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Author Topic: Variant starts for 2 level bases  (Read 5138 times)

Offline TallTroll

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Variant starts for 2 level bases
« on: October 24, 2013, 06:05:16 pm »
When 2 level bases are implemented, what about different base layouts being made available for the initial base? Since the initial base is configurable, there could be multiple different base layouts offered to the player, eg

1) Current base (or a 2 level version)
2) Extra labs (20 or maybe 30 lab space)
3) Extra workshops
4) Extra hangars (2 interceptor and 2 dropship hangars)
5) Extra defences
6) Base : Sparta (just the required buildings and a radar, no hangars, no or little living quarters, no hospital)

and so on. Maybe some have labs or workshops, but not both, or extra defenses and extra labs, but you get less starting cash.

You could even tie in the difficulty system, where lower level games not only start with more resources, but can choose any base type freely (100% chance for all types), but as you increase difficulty, you get a more restricted choice, and maybe even just have to take what you are given (which might still be exactly the base you would have chosen, or maybe certain base types are forbidden at higher difficulties)

Offline aa_

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Re: Variant starts for 2 level bases
« Reply #1 on: October 29, 2013, 10:07:25 pm »
 Maybee it should be like it was a while ago? When you first built a base, you could freely place buildings with no buid time. The number of buildings is restricticted, acording to difficulty level. The building infformation window should include tips for begginers like: "Security station is best placed near the entrance or on choke points."

Offline braven5

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Re: Variant starts for 2 level bases
« Reply #2 on: October 30, 2013, 11:26:35 am »
if the was to make 2 level bases then some of the rooms especially hangers should be made much larger, and they should be option to but stairways where you want rather than some place random

Offline Eegxeta

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Re: Variant starts for 2 level bases
« Reply #3 on: October 30, 2013, 03:17:09 pm »
if the was to make 2 level bases then some of the rooms especially hangers should be made much larger, and they should be option to but stairways where you want rather than some place random

Why should they be larger they are? They are large enough to fit the aircraft in already.

Offline geever

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Re: Variant starts for 2 level bases
« Reply #4 on: October 30, 2013, 03:50:37 pm »
They will be larger. The plan is:

1x1 - UAV Hangar  (Unmanned Aerial Vehicles)
1x2 - Interceptor Hangar
2x2 - Dropship Hangar

-geever

Offline MonkeyHead

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Re: Variant starts for 2 level bases
« Reply #5 on: October 30, 2013, 04:01:23 pm »
What role are UAV's intended to play? Light combat craft? Scouts?

Offline Eegxeta

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Re: Variant starts for 2 level bases
« Reply #6 on: October 30, 2013, 04:06:08 pm »
UAVs would likely have some major bonuses for dodging attacks and would be useful to send as wingmen for a interceptor or escort a dropship.

Offline geever

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Re: Variant starts for 2 level bases
« Reply #7 on: October 30, 2013, 04:10:40 pm »
What role are UAV's intended to play? Light combat craft? Scouts?

Either. There are no fixed and detailed plans yet but we were speaking about scout-only models and models with light weapons.

-geever

Offline TallTroll

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Re: Variant starts for 2 level bases
« Reply #8 on: October 30, 2013, 04:41:32 pm »
>> Maybee it should be like it was a while ago? When you first built a base, you could freely place buildings with no buid time.

That would work too, but part of the point was to work with the difficulty system, so there is more differentiation between easy and hard campaigns. For easy campaigns you'd get a free or nearly free choice, and can select a base that fits your playstyle and plan right from the start, for harder difficulty levels you might have to spend a while upgrading your first base before expanding, which obviously has implications for your long term performance

>> What role are UAV's intended to play? Light combat craft? Scouts?

Someone (Destructavator?) was working on a new air interception module that would make that part of the game much more involved, potentially allowing real tactical play, so you could gang up a load of weak interceptors on a Harvester, and actually kill them before PB weapons etc, allow the aliens to escort non-combat vessels with fighters. UAVs would be really quite useful then

Offline Eegxeta

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Re: Variant starts for 2 level bases
« Reply #9 on: November 01, 2013, 01:25:00 am »
Well the building still have a cost and you still have limited starting funds I don't see how it wouldn't work with the difficulty system.

I can see UAVs having a single heavy weapon slot. That way they can have the AA missles and while one wouldn't be much of a threat two or three could take out a fighter with one or no loses. You would still need a pilot to fly them. They just get to sit back in the base.

Offline TallTroll

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Re: Variant starts for 2 level bases
« Reply #10 on: November 01, 2013, 08:05:44 pm »
>> Well the building still have a cost and you still have limited starting funds I don't see how it wouldn't work with the difficulty system

Your first base is predefined partly to ensure that new players get everything they need. If you don't know you need an AC unit to be able to do anything with aliens, you might not build one, and wonder why your research never gets anywhere, or not realise a workshop is 2x1 until you try to buy one and realise they don't have anywhere to put it