project-navigation
Personal tools

Author Topic: suggestion on bases/basedefense  (Read 2095 times)

Offline mf_nor

  • Cannon Fodder
  • **
  • Posts: 7
    • View Profile
suggestion on bases/basedefense
« on: March 26, 2011, 06:07:35 pm »
just some suggestions, hope someone read them atleast :) pardon my not-so-good english :)

1) Before getting the AM(anti material)-building  I think there should be possible to build AM-research containers in the lab, that make it possible to have a tiny amount of AM and research AM-stuff.
This could change the map section of laboratory during base defence so that a AM-researchcontainer of 1x1 tile explodes when e.g. shooting it. I think it would be cool to apply research stuff in the laboratories. Like e.g. sections for ballistics, electromagnetics and so on...  (But maybe this is too micro-managing?)

2) The base defending should be more challenging. What if they (the aliens) are attacking in larger numbers -  I'm speaking hordes :) -  or all the scientists and other staff appear as civilists so that casualties was higher? If not, the damage needed to kill attacking aliens should be way higher than for the aliens who are assigned to only kill harmless humans. (E.g. the alien guys you hunt down when shooting down a UFO) This would be justified by that  these aliens are specialized/prepared in attacking a FALANX base.

3) I think there should be a surveillence system that is researchable that keep control of all the aliens during a base attack. Because It is indeed our home base and the electronics when power is on should work to our advantage. E.g. IR-cameras.

--
Btw, I havent played that much, but Im very impressed with how the economy is tweaked (played hard level) ! :)

Offline Hertzila

  • Sergeant
  • *****
  • Posts: 469
    • View Profile
Re: suggestion on bases/basedefense
« Reply #1 on: March 27, 2011, 03:33:15 am »
just some suggestions, hope someone read them atleast :) pardon my not-so-good english :)

1) Before getting the AM(anti material)-building  I think there should be possible to build AM-research containers in the lab, that make it possible to have a tiny amount of AM and research AM-stuff.
This could change the map section of laboratory during base defence so that a AM-researchcontainer of 1x1 tile explodes when e.g. shooting it. I think it would be cool to apply research stuff in the laboratories. Like e.g. sections for ballistics, electromagnetics and so on...  (But maybe this is too micro-managing?)

2) The base defending should be more challenging. What if they (the aliens) are attacking in larger numbers -  I'm speaking hordes :) -  or all the scientists and other staff appear as civilists so that casualties was higher? If not, the damage needed to kill attacking aliens should be way higher than for the aliens who are assigned to only kill harmless humans. (E.g. the alien guys you hunt down when shooting down a UFO) This would be justified by that  these aliens are specialized/prepared in attacking a FALANX base.

3) I think there should be a surveillence system that is researchable that keep control of all the aliens during a base attack. Because It is indeed our home base and the electronics when power is on should work to our advantage. E.g. IR-cameras.

--
Btw, I havent played that much, but Im very impressed with how the economy is tweaked (played hard level) ! :)

1. I'm not so sure about this but I think that could rather be used as an excuse (maybe after research still) on how some bases (especially researchers) without internal storages would still be able to use small amounts of the stuff.

2. Frankly, while base defences should be a challenge on its own, I think you should clearly have a home field advantage. Internal set-ups on where agents are in case of an emergency, no civs, good defensive positions and systems, etc. A challenge, but an easy one at that, at least if your willing to think about it for a bit.

3. These things have been suggested before. Check this thread for more on this.
« Last Edit: March 27, 2011, 03:36:01 am by Hertzila »