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« on: June 01, 2012, 07:08:08 pm »
Hi there,
Bases
I have 5 bases, which now have individual purposes.
BS1 - In Russia on the Border between Europe, Russia and Middle-Eastern Alliance (Purpose: Research (60 Scientists), Interception x1 Saracen, DropShip x1 Firebird) has UFO Yard 1 next to it for researching new craft.
BS2 - In North America (mexico area) on the border between the two nations (Purpose: Production (40 Workers), Inteception x1 Saracen, Dropship x1 Firebird) has UFO Yard 2 for dissemblying UFOs
BS3 - Africa (Purpose: Interception x1 Saracen, Dropship x1 Firebird) Soon to have my first Stingray Interceptor
BS4 - The Commonwealth (Purpose: Production (40 Workers), Inteception x1 Saracen, Dropship x1 Firebird) has UFO Yard 3 for dissemblying UFOs
BS5 - South America (Purpose: Fast Aircraft Production (50 Workers)
With these 5 bases and the advanced radar, and smaller radar sites, I cover every bit of the Earth, except for the Antartic.
I think the trick is to have your bases near multiple borders to try and cover as much area as possible with your radars, in conjunction with Radar sites. When you first start off then your first base is going to be multifunctional, but then switch to a purpose built base setup with subsequent bases. You soon realise that you run out of space to build if you keep them multifunctional.
Each base has two Laser Turrets, but my BS5 base has a SAM as well. I have about 5-6 Radars sites and 4 or so SAMs.
I would say build bases slowly, maybe building up two fully funcitonal bases first, that way you can keep your credits up. I tended to build new infrastructure when the Nations paid me at the end of each month.
Research
I agree with geisthund:
1. best to research Alien tech first
2. base defences. Go for the Continuous Wave laser, gives you the Base Laser Turrent (in 2.4 this seems to be the highest form of base defence)
3. Other stuff.
4. Story stuff.
Salvo is right: Research takes priority. When you first start your base has workshops. Get rid of them, put in more labs, sack your workers, hire more scientists. Increase your research capabiltities. You will get access to new tech faster, and will allow you to hit the Aliens harder much earlier in the game.
Aircraft/UFOs
I tend to have x2 partical beams per Saracen and alien aircraft plating. This allows the Saracens at least to shoot down scouts and fighters. I leave harvesters to land - this means I can send in a Firebird to recover 100% of the craft and thus gain the most in Alien Materials and Anti-Matter. I'm about 90 hours away from my first Stingray (currently being built at BS5) so will then trial it against some of the UFOs to see how it fairs. My goal is to ship to BS3 and for it to become a major interceptor for the southern hemisphere. So far BS3 has 2 anti-matter storage silios so it will be interesting to see how much AM gets used per interception.
Prevent countries from Leaving
I generally sell them the scouts and fighters which keeps them happy. Also making sure you conduct patrols with your Saracens in the countries that are less happy with you. Of course building infrastructure as well in those countries will make them happy.
Credits
As you have researched Alien tech first you can auto sell the stuff you don't want or need. I auto sell things like Plasma pistols etc. - I now make about 55000 to 70000 per mission from sellling this, so as a result have about 2.2m. Also you can sell Alien detection, Astrgation, Partical Beams you remove from UFOs, but leave enough if you want to build a hybrid interceptor. I suspect though that you will need a fast and tough craft to take down the bigger UFOs later on in the game. Partical Beams sell for about 11,000, and I have about 24 of them to sell. Hhmm, so another 264,000 credits sitting there. The advanced radar pays off because UFOs stay on my scopes for longer, which means I can get to them, and results in around 5-8 missions per wave.
Hope this helps.