General > Discussion

PHALANX base design

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Triaxx2:
The default layout is terrifyingly awful. On the other hand, it's also very useful, since it includes one of every single building so you can see where the weakpoints are.

I tend to build so that the accessible locations are all 'north' of the living quarters. This way, I can advance and cover all the potential entries. I also build so that the Storage can see the Hangar area. So I can step out and sight for troops in the hangar. If I'm lucky, the RNG will be kind and drop snipers there so they can step out, shoot and step back from there.

I always keep a couple of flame thrower guys, because they can hold the ramp for the entrance a lot better than rifles or machine gunners. Alien walks down ramp, turns to shoot flamethrower guy, gets BBQ'd.

noctilucus:
What also works well (for secondary bases where you don't need all the available space) is if you place hangars in such a way that the only way invading aliens reach your base is through 1 choking point. The same goes to whichever building it is again that has a loading ramp leading to an open door, I don't remember...
In practice this means clustering these buildings together to the far North-East of your base and leaving a stretch of open space South. To the West, leave open spaces for all but 1 hangar.

It's quite easy to keep the aliens pinned down in that choking point (1-2 soldiers with reaction fire can manage while the others make their way to the scene).

jffdougan:
One simple fix would be to remove the upper-level access points for the workshop. Failing that, swap the default locations of Workshop (vulnerable) and Alien containment (not).

The discussion was probably a long time ago, but what's the logic behind the unbuildable points on secondary bases? Given the large number of effectively mandatory structures (at a minimum, access elevator, power plant, command center, living quarters, radar), they seem to be an annoyance more than anything else.

Edited to add: One other possible solution would be to allow the player to see the locations of the rock tiles and then place the access elevator in the position they desire. This could actually allow the player to turn these unbuildable points into an advantage rather than a nuisance/liability.

Erk:
That's a pretty excellent point about unbuildability. If the roof to a module actually *is* the surface, why can't I set my whole base up at once?

I don't know. Base defense just baffles me, it is really hard to make any sense of in the context of the rest of the game. I just started another mission where my soldiers began deep in the center of my base while aliens started actually within my entrance, and headdesked again. Fortunately I know it's a WIP.

samofishfire:
Really I find that base defense missions are easy to spot (where else do UFO's beeline for your base). I shoot them down unlike in the original XCOM for 2 reasons. A) the fact they won't send another one immediately. B) The fact that it's not a battleship (monster of ship).

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