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Winning conditions at base defense

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ShipIt:
It takes them two turns to break the wall and three turns to blow up the powerplant and win. Aliens will try the same in the Antimatter Storage, if they manage to get there.

anonymissimus:
If we take e.g. the initial base layout as an example, you should be able to reach the inside of the power plant with at least one cannon fodder (+12.5 TUs) before the aliens do, to place a fire field. It should grant you additional turns. Sure, you should build command center and/or living quarters near to the power plant.

--- Quote from: ShipIt on November 26, 2015, 07:31:19 pm ---It takes them two turns to break the wall and three turns to blow up the powerplant and win. Aliens will try the same in the Antimatter Storage, if they manage to get there.

--- End quote ---
And what are the conditions for the timer running ? Do they only need to be near or inside ?
IIRC both times I managed to put the field fast enough, none of the aliens made it into the power plant, and the third time there were 4 inside in one turn; I threw grenades since they were so close together, killing 2, flashbanging and wounding the other 2, and a fire field preventing further ones. My next turn both flashbanged ones were dead. So no problem here.

EDIT
Using the mission test map in skirmish one can check it out. Human player has the initial and the second turn until the wall blows up. Assuming aliens enter right after the wall blows up, the player has 2 turns for killing the units inside. So one of my encounters above was close actually.

hoiba:

--- Quote from: ShipIt on November 26, 2015, 07:31:19 pm ---It takes them two turns to break the wall and three turns to blow up the powerplant and win. Aliens will try the same in the Antimatter Storage, if they manage to get there.

--- End quote ---

Well... the living quarters are on the other side of the base.. so my rookies need ~5-6 turns to reach the power plant. The guys at the command center are very near to it but they are being delayed by the alien(s) entering the main entrance.

poor base layout :)

I'll take some screenshots tomorrow I think.


Can the timer be stopped? e.g. when all aliens inside the power plant are killed and a human enters it?

ShipIt:

--- Quote from: hoiba on November 27, 2015, 07:49:55 am ---Can the timer be stopped? e.g. when all aliens inside the power plant are killed and a human enters it?

--- End quote ---

The misc_mission inside the power plant uses a radius of 6 cells around the marker (green smoke). If it is occupied by both teams at the end of the round, it is considered to be contested and does not count for the aliens.

Rodmar:
Well, this case don't happen in v2.5, obviously.
But out of curiosity, in v2.6, when you write

--- Quote ---It takes them two turns to break the wall
--- End quote ---
do you mean that the alien somehow dig their way to the power plant, or that they need to use the  usual path to get there (like the PHALANX troops)?
In the latter case, then, only the first base layout should be a problem.

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