Technical support > Feature Requests

Revise Initial Base Layout

<< < (2/4) > >>

Surrealistik:
The design is optimal defensively speaking because the aliens *might* be able to make a successful spearhead and scuttle your first chokepoint (presumably at the 1st living quarters). This is increasingly likely when you're invaded with larger ufos which have more aliens (wait until the battleships and corruptors come along). In the event this happens, the advantage gained by the aliens is minimal as the ground they've won is only more valuable tactically in that it's closer to your key facilities, providing no alternate routes of entry or escape. In my experience, it's also difficult to have all soldiers properly contribute to base defense by locking down a living quarters module (or entry module for that matter), without rendering them exceptionally vulnerable to area of effect weaponry. A prolonged, continuous choke allows for reverse leap frogging if needed, and this tactic likely will be versus more numerous and powerful aliens, especially once better AI is implimented. All told though, you are right in the assessment that generally, and by and large, a single choke is almost invariably sufficient to resist an alien attack at the present time.

Also on a related note, I strongly believe there should be some sort of 'Security Station' facility ala X-Com Apocalypse, which is specifically built and equipped to be a proper chokepoint with pillbox slots, fortified walls and automatic turrets.

As for the Command Centre, once it becomes an area of strategic and tactical importance, it would not make a good spawn point for this very reason, despite any defensive characteristics the facility may have; you do not want firefights occuring there.

Lastly, while economizing space is important, typically I find I'm able to 'specialize' bases to excel at certain roles, such as research, manufacturing, interception, dispatch, etc... Specialization consequently minimizes space economy problems and monetary expendatures without signifigantly impacting overall performance.

Mayhem:
Can we get a definitive "These are alien spawn points, these are human spawn points", as its not as intuitive as it should be...

I'd have thought any facility which requires access to the surface would be a spawn point, but that does not appear to be the case.

TroubleMaker:

--- Quote from: Surrealistik on July 17, 2008, 01:44:39 am ---there should be some sort of 'Security Station' facility ala X-Com Apocalypse, which is specifically built and equipped to be a proper chokepoint with pillbox slots, fortified walls and automatic turrets.
--- End quote ---
I told the same for some time ago. Such security stations played important role in defending my bases in UFO:Apoc.

Also there should be blast doors, dividing the base to separate parts or sectors. But we must expect similar facilities (SS & BD) at alien sites - bases and large UFOs, should their assault be implemented. And I do not love to expose myself to the fire of self-guided MGs or mini-rocket launchers in real world :)

DanielOR:
Blast doors may be hard to implement - given that right now there are no doors at all.

If I get your drift, a blast door is something that comes down and takes a signficant time to get through.  Maybe requiring a skill check or implementation of a specific explosive or other door opening device.  Given the non-destructive nature of the environment, less likely.

Sorry to be a nay-sayer.  The idea is a reasonable one, just not sure if it folds well into the current engine.

Surrealistik:
Movable, breakable entities (breakables certainly are possible) might work as blast doors. The real problem is creating some sort of control interface for them (I think).

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version