General > Discussion
PHALANX base design
Noordung:
Sometimes there can be land attack on base.
GPS51:
I don't understand why workshops provide 2 access points per buildings for aliens. (yes my production base was just overrun 3 straight tries). I did try shooting down the bomber with a fighter equipped with antimatter missiles (low dmg to ufo) but it calmly flew through my sam sites/laser points (no dmg dealt to ufo). I'm also curious as I've never seen aliens move so far in one turn, I can't move my units more then one turn before the aliens have run down through the workshop doors and through the next "tile" building and started gunning down troops with pb rifles. For goodness sakes, the production workshops shouldn't even have doors to the outside world. If all the aliens must spawn around the entrance ramp then so be it. But I'm tired of them getting stuck in corners and having to go find them when they attack my other bases because they went into a workshop and moved into the next building then stopped in the corner (tends to be very effective). Also, shouldn't there be a time limit on base attack missions? Say 30 minutes? They are such time hogs compared to other missions that I dread playing them due to having to find the aliens stuck in corners etc. I've taken to equipping my troops with sniper/bolter/em rifles and just shooting through walls/floors because the aliens get stuck in corners and/or just stand above my troops above ground for the most part. Perhaps moving them all to the access ramp would allow the AI to function better?
I don't mean this to be a simple rant post. I would love to help out in creating fun, dynamic (as the engine allows) base defense missions because I feel that done properly that they add a lot to the feel of the game. I have no technical skills beyond doing qa for another indi studio.
Telok:
The simplest way to address this is to make and submit your own base map tiles.
If what you make is better (and it shouldn't be too difficult to improve on the entrance, radar, large hanger tower, storage, or living quarters) then it will be included and replace the old tiles.
GPS51:
I'm curious (as usual), from what I've seen the map "tiles" all have to be modular in so they can randomly be fit together? Isn't this where the majority of the problem comes from in the "stuck in the corner" part of the base defense mode, because all the tiles have to join at the 4 edges of the map for pathing? I believe changing the spawn points also would help a great deal, I chuckled to realize the aliens where spawning inside my base (no wonder they were on me so fast). But I'm hoping that had more to do with stairs being broken and random files being tweaked then anything else, why else would they wind up hiding under the laser and missile batteries in my base? I would be very much interested in trying my hand at map tile creation if there was a map plan of how base defense will play out in the future, namely will workshops always be an "easy access" point for a supposedly secure facility that has a *gasp* entrance/exit building that MUST be built before the base is ususable, weird eh? I'd love to equip all 50 production workers with rifles and send them off to fight the aliens. Failing this how about a (base ground defense weapon) 2 man world war 2 vintage aa machine gun (german 88) at the base gate, or some base guards? (would probably die quickly but be fun). Why do workshops have to be raised? Why can't they be flat like a lot of other buildings? Then there's a lot of room for landing a ufo on top of the base and watching the aliens sprint for the gate as you move your troops ?from the barracks? around the base? would be great! (sorry for the wordy post)
Telok:
Base map tiles need to be modular because you can build any base tile next to any other base tile. The "stuck in corner" bit is due to the fact that the AI is still under development, like the rest of the game.
Base defence, in the future, will play as the contributors to the game make it play. Your contributions will alter the future of how base defence will play, within the limits of the game engine obviously.
If you want to try to make base defence better start with reasonable and logical changes. Make the tops and sides of the buildings smoother, walkable, and have landscaping (trees, bushes, appropriate terrain) on top. This will help with topside pathing issues by eliminating trapping corners and make the base more believable by making it more "hidden." Then try to tackle illogical design. The entry gate tile needs a helipad, stairs, security checkpoint, and a cargo elevator. The large hanger needs glass in it's tower windows and a full 360 view. Some doors probably shouldn't be open by default but closed and replaced by breakable entities, I'm uncertain of how the AI reacts to breakables so this may be problematic.
At some point base defence will include aliens rushing for the alien containment module, possibly some sort of camera and security system activated from the command center, and the possibility of aliens breaching your anitmatter containment. All these things are possibilities that are mainly dependant on AI and engine improvements that are planned for "someday."
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