4[edit | edit source]

Building Levels[edit | 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 Carry 4 Stats Requirements
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

Levels don't matter too much by this point. The absolute must is drain reducer level 5 on the base 3 as this is the core to removing the boost penalty entirely with just 1 drain reducer.

Base Arrangement[edit | edit source]

Locked2e9Locked2e18Locked5e9
Locked5e13Locked2e11Locked2e15Locked2e7
Locked5e21Locked2e22
Locked2e7Locked2e15Locked2e11Locked5e13
Locked5e9Locked5e17Locked2e9

Ship Cores[edit | edit source]

Base Carry 4
5xGattling Laser 2.01xBeam Laser 2.0
3xContinuous Generator

Base Carry 5[edit | edit source]

Building Levels[edit | 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 Carry 5 Stats Requirements
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 | edit source]

Locked5e21Locked2e22

Ship Cores[edit | edit source]

Weapon Setup:

Start with Beams/Gatlings 4.0 and maybe a Kinetic Cannon 4.0 or two to reach Sector 30.

Base Carry 5
5xGattling Laser1xBeam Laser
1xContinuous Generator2xDeflector

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.

Base Carry 5 Boss
6xKinetic Cannon 4.0
1xContinuous Generator2xDeflector

Due to the short range of the Kinetic Cannons, it may be necessary to despawn enemies using Save & Quit when approaching the boss.

If you are still stuck in Sector 30, MAKE SURE YOU ARE IN 30A AND NOT 30B!

×
Cookies help us deliver our services. By using our services, you agree to our use of cookies.