Difference between revisions of "Base Management"

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==Recovery/Assault==
 
==Recovery/Assault==
An assault base has at least on hangar with aircraft that carries soldiers.
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An assault base has at least one hangar with aircraft that carries soldiers.
Skyrangers and Avengers have terrific range. You can launch and assualt or recovery from anywhere on earth. However, the downed UFO may have taken off by then. Worse, you may be forced to land at night where an assault craft that had been based closer could have picked the time of the battle. If you find a base with weak aliens (floater bases and to a lesser extent sectiods), you may want to set up, or beef up an assault base nearby to raid the supply ships.
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Skyrangers and Avengers have terrific range. You can launch and assualt or recovery from anywhere on earth.  
 +
However, the downed UFO may have taken off by then. Worse, you may be forced to land at night where an assault craft that had been based closer could have picked the time of the battle. If you find a base with weak aliens (floater bases and to a lesser extent sectoids), you may want to set up, or beef up an assault base nearby to raid the supply ships.
  
 
==Utility Bases==
 
==Utility Bases==

Revision as of 23:08, 27 June 2006

Managing coverages around the globe

There are three types of coverage you need to provide to areas of the globe. Detection (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. Interception coverage is the second. Recovery and Assault team coverage is the last. There are also several types of bases that don't provide coverage you may want to build.

You probably want your first two to three bases to mix all three kinds of coverage with some utility thrown in.

Detection

Detection bases have at least one radar installation Probably more. Some people also call them listening posts. Generally a listening post is just radar and nothing else. You might start with a small radar since it builds in 12 days and a large takes 25 days. However, you will should prefer the large radar and it's 450 NM range over the small radars 300.


Some screenshots with radar coverage marked out would be nice here.

One large radar in a base gives you a decent chance to detect a ufo that is operating in the area for a while. However, if one just passes by on the way someplace else, you may miss it. More radars mean a better chance to detect the fly-by UFOs. Once you lock on to a ufo, you won't lose tracking till it reaches the outskirts of your radar range. This range is quite large. A base in the Northern USA can keep a lock on a UFO to the northern coast of South America for example. You can detect most of the UFOs you need to with three well positioned detection bases. Once you get hyperwave decoders you will detect all the UFO's in range, of course. Don't forget to sell off your radars once you build one.


Radar Construction Tip!
Two radars are better than one! However, this only applies for two radars of different types. Multiples of the same radar type do not provide additional benefits to the base despite what is reported in the base information screen.
If you can afford them, a small and large radar combo provides for the best interim detection abilities until you get a hyperwave decoder.


Interception

Interception bases have at least one hanger dedicated to aircraft that shoot down UFOs. Interceptors have great range but poor speed. You should be able to intercept a good number of the UFOs you detect from the same base. If you have one or two interceptors in each base with radar, you should get a shot at most of the UFO's you want to shoot down. The Firestorm limited range may mean that you will be disapointed with the placement of your interception bases once you switch over. You need to try harder to launch interceptions from the destination of the UFO rather than where it's been detected.

Recovery/Assault

An assault base has at least one hangar with aircraft that carries soldiers. Skyrangers and Avengers have terrific range. You can launch and assualt or recovery from anywhere on earth. However, the downed UFO may have taken off by then. Worse, you may be forced to land at night where an assault craft that had been based closer could have picked the time of the battle. If you find a base with weak aliens (floater bases and to a lesser extent sectoids), you may want to set up, or beef up an assault base nearby to raid the supply ships.

Utility Bases

Utility bases are ones that fill a specialized need. Supply depots, listening posts, R&D centers, factories and psi training centers are all common base types. Once you get the first three bases set up, your fourth base will probably be to fulfill one of these special missions.

Base Placement

Keep in mind that as you shoot down UFOs you will piss off the aliens. When they go searching for your strike base, they may stumble apon your factory. There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personel there, but makes a good isolated spot for non-strike bases.

Facility Placement

Base Defense is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defendable base is. The secondary consideration is the amount of time modules take to build. All bases need general stores and they are a fast module to build. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete. Money is the final arbiter of what you should build. Be sure you are aware of your income situation before you go on a building binge. You may be sitting on a pile of money now, but what happens when there are no UFO's to shoot down for a week or two? Make sure you have a more or less balanced budget. Build workshops first if you are tight on cash.

See Also