Difference between revisions of "Base Defense (TFTD)"

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(First cut of a TFTD Base Defence page, sorry it's a bit Talky.)
 
(added alien deployment table)
 
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== General Discussion ==
 
== General Discussion ==
  
For TFTD Base Defence missions, there is mention in some articles that the spawn points are different, that aliens will routinely appear in places other than the Airlock and Sub Pens (not just if the aliens run out of their own spawn points).  
+
This section is "under construction". Please see the associated Discussion page for initial musings about TFTD Base Defence.  
  
From personal experience (one Base Defence so far!), the spawn points do appear to be different, it looks like perhaps some of the aliens can spawn in adjacent modules to the usual spawn points, while most of them spawn in the usual modules. Or did I read somewhere that they start in the normal modules but get 1-2 turns free movement? I don't think so, as I had 2-3 aliens who were nearly the whole way on the right hand side of the base, when the access lift "channel" on the extreme left side of the base. So I think they teleport/leak through into adjacent modules to the sub pens and access lifts.
+
For now, here are a few bare facts:
  
Still, the overwhelming majority of aliens were in the normal spawn points - sub pens and access lift - so a few leaking behind the lines does not invalidate the overall Base Defence strategy.  
+
* TFTD Aliens can spawn in Living Quarters and Bombardment Shields, in addition to Airlocks and Sub Pens. This is the case even if there are enough [[Sub Pens]].
 +
* A standard Base Defence Layout Strategy is still mostly effective, just beware your "rear" will never be totally safe until you secure all the Living Quarters and the Bombardment Shield (if present).
 +
* The 80 item limit from Enemy Unknown has been raised to 110 and the order of including/excluding weapons has changed (in ways which still need detailed investigation). For example, sonic and gauss weapons are included within the 110 available items in preference to some of the standard starting weapons.
  
----
+
== To Do ==
 +
 
 +
Discussion of how the module tiles are different (if at all) in TFTD - which ones have clear killing zones, which ones have tricky little hidey holes, etc.
 +
 
 +
*Sub Pens have torpedo racks complicating LOS on WNW, WSW, ENE entrances, but not ESE or N/S.
 +
*Living Quarters, Standard/Wide Sonar, Bombardment Shield have doors blocking the corridor on the West side.
 +
*General Stores has doors blocking the corridor on the North and South sides.
 +
*Alien Containment has doors blocking the corridor on the West side. Door is only 1 square wide!
 +
*Transmission Resolver, Laboratory, Workshop, M.C. Lab, Torpedo Defences, P.W.T. Defences, M.C. Generator have clear plus-sign corridors.
 +
*Sonic Defences have doors blocking the corridor on the East side, and have the corridor on the West side blocked by a wall (there are two 1-square doors to allow transit, but not a line of fire).
  
Some more points about TFTD Base Defence missions: underwater-only weapons (HJ Cannon, Torp launchers, etc) are automatically excluded from your 80 item limit, so you don't need to sell/transfer them. This was a help for me because a battleship hit me with no warning (near end of February on Superhuman). I did not get anything on sonar (long range and short range). Possibly it was because I had time advance set to 1 Hr, but you would still expect to get a popup box and for the clock to stop when the incoming battleship is detected. No such luck for me.
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==Alien Deployment==
 +
<table width="100%" cellpadding="5"><tr>
  
 +
<td><table {{StdCenterTable}}>
 +
<caption><b>Aquatoids</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Soldiers</td><td>4-8</td><td>6-10</td><td>8-12</td></tr>
 +
<tr><td align="left">Squad Leaders</td><td>1</td><td>1<sup>1</sup></td><td>2</td></tr>
 +
<tr><td align="left">Technicians</td><td>1</td><td>1<sup>1</sup></td><td>2</td></tr>
 +
<tr><td align="left">Medics</td><td>1</td><td>1<sup>1</sup></td><td>2</td><tr>
 +
<tr><td align="left">Navigators</td><td>1</td><td>2</td><td>3</td></tr>
 +
<tr><td align="left">Commanders</td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Calcinites</td><td>0-2</td><td>2-4</td><td>4-6</td></tr>
 +
<tr><th>Totals</th><td>9-15</td><td>14-20</td><td>22-28</td></tr>
 +
</table></td>
  
 +
<td><table {{StdCenterTable}}>
 +
<caption><b>Gill Men</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Soldiers</td><td>5-9</td><td>7-11<sup>1</sup></td><td>10-14</td></tr>
 +
<tr><td align="left">Squad Leaders</td><td>2</td><td>2<sup>1</sup></td><td>4</td></tr>
 +
<tr><td align="left">Technicians</td><td>1</td><td>2</td><td>3</td></tr>
 +
<tr><td align="left">Medics</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Navigators</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Commanders</td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Deep Ones</td><td>0-2</td><td>2-4</td><td>4-6</td></tr>
 +
<tr><th>Totals</th><td>9-15</td><td>14-20</td><td>22-28</td></tr>
 +
</table></td>
  
== To Do ==
+
<td><table {{StdCenterTable}}>
 +
<caption><b>Lobster Men</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Soldiers</td><td>4-8</td><td>6-10</td><td>8-12</td></tr>
 +
<tr><td align="left">Squad Leaders</td><td>1</td><td>1<sup>1</sup></td><td>2</td></tr>
 +
<tr><td align="left">Technicians</td><td>2</td><td>2<sup>1</sup></td><td>4</td></tr>
 +
<tr><td align="left">Medics</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Navigators</td><td>1</td><td>2</td><td>3</td></tr>
 +
<tr><td align="left">Commanders</td><td>1</td><td>1</td><td>1</td></tr>
 +
<tr><td align="left">Bio-Drones</td><td>0-2</td><td>2-4</td><td>4-6</td></tr>
 +
<tr><th>Totals</th><td>9-15</td><td>14-20</td><td>22-28</td></tr>
 +
</table></td>
 +
 
 +
<td><table {{StdCenterTable}}>
 +
<caption><b>Tasoths</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Soldiers</td><td>5-9</td><td>7-11<sup>1</sup></td><td>10-14</td></tr>
 +
<tr><td align="left">Squad Leaders</td><td>4</td><td>5<sup>1</sup></td><td>8</td></tr>
 +
<tr><td align="left">Technicians</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Medics</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Navigators</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Commanders</td><td>-</td><td>-</td><td>-</td></tr>
 +
<tr><td align="left">Bio-Drones</td><td>0-2</td><td>2-4</td><td>4-6</td></tr>
 +
<tr><th>Totals</th><td>9-15</td><td>14-20</td><td>22-28</td></tr>
 +
</table></td>
 +
 
 +
<td><table {{StdCenterTable}}>
 +
<caption><b>Mixed Crew</b></caption>
 +
<tr {{StdDescTable_Heading}}><th align="left">Rank</th>
 +
<th>Beg./Exp.</th>
 +
<th>Vet./Gen.</th>
 +
<th>Super.</th></tr>
 +
<tr><td align="left">Tasoth Soldiers</td><td>4-8</td><td>6-10</td><td>8-12</td></tr>
 +
<tr><td align="left">Tasoth Squad Leaders</td><td>1</td><td>1<sup>1</sup></td><td>2</td></tr>
 +
<tr><td align="left">Aquatoid Soldiers</td><td>1</td><td>1<sup>1</sup></td><td>2</td></tr>
 +
<tr><td align="left">Aquatoid Squad Leaders</td><td>1</td><td>1<sup>1</sup></td><td>2</td><tr>
 +
<tr><td align="left">Calcinites/Xarquid<sup>2</sup></td><td>2</td><td>3</td><td>4</td></tr>
 +
<tr><td align="left">Triscenes/Bio-Drones<sup>2</sup></td><td>0-2</td><td>2-4</td><td>4-6</td></tr>
 +
<tr><th>Totals</th><td>9-15</td><td>14-20</td><td>22-28</td></tr>
 +
</table></td>
 +
</tr></table>
 +
<sup>1</sup> Needs testing to determine actual number.</br>
 +
<sup>2</sup> The game will pick a random mix of these alien types.
  
Discussion of how the module tiles are different (if at all) in TFTD - which ones have clear killing zones, which ones have tricky little hidey holes, etc.
 
  
 
== See Also ==
 
== See Also ==
 +
The main article on [[Base Defence]], though it is focused on UFO: Enemy Unknown (XCom 1).
 +
  
The main article on [[Base Defense]], though it is focused on UFO: Enemy Unknown (XCom 1).
+
{{Mission Types Navbar (TFTD)}}
 +
[[Category: TFTD]]

Latest revision as of 10:56, 28 August 2021

Purpose

Most of the information on Base Defence is found on the link at the bottom of this page. This page is to discuss any differences in Base Defence missions that are specific to TFTD.

General Discussion

This section is "under construction". Please see the associated Discussion page for initial musings about TFTD Base Defence.

For now, here are a few bare facts:

  • TFTD Aliens can spawn in Living Quarters and Bombardment Shields, in addition to Airlocks and Sub Pens. This is the case even if there are enough Sub Pens.
  • A standard Base Defence Layout Strategy is still mostly effective, just beware your "rear" will never be totally safe until you secure all the Living Quarters and the Bombardment Shield (if present).
  • The 80 item limit from Enemy Unknown has been raised to 110 and the order of including/excluding weapons has changed (in ways which still need detailed investigation). For example, sonic and gauss weapons are included within the 110 available items in preference to some of the standard starting weapons.

To Do

Discussion of how the module tiles are different (if at all) in TFTD - which ones have clear killing zones, which ones have tricky little hidey holes, etc.

  • Sub Pens have torpedo racks complicating LOS on WNW, WSW, ENE entrances, but not ESE or N/S.
  • Living Quarters, Standard/Wide Sonar, Bombardment Shield have doors blocking the corridor on the West side.
  • General Stores has doors blocking the corridor on the North and South sides.
  • Alien Containment has doors blocking the corridor on the West side. Door is only 1 square wide!
  • Transmission Resolver, Laboratory, Workshop, M.C. Lab, Torpedo Defences, P.W.T. Defences, M.C. Generator have clear plus-sign corridors.
  • Sonic Defences have doors blocking the corridor on the East side, and have the corridor on the West side blocked by a wall (there are two 1-square doors to allow transit, but not a line of fire).

Alien Deployment

Aquatoids
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-86-108-12
Squad Leaders1112
Technicians1112
Medics1112
Navigators123
Commanders111
Calcinites0-22-44-6
Totals9-1514-2022-28
Gill Men
Rank Beg./Exp. Vet./Gen. Super.
Soldiers5-97-11110-14
Squad Leaders2214
Technicians123
Medics---
Navigators---
Commanders111
Deep Ones0-22-44-6
Totals9-1514-2022-28
Lobster Men
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-86-108-12
Squad Leaders1112
Technicians2214
Medics---
Navigators123
Commanders111
Bio-Drones0-22-44-6
Totals9-1514-2022-28
Tasoths
Rank Beg./Exp. Vet./Gen. Super.
Soldiers5-97-11110-14
Squad Leaders4518
Technicians---
Medics---
Navigators---
Commanders---
Bio-Drones0-22-44-6
Totals9-1514-2022-28
Mixed Crew
Rank Beg./Exp. Vet./Gen. Super.
Tasoth Soldiers4-86-108-12
Tasoth Squad Leaders1112
Aquatoid Soldiers1112
Aquatoid Squad Leaders1112
Calcinites/Xarquid2234
Triscenes/Bio-Drones20-22-44-6
Totals9-1514-2022-28

1 Needs testing to determine actual number.
2 The game will pick a random mix of these alien types.


See Also

The main article on Base Defence, though it is focused on UFO: Enemy Unknown (XCom 1).


TFTD Badge Terror From The Deep : Mission Types
Mission TypesAlien Sub Crash RecoveryAlien Submarine AssaultBase DefensePort AttackIsland AttackShip Rescue MissionArtefact SiteColony Attack MissionT'leth
Information Terror MissionsTwo Part Missions