General > Discussion

Base design

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Sophisanmus:
Well, abandoning the two-stage idea, a lot is going to ride on the security station's layout.  It will have to be plausible as a functional chokepoint, but without restricting alien movement to the point that they cannot overrun an undefended station without significant losses.  A player could well place two concurrent stations, possibly even three, and the question here is whether a late-game base with only rookie defenders but a short stack of security stations should be able to easily hold off even a massive alien invasion. 

Perhaps there could also be a mechanic of "soft spots" within base structures which, when destroyed by aliens, render the facility damaged, requiring downtime and repair funds, after the resolution of the battle (assuming the player wins).  I don't think going so far as to destroy craft caught in hangars would be fair to the player, but perhaps at least penalizing them with downtime or other negative effects. 

BTAxis:
Um, we're not going to have a dedicated security facility. That decision is pretty solid. We are, however, considering optional weapon emplacements you can add to existing facilities, but a concern is that they might be too powerful. Remember, aliens are supposed to WIN, unless the player defends his base actively. We don't want passive defenses stopping the invasion in its tracks.

Sophisanmus:
Ah, I am much more fond of that idea.  I would assume they would be placed between facilities.  I'm going to offer some suggestions; most of this stuff has been talked over already, but I like to flesh proposals out, so excuse my babbling...

[*]Security Camera - Inexpensive, but requires Command Center.  Same team as player, so player sees what they see.  Aliens may often ignore these. 
[*]Motion Sensor - Requires Command Center.  Unnoticeable, alerts when it detects alien movement, but cannot pinpoint where or what the alien is. 
[*]Blast Door - Moderate cost Requires Command Center.  Each can be closed or opened once per player round.  Aliens must destroy these to continue. 
[*]Security Point - Expensive, and requires Command Center.  Contains light auto-turrets and separate cameras.  The turrets are likely receded into the walls, making them highly resilient until they start firing.  Once they open to engage a target (reaction fire only, they are fairly easily eliminated.
[*]Explosive Trap - Powerful, inexpensive one-shot, does not require command center.  Basically a pair of proximity mines, but less noticeable, and not triggered by your own troops.  Can still be set off by gunfire or nearby explosions.  [/list]

Destroyed systems would need to be replaced.  Most would likely be purchasable, but some may only be producible (I'm thinking Security Points with advanced-tech weapons).  Late game may feature higher-durability Security Points, due to alien armor research, but at the start they should be unlikely to be able to take more than a hit or two.  I'm thinking one on each side of the connecting hallways, so both won't even necessarily activate at the same time, giving aliens a chance to lob a grenade or something that could take out the reacting turret and damage the un-deployed one.  Everything else is mostly early warning; the Trap would be effective against any early-game invasions, or for keeping aliens out of more sensitive areas (if you're slow to set up a chokepoint).  I like the idea of being able to place blast doors in some areas (such as around hangars) while leaving other avenues merely mined (such as the Entrance route) to separate the groups a bit more, to section them in roughly even waves.

TrashMan:

--- Quote from: BTAxis on August 09, 2008, 11:37:33 pm ---Um, we're not going to have a dedicated security facility. That decision is pretty solid. We are, however, considering optional weapon emplacements you can add to existing facilities, but a concern is that they might be too powerful. Remember, aliens are supposed to WIN, unless the player defends his base actively. We don't want passive defenses stopping the invasion in its tracks.

--- End quote ---

Why not? If the base is exapnded to 2 levels you'll gonna have quite a bit more room. A single tile defensive tile doesn't sound like a stretch.
Hm..it does bring the problem of designing one.


Regardless, if you can place some extra defenses - like the automated turrets in Alien :)

Surrealistik:

--- Quote ---Why not? If the base is exapnded to 2 levels you'll gonna have quite a bit more room. A single tile defensive tile doesn't sound like a stretch.
Hm..it does bring the problem of designing one.
--- End quote ---

I don't understand the reasoning for its exclusion either, even omitting the possibility of additional levels. Thus far I see two possible criticisms:

A: Base space is too limited for devoted security facilities.

B: Too many facilities would make a base virtually impenetrable.

In response to A, if the facility is properly designed and balanced, it'll be certainly worthy of consideration, having an established and practical use.

In response to B, again, it's a matter of balancing. Further, while you might be able to make a long string of security facilities, that results in a great deal of dead weight, in so far as your space utilization is concerned; all your heavy fortification would come at a high cost.

In all I do agree that base defenses should require active management to win, at least when it comes to assaults by larger UFOs (smaller incursions can and should be winnable by automated defenses).

I also like Soph's recommendations.

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