Difference between revisions of "Base Layout Strategy"

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Of course, place any other new facilities with a mind to preserving the new choke-point at the grav lift (i.e., nothing adjacent to the top hangars.) This layout isn't as fortified as many new-build bases can be, but it's a good compromise between defendability (one choke-point at the lift), available space, expedience (it converts from the standard layout in minimal time), and, especially, cost. It only costs the price of two hangars and a living quarters ($800,000) to overhaul your base this way-- a cost that can be covered by the proceeds from, say, one small landed UFO.
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Of course, place any other new facilities with a mind to preserving the new choke-point at the grav lift (i.e., nothing adjacent to the top hangars.) This layout isn't as fortified as many new-build bases can be, but it's a good compromise between defendability (one choke-point at the lift), available space, expedience (it converts from the standard layout in minimal time), and, especially, cost. It only costs the price of two hangars and a living quarters ($800,000) to overhaul your base this way-- a cost that can be covered by the proceeds from, say, one small landed UFO. It does however accrue base [[maintenance costs]] of $720k per month due to a [[Known Bugs#Paying For Dirt|bug]].
  
 
===Variations===
 
===Variations===

Revision as of 21:01, 5 March 2007

Your base will, at some point, be raided by angry aliens looking for revenge for all those UFO's you've taken out. Unlike most places you'll have to fight, you have control over the layout of your base, so design it wisely.

The key point for base defensibility is to minimize the number of points of entry. Aliens usually come down into your base through hangars and the access lift (although they can emerge on other locations - see the last comment on Base_Defense#Bugs). If you group your hangars with the access lift, then build only one module connecting to this part of your base, that module becomes a choke point for base defense. A long chain of rooms becomes a long choke point ripe for mining with Proximity Grenades and other dirty tricks. This way, you can line up all your units against one point of entry instead of having to spread them out to cover four or five.

The access lift is always the first unit built, so it becomes the obvious candidate for this single point of entry. Place it on the grid so you leave enough room to build hangars on one side of the lift, and everything else on the other side. I'd recommend building a General Stores on the lift opposite the hangar. A general stores is needed for any base, and it gets completed quickly. Once the general stores are completed, build all new facilities (except hangars, of course) off of that.

Overhauling the Starter Base

At higher difficulty levels, alien retaliation can often come MUCH sooner than you might be ready for-- before you have base defenses built, and before you have powerful weapons to arm your troops with. Considering that the access lift and all hangars serve as entry points for the invaders, the starter base has all the defensive virtues of a screen door:

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


The hangars and lift are distributed as widely as possible through the base, giving the aliens a wealth of breech points and enabling them to assault any defenders from all sides.

With this in mind, I recommend a partial rebuild of your initial base ASAP. Build two hangars next to the topmost hangar to replace the lower two, and a living quarters down between the two lower existing hangars to replace the one next to the access lift. Place any other new modules on the lower half of the screen, where they will not touch the lift or the new hangars.

As the new living quarters and hangar are completed, dismantle the old ones. It should now look something like:

hangar1 hangar2 hangar1 hangar2 hangar1 hangar2
hangar3 hangar4 hangar3 hangar4 hangar3 hangar4
dirt dirt lift dirt dirt dirt
large_radar small_radar stores lab workshop dirt
Base-dirt.gif Base-dirt.gif Base-quarters.gif Base-containment.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


Of course, place any other new facilities with a mind to preserving the new choke-point at the grav lift (i.e., nothing adjacent to the top hangars.) This layout isn't as fortified as many new-build bases can be, but it's a good compromise between defendability (one choke-point at the lift), available space, expedience (it converts from the standard layout in minimal time), and, especially, cost. It only costs the price of two hangars and a living quarters ($800,000) to overhaul your base this way-- a cost that can be covered by the proceeds from, say, one small landed UFO. It does however accrue base maintenance costs of $720k per month due to a bug.

Variations

The previous example was a one chokepoint base that is easy to defend, however it is by no means the only way to build the base. Don't be afraid to try different variations of the base to suit the strategy that you intend use.

If you want to attack the aliens from two sides, the simple addition of an extra module can modify the one-chokepoint base into a two-chokepoint base. For example:

hangar1 hangar2 hangar1 hangar2 hangar1 hangar2
hangar3 hangar4 hangar3 hangar4 hangar3 hangar4
dirt dirt lift dirt small_radar dirt
large_radar small_radar stores lab workshop dirt
Base-dirt.gif Base-dirt.gif Base-quarters.gif Base-containment.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


The above base is designed to work like the popular defendable base layout, but also provides a second access point into the hangars. Although this means you have to spread your soldiers out to cover both points, so do the aliens.

With this example in particular, the small radar module provides an empty hallway. If you like to use rockets, this one access point gives you a clear shot into the hangars. A few well placed rockets can cut down the opposition considerably.

If you really like to use rockets but can only handle aliens entering the map through one entry point, consider the following variation.

hangar1 hangar2 hangar1 hangar2 hangar1 hangar2
hangar3 hangar4 hangar3 hangar4 hangar3 hangar4
dirt dirt lift dirt small_radar dirt
dirt dirt dirt lab workshop dirt
Base-large radar.gif Base-small radar.gif Base-quarters.gif Base-containment.gif Base-stores.gif Base-dirt.gif
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif


It may take a while to re-order the base in this manner from the starting setup, but the end result provides you with a clear firing corridor into the hangars with plenty of cubbyholes to hide in. All of the aliens will have to funnel through the small radar module, which is an open space with no place for the aliens to hide.

One disadvantage of this base however is that if the workshop suffers too much structural damage, all facilities past the small radar will be destroyed as they'll be disconnected from the access lift.

No matter what layout you eventually use, remember that the more complicated it is the longer it may take to construct and the more money it will cost. The last example requires moving two modules that were already present in the default base. i.e. the small radar and the general stores.

Secondary Base Design

With your second and subsequent bases, you can build it securely right from the beginning. The most secure design uses the Access Lift as a choke point between the hangars and the rest of the base, as pictured above, but puts it to the side, out of the way, and also adds a long corridor between the Access Lift and the rest of the base:

quarters quarters quarters quarters workshop workshop
stores dirt quarters quarters workshop workshop
hyperwave dirt stores mind workshop psi
lift dirt dirt 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


Be sure not to put the Access Lift on the southern or eastern borders of the map to avoid the base disjoint bug.

If three hangars are not needed, additional base facilities can be added, as long as they are not placed adjacent to the hangars:

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


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


Floor Plan Comparison

Here's a comparison of the ground floor plans for X-COM base modules, in case it helps you design your base. For images, follow the links or see X-COM Base Module Images:

Most modules have a fairly open second story, with the exception of Missile Defences, General Stores, Alien Containment, and the Psionic Laboratory. Still, half of the rest have a fair amount of clutter that might hide aliens.

Notes

  • Corridors attaching to the right topside of a hangar (on the grid, the east side of the north wall) corner come through a ground-level hangar door. Corridors attaching anywhere else don't get a door. See picture at X-Com_Base_Terrain.
  • The ideal case is to have your choke point aligned vertically on the base grid, lined with general stores. The general stores have large, doublewide doors that open out onto the vertical corridor. These doors will give your your troops and tanks cover, and let them pop out to make attacks at will.
  • It is also desirable to have a base facility containing a door directly facing the Access Lift (such as the Hyper-Wave Decoder). A scout can pop out at the beginning of a turn and spot units coming down the corridor without risk of being shot due to the "mutual surprise" rule. Other units with indirect-fire weapons (grenades and blaster launchers) can then safely attack the spotted alien(s). Direct-fire weapons can also be safely used if a thick-enough smoke cover is present.
  • Troops will spawn primarily in the Living Quarters and General Stores . Tanks will spawn mostly in the General Stores. You might want to cluster these units around your choke-point so your units will be where you need them.
  • When constructing a base, be very careful that you avoid the Base Disjoint Bug where modules along the right and lower edges of the map can get sealed off. Improper placement will often end up forcing you to cut through the very tough walls and dirt blocks with heavy plasmas or tank lasers. However, with proper placement of modules, the sealed off walls can be very advantageous in controlling the flow of aliens. XcomUtil users cannot take advantage of this as the setup tool for this utility automatically rips out the walls.

See Also