Instalaciones de Bases

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Existen diversos tipos de instalaciones de bases. Algunas se pueden utilizar desde el principio del juego y otras se revelarán mediante investigación. Con la excepción del Ascensor de Entrada y las instalaciones de la base inicial, todas necesitan un tiempo para construirse y supondrán un costo adicional en gastos de mantenimiento además de los gastos de construcción.

Puedes demoler las instalaciones que no quieras y que no uses, pero, si lo haces, debes saber que existe un error que hace que sigas pagando mantenimiento por cuadrados vacíos que antes usabas.

Todas las instalaciones de la base deben estar conectadas, directa o indirectamente, al Ascensor de Entrada. No se puede desmantelar ninguna instalación que esté en uso o sirva de único enlace con otras instalaciones al Ascensor de Entrada, aunque puede ser destruida durante una misión de Defensa de Base. Si esto ocurre, cualquier otra instalación conectada a ésta, será destruida también. Sin embargo, el equipo, nave o personal que pudiera contener, se mantiene en la base (a pesar de la falta de espacio).

Instalaciones iniciales vs. investigadas

Instalaciones iniciales de la base:

Instalaciones investigables:

Referencia de Costes

ConstrucciónCosteMantenimiento *Tiempo¡Más de uno?
Access Lift **$300,000$4,0001 díaNo
Living Quarters$400,000$10,00016 díasSi
Laboratory$750,000$30,00026 díasSi
Workshop$800,000$35,00032 díasSi
General Stores$150,000$5,00010 díasSi
Alien Containment$400,000$15,00018 díasSi
Hangar$200,000$25,00025 díasSi
Small Radar$500,000$10,00012 díasNo
Large Radar$800,000$15,00025 díasNo
Missile Defenses$200,000$5,00016 díasSi
Psionic Laboratory$750,000$16,00024 díasSi
Hyper-Wave Decoder$1,400,000$35,00026 díasNo
Laser Defenses$400,000$10,00024 díasSi
Plasma Defenses$600,000$12,00034 díasSi
Fusion Defenses$800,000$14,00034 díasSi
Mind Shield$1,300,000$5,00033 díasNo
Grav Shield$1,200,000$15,00038 díasNo

* Aquí se muestran los costes según el juego, pero se presentan incorrectamente en la Pantalla de Gastos de Mantenimiento de la base. Echa un vistazo a este error.
** El archivo GEOSCAPE.EXE dice que el Ascensor de Entrada tarda 1 día en cosntruirse y cuesta $300k, pero en la práctica se construye inmediatamente y su coste varía en función de la región donde lo construyes.

Instalaciones de un solo uso

Normalmente, cuanto más instalaciones tengas, más capacidades te otorgarán. Algunas de ellas, sin embargo, no proporcionan beneficios adicionales más allá de la primera construcción. Estas son: Radar pequeño, Radar grande, Decodificador de hiper onda, Escudo de gravedad, Escudo mental y Contención alienígena.

Ninguna de las instalaciones anteriores proporciona nada más que costes de mantenimiento adicional cuando construyes más de una. Esto es especialmente importante con el Escudo de gravedad y el Radar. El primero sólo repelerá atacantes una vez por base, sin importar cuántos tengas. De la misma manera, un segundo Radar grande no proporciona funcionalidad añadida, aunque un Radar grande y uno pequeño combinarán sus capacidades de escaneo.

Aunque la pantalla de información de base muestra cuántos radares tienes, no representa tu capacidad de localización de naves actual. Además, cuando adquieras un Decodificador de hiper onda, no necesitarás ningún radar, ya sea pequeño o grande, con lo que deberías desmantelar los que tengas. El decodificador posee mayor rango de escaneo y siempre detecta naves alienígenas inmediatamente, al contrario que los radares (aunque deberías tener en cuenta lo de Pagar por Tierra) cuando lo hagas.

Error al mostrar los gastos de mantenimiento

X-COM has an interesting bug: When tallying maintenance costs for display on the Base Facilities screen, the code erroneously passes on the row number of the base that the facility is found in, instead of the record number for the facility. The following table shows the first six base facilities from BASE.DAT (compare, e.g., their order in the in-game UFOpaedia). Alongside are the monthly maintenance costs incorrectly displayed for having a facility on a particular base row:

C1 C2 C3 C4 C5 C6
R14k4k4k4k4k4k
R210k10k10k10k10k10k
R330k30k30k30k30k30k
R435k35k35k35k35k35k
R510k10k10k10k10k10k
R615k15k15k15k15k15k
Record  Facility           Maintenance
  00    Access Lift            4k
  01    Living Quarters       10k
  02    Laboratory            30k
  03    Workshop              35k
  04    Small Radar System    10k
  05    Large Radar System    15k



Due to the bug, the monthly maintenance cost displayed on the base info screen for base facilities depends only on their placement (and the in-game UFOpaedia maintenance numbers are effectively meaningless). However, the Geo finance Graph does get the total correct.

The in-game mechanics (the actual monthly cost) are correct as well. Next lines are only hypothetical (see discussion):

Hangars are only charged once, for their upper right (upper left?) square. So a Hangar along the "bottom" of your base would appear to cost $10k/month.

If this actually affected the real cost, clearly it's cheapest to have a strategy that puts a defensive buffer along the third or fourth row, like so:


The incorrect displayed cost for this layout is $329k/month: The hangars on the bottom are 3*10, the lift is 35, and the rest is 6 * (30+10+4). Replace all the Psi with whatever you like, it's irrelevant. Also, the Lift could be anywhere on its row. The average (incorrect displayed) cost for a facility on the top 3 rows is $14,667/month (44/3).
psi psi psi psi psi psi
psi psi psi psi psi psi
psi psi psi psi psi psi
dirt dirt lift dirt dirt dirt
Base-hangar1.gif Base-hangar2.gif Base-hangar1.gif Base-hangar2.gif Base-hangar1.gif Base-hangar2.gif
Base-hangar3.gif Base-hangar4.gif Base-hangar3.gif Base-hangar4.gif Base-hangar3.gif Base-hangar4.gif



A design with hangars along the top cost incorrectly displays as $402k/month, $73k more 'expensive' than one with hangars along the bottom, despite having precisely the same facilities. Here, the average for the bottom 3 rows is $20k/month (60/3).
hangar1 hangar2 hangar1 hangar2 hangar1 hangar2
hangar3 hangar4 hangar3 hangar4 hangar3 hangar4
dirt dirt lift dirt dirt dirt
psi psi psi psi psi psi
Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif
Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif Base-psi.gif



So (if these costs were real) a design with hangars along the bottom is the most cost effective for a "full" base. Small outpost bases have more options available. If you have hangars along the bottom and a single connector facility on rows 3 and 4, the average (incorrect displayed) cost for facilities on the top 2 rows is only $7k/month! (14/2) This is cheaper than the listed maintenance costs for everything except these three facilities, at $5k/month each: General Stores, Mind Shield, and Missile Defences.

Note: This bug has the dubious honor of being a fairly straightforward, important one which went unnoticed for a dozen years until Sfnhltb caught it in February 2007. For more info, see this page's Discussion.

Paying For Dirt Bug

If you take down a facility and leave bare dirt, you will continue to pay maintenance on it. But not at the old rate; filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay $80k/month. Thats $320k per hangar you take down.

There are only two known ways to stop paying this premium: 1) completely dismantle the base, or 2) build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.

Note: If you start a facility and change your mind before it is complete, after the time it would have completed you will start paying this $80k premium!

Base Module Collapse

Base modules that get severely damaged through combat will get destroyed the moment you return to the Geoscape. If the destruction of the module causes any adjacent modules to become isolated from the Access Lift, they will collapse like dominos.

Take this base as an example:


hangar1 hangar2 dirt dirt dirt dirt
hangar3 hangar4 dirt dirt dirt dirt
quarters quarters workshop lift stores stores
hyperwave dirt dirt dirt lab small_radar
Base-mind.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif



Let's assume that there was heavy fighting with blaster bombs during a base defence mission and everything in the workshop was destroyed.

Assuming that the battle was won. The base will now look like:


dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
dirt dirt dirt lift stores stores
dirt dirt dirt dirt lab small_radar
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif



Half of the base has been wiped out!

The good news though, apart from losing the use of the modules you just lost, much of your assets will remain intact. Amongst them:

Staff
Staff will remain, even if there are insufficient beds.
Equipment
Nothing is lost. Just storage capacity for moving in new items.
Aircraft
The aircraft remain assigned to the base and you can use them as normal. If moved to another base, they will no longer be able to return until a new hangar is built.
Alien Containment prisoners
They'll somehow remain, strangely enough. Possibly shoved into fridges, but they still be available when the containment module is rebuilt.
Research and constructions projects
These will be halted, but progress on research projects should not be lost.


Since single choke-point bases are very popular, it is recommended that fighting with explosives in the choke point module be kept to a bare minimum, lest the entire base is lost. Alternatively, you could use one or more of the invulnerable modules as the choke point. The Access Lift and General Stores work well for this purpose.

Some base modules are built in such a way that they cannot be destroyed during a Base Defense mission, regardless of collateral damage. These modules are the Access Lift, the General Stores, the Living Quarters, and the Hangar.

TO-DOs


See Also


UFO Badge X-COM: Enemy Unknown/UFO Defense
Base Facilities:Access LiftLiving QuartersLaboratoryWorkshopGeneral StoresAlien Containment
HangarSmall RadarLarge RadarMissile DefencesPsionic LaboratoryHyper-Wave Decoder
Laser DefencesPlasma DefencesFusion Ball DefencesMind ShieldGrav Shield