General > Discussion

Base design

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Surrealistik:
It makes absolute sense to determine your soldier's spawn points (or at least the facility they spawn in) prior to the mission.

On devoted base defense facilities, from a position of experience it certainly would be effective as a partition and choke, and this is doubly true in the event of good base design. Their size does not change this, though yes, it would occupy valuable space that could be used for other facilities (an inherant tradeoff of the fortification though).

Not realistic? Well, given the commonality of alien ground incursions into PHALANX bases (to say nothing of the dubious realism of those attacks themselves), as well as the intensity of those incursions, I'd argue otherwise given the context, and at the very least, they are no less realistic than the completely unfortified entry points which currently exist. Assuming these entry points are later fortified by default, and made to feature more tactically sound and defensive layouts, then yes, I could agree that the security stations may no longer serve a viable purpose as a secure, devoted buffer to the rest of the base, that purpose and role already being solidly occupied. Sentry guns scattered throughout the base at module/facility entrances aren't quite the same thing, and would be signifigantly less effective by comparison (though I do like the idea, as a suppliment to a primary defensive line/choke).

Sophisanmus:

--- Quote from: Mayhem on August 10, 2008, 09:16:21 pm ---Having just run another tedious base defence, I'd like to revisit this point.

Base defence currently takes to long.

The reason it takes too long is purely because you generally spend the last 10 minutes (or more) very carefully moving through the base, eventually discovering that the last alien is bumbling about amongst the no-access buildings on the surface, on the opposite side of the map.

...
 
Players should not be tempted to press "auto mission" because conducting the defence otherwise is a dull, painstaking activity.
--- End quote ---

One advantage I think Apocalypse had in this regard was the option to withdraw individual troopers from the battlefield, and especially the AI's ability to do so.  I don't think I need to go into detail about the mechanic, save to say that if the aliens had the option to flee the map, and would attempt to do so when nearly wiped out, might save the player some considerable aggravation when they have practically won the mission anyways.

shevegen:
I have nothing against invading aliens, but what I would like to see - aside from being able to dig deeper into the ground, for a lot of money, to expand the base, would be to upgrade individual components of the base.

This way a player could decide where to "burn" his money, whether he wants to have gun-turrets or similar in order to better defend against aliens.

On a related note, I think it could be interesting for the aliens to disable the command centre and cause chaos this way - i guess communication
could be hampered there. Well... I just have a flashback of the alien movies, especially the one where the aliens chased the prisoners... :-)

Xenomorph:
Defensive facilities make a lot of sense. Making it easier to defend a base is lame, but adding challenge by not placing any defenses at all, doesn't seem fair. Some challenge would come by choosing between placing defensive areas on the bases, decreasing building area and forcing to build more bases, more logistics, more troops deployed and equipped, management and stuff, or whatever, "bunkers are gay": defend when it messes up... player's choice.  If they can find the base (they will, i suppose). Players can roleplay or play for fun, choices. There's always that time when we feel like killing shit, not being killed by it.
Maybe much like D Day.

That's what makes Apocalypse so EPIC: in the end, aliens just get WTFSMDPWNED. Guess that now i have 2 favorite games heh  ;D

Draco:
I think a Base-Attack should be in 2 steps.

1) The UFO attacks/bombards the Base from the air. This would still be on the Global Screen, with the ufo circling around the base.
If you have no SAM-sites or other base defense, such as Interceptors, the UFO will blast open several entrance points.
The longer you wait, the more openings are being blasted - giving the aliens multiple entrance points.

2) As soon as there are one or more openings (depending on ???), the UFO will land their troops and... wait or retreat(?).

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