UFO:Alien Invasion
Development => Design => Topic started by: nerf5000 on March 19, 2012, 05:11:32 pm
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I know it might not be implemented yet, but I can't seem to find what the intended behavior of AC during a base invasion would be and why it's being by default placed next to the hangars. If aliens stored can be freed by their peers, wouldn't the AC be in the most secure, or at least non-accessible part of the base?I always strive to put it after the entranceway but before the hangars, which takes a good chunk of cash on redesign...
Is there any way to alter the default layout as well?
Thanks!
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Is there any way to alter the default layout as well?
Only by modding.
-geever
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Oki, any clue as to the intended behavior though?
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Intended behaviour (as in planned behaviour) is aliens being able to free subjects in AC (that's the reason you get a "Kill aliens in containment" button when your base is attacked) but afaik it isn't implemented yet (I mean the freeing of captive aliens).
hint: aliens can currently only enter the base thought the entrance, the large hangar and the (standard) radar.
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hint: aliens can currently only enter the base thought the entrance, the large hangar and the (standard) radar.
I'm not sure this is still true. Workshops have a door to the surface for example, and I've asked mappers to make it working...
-geever
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There is indeed a door to the surface on workshop.
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Odd, I've never had an alien coming down the workshop, maybe because my workshops usually end far from alien spawn points (entrance and large hangar), as they are constructed later, while the radar is usually near the entrance, being one of the first things I build in a new base.
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If I had any kind of skill that would allow me to make AI better in the game, this is what I would try to do all day long.
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If I had any kind of skill that would allow me to make AI better in the game, this is what I would try to do all day long.
Can't you use your mapping skills to coerce the AI to perform better? :)
If not I hope mapping will be a good skill to make the AI better some day.
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Thanks guys for the answers, so I guess the secure build would be:
Hangars/workshops/radars/entryway/everything else, with the alien containment being as far away as possible
perhaps this info should be in the ufopaedia?
also any priority to soldier spawns? (i.e. they spawn mostly in command ,or all over, etc.) I never actually encountered a base defense mission, probably since I'm playing on very easy since I have limited time
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also any priority to soldier spawns? (i.e. they spawn mostly in command ,or all over, etc.) I never actually encountered a base defense mission, probably since I'm playing on very easy since I have limited time
Soldier spawns are in the command centre, quarters and hospital; for me they almost always spawn scattered among the quarters, and very rarely in the hospital, never seen them spawn at the command centre.
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As the randomspawn flag is not set in the base tiles, soldiers will spawn in the same order as the spawnpoints were set on the map´s tiles. So, for my understanding, the same spawnpoints will be used every time currently.
The UFOPaedia should not teach the player how to build his base, imo.
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As the randomspawn flag is not set in the base tiles, soldiers will spawn in the same order as the spawnpoints were set on the map´s tiles. So, for my understanding, the same spawnpoints will be used every time currently.
Shipit, I wonder why. Could you check what happens if we set them? More variation is always better IMHO. So unless there is an issue with the fake-rma or the gameplay I think randomspawn should be set.
The UFOPaedia should not teach the player how to build his base, imo.
+1
-geever
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Aren't 3 buildings trough which aliens can enter enough?
What's the point of building a underground base if it's got more holes than swiss cheese?
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Aren't 3 buildings trough which aliens can enter enough?
What's the point of building a underground base if it's got more holes than swiss cheese?
I think it adds some playability. Having only one entry point would set up pretty simple and boring base defence missions. Of course, as long as the AI is as it is now it doesn´t matter anyway.
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But you don't have 1 entry point...you got at least 3 (as multiple hangars are possible).
And in big bases, whenere your squad cna appear in the living quarters at the back end of the base, and you don't know where the enemy will come fro exactly...by the time you find them the base could be destroyed.
It's not the first time I find aliens reached my reactor room faster than I could (depsite planing my base). If they could have blown it up it would have been a game over.
I'd rahter face more enemies than have more holes in the allready lacking defense.
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I could probably make a new thread for this, but what hte heck..
How about a base half-tile that can use used to block off passages. It fits into the green square and basicly look like part of a wall with lockers..or just a wall..or a door.
There would be a limit of 1 such tile per block, to prevent one walling off his base.
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Sorry, I can´t get the point.
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A block the size and shape as in the picture that can be palced. So you can restrict acess to some sensitive areas a bit more easily.
Not every room needs 4 wide-open entrances
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It would make setting bases up a lot easier. And if it could be destroyed or at least opened, it might have some interesting results.
When I first heard about the hidden underground bases in the game, I had an entirely different idea of what I'll be defending.
Hilarity ensued on the first defence.
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Is this still about Alien Containment?
-geever
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Erm...no?
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May I point out that if the humans anticipated the attack at all - ie if they saw the ship coming towards the base... then the base would be in lockdown mode - and I wouldn't expect all the entry points to be open? I'd expect a congregation of aliens outside the entry portals trying to cut or blow their way in.
I'd also expect some kind of base security in place for precisely this reason... in 2084 perhaps automated defense systems might be plausible.
Of course if they somehow sneaked in under the radar, then yes, I'd expect the portals to be open, and all my soldiers to be out of uniform on the sun deck by the pool / in the bar / mess / rec room and only two or three sentrys on guard.
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Indeed. I'd love to see that implemented.