Difference between revisions of "Bases (Apocalypse)"

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* a place to barrack troops.
 
* a place to barrack troops.
 
* an area to store items.<br>
 
* an area to store items.<br>
Facilities are available to enable customisation of a base to optimise particular usage requirements. In general, operational priorties are:
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Facilities are available to enable customisation of a base to optimise particular usage requirements. In general (and completely optional), operational priorties are:
 
* a strike base.
 
* a strike base.
 
* a biology research base.
 
* a biology research base.
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==Base Designs==
 
==Base Designs==
'''Note:''' A single base has a limit of six small and four large laboratory/workshop facilities.<br>
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'''Special Note:''' these are suggestions, it is your choice how you built them.
Only three security stations will be active during a base defence mission.  
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'''Note:''' A single base has a limit of six small and four large laboratory/workshop facilities. Only three security stations (total active turrets of 12) will be active during a base defence mission. If one station is completely destroyed, others do not become active.<br>
 
 
 
Certain layouts will influence the final operational design such as:
 
Certain layouts will influence the final operational design such as:
 
* access lift location to funnel invaders through multiple security stations.
 
* access lift location to funnel invaders through multiple security stations.
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* corridors which allow multiple large laboratories.
 
* corridors which allow multiple large laboratories.
 
* choke-points to ambush invaders who made it past security turrets.
 
* choke-points to ambush invaders who made it past security turrets.
* single corridors from an access lift to the vunerable facilities should have security stations.
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* single corridors from an access lift to the vunerable facilities defended with security stations.
 
====Design Ideas====
 
====Design Ideas====
* a research base doesn't need repair bays.
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'''Strike Base'''<br>
* a strike base doesn't do research.
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* contains all troop and troop requirements (training, psi, medical).
* a manufacturing base doesn't need either.
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* home of all vehicles.
*  
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* large stores.
 
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* isolated repair bays next to the lift guarded with three security stations.
 
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* alien containment is optional.
There a many considerations and trade-offs to make when planning your bases. Base location, security, coordinating human resources, etc.  
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'''Research Bases'''<br>
 
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* contains a mix or single type of laboratory with a guarded choke point to the access lift.
Bases with large layouts are able to have more facilities constructed in them, and can make good all-purpose bases. Bases with limited space need to be specialized as a specific type of base, such as one which only [[Vehicle Repair Bay (Apocalypse)|repairs]] your vehicles, researches [[Quantum Physics Lab (Apocalypse)|Quantum Physics]]/[[Biochemistry Lab (Apocalypse)|Biochemistry]] or only contains [[Workshop (Apocalypse)|Workshops]].
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* multiple 2x2 corridors for later expansion to larger labs.
 
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* alien containment .
Every base needs a few [[Living Quarters (Apocalypse)|Living Quarters]] and a [[Stores (Apocalypse)|Stores]] module. If a base is attacked by an organization, it is necessary to have at least one agent at the base otherwise the base will be destroyed without opposition. In addition, any [[Workshop (Apocalypse)|Workshops]] will require at least one storage module to store the newly manufactured items.
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* no strike base functions.
 
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'''Manufacturing Base'''
When planning your base, it should be noted that [[Vehicle Repair Bay (Apocalypse)|Repair Bays]] and [[Access Lift (Apocalypse)|Access Lifts]] are the entry points for hostile forces during base raids. Place your modules around the base with the raids in mind.  
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* similiar to Research Base designs. <!-- if i need to tell you to use workshops, you are dumb! -->
 
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* stores instead of alien containment
It is a good idea to cordon off the entry points with [[Security Station (Apocalypse)|Security Stations]]. With the stations in place, enemy forces will often suffer heavy casualties before defending agents run into them. In case the stations fall, they will have damaged the enemy force considerably or at least delayed the enemy long enough for you to lead your scientists to safety and coordinate your combat troops.  
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Note: If no Alien Containment is used at the strike base, you must direct your transport craft to land at your biology research base to unload alien entities.
  
One consideration for managing raids is the distribution of personnel at the base. In combat, you have six squads of six agent slots that is shared by your agents and the technical staff. Six of the individual slots are reserved slots (for mind controlled units and presumably the security stations), leaving room for only 30 personnel to appear in the battle. In an overcrowded situation where you have a lot of agents and technical staff, you will have no choice in which agents or how many of them appear in the battle once the raid commences.
 
  
On a similar note about staff distribution, if all the scientists, engineers and agents are present in one base, it is very likely that one well-placed attack on the building may completely annihilate the entire platoon of agents and technical personnel. For this to happen a piece of building needs to fall on top of the bay through which X-COM agents enter and leave via car. To reduce the risk of such a catastrophic loss, either avoid using Slums for research or manufacture complexes, or consider decentralizing the labs and workshops to smaller bases around the city.
+
One consideration for managing raids is the distribution of personnel at the base. In combat, you have six squads of six agent slots that is shared by your agents and the technical staff. Six of the individual slots are reserved slots (for mind controlled units and presumably the security stations), leaving room for only 30 personnel to appear in the battle. In an overcrowded situation where you have a lot of agents and technical staff, you will have no choice in which agents or how many of them appear in the battle once the attack commences.  
  
 
==See Also==
 
==See Also==

Revision as of 22:34, 6 April 2022

An X-Com base is the headquarters of operations for dealing with the alien problem within Mega-Primus.

Important: Each building has a home cell. It is a 1x1 cityscape tile in the shape grey box which looks like a car-port or parking garage. This is the heart of the building where road vehicles park, employees stay, facilities are built etc. If this tile is destroyed, the base it contains is destroyed and (usually) everything with it.

Purpose

A base is a collection of facilities constructed within the basement of a building. An X-Com Base contains facilities that are utilized to maximise potential and efficiency. At minimum, a base must contain:

  • a place to barrack troops.
  • an area to store items.

Facilities are available to enable customisation of a base to optimise particular usage requirements. In general (and completely optional), operational priorties are:

  • a strike base.
  • a biology research base.
  • a quantum physics research base.
  • a manufacturing base.

Other facilities may further enhance such operational priorities to include:

  • emergency medical care.
  • combat training.
  • psionics training.
  • craft repair.
  • alien lifeform containment.
  • internal defense.

Start Base

At game start, a fully functional X-Com base is provided for free, including some troops and equipment, scientists and engineers, and a small collection of vehicles. The location of the start base is randomly chosen according to game difficulty from the available buildings owned by the Government: you get either a warehouse or a slum building.
The start base has no operational priority. The facilities provided are in random areas. The shape of the layout may hinder efficient use of defense, living space, and other specific priorities.
Note a certain buiilding is structurally unsound. (restart the game until a more suitable place is provided).

Base Purchase

X-Com starts with one randomly designed base. Additional bases may be purchased (via the building+crane icon) at any time, funds permitting. The priority of choosing a new base:

  • the type of top-side structure (warehouse or slum) that will hide the X-Com base within the basement.
  • location of the access lift.
  • the layout of the corridors.
  • the surrounding area to shield your building from stray weapon impacts.
  • price.

A further consideration is the amount of launch tubes, however, since road and air vehicles can be parked at any building without using fuel, tube quantity is not important.

Base Designs

Special Note: these are suggestions, it is your choice how you built them. Note: A single base has a limit of six small and four large laboratory/workshop facilities. Only three security stations (total active turrets of 12) will be active during a base defence mission. If one station is completely destroyed, others do not become active.
Certain layouts will influence the final operational design such as:

  • access lift location to funnel invaders through multiple security stations.
  • placement of vehicle repair bays next to an access lift to encourage invaders to escape.
  • corridors which allow multiple large laboratories.
  • choke-points to ambush invaders who made it past security turrets.
  • single corridors from an access lift to the vunerable facilities defended with security stations.

Design Ideas

Strike Base

  • contains all troop and troop requirements (training, psi, medical).
  • home of all vehicles.
  • large stores.
  • isolated repair bays next to the lift guarded with three security stations.
  • alien containment is optional.

Research Bases

  • contains a mix or single type of laboratory with a guarded choke point to the access lift.
  • multiple 2x2 corridors for later expansion to larger labs.
  • alien containment .
  • no strike base functions.

Manufacturing Base

  • similiar to Research Base designs.
  • stores instead of alien containment

Note: If no Alien Containment is used at the strike base, you must direct your transport craft to land at your biology research base to unload alien entities.


One consideration for managing raids is the distribution of personnel at the base. In combat, you have six squads of six agent slots that is shared by your agents and the technical staff. Six of the individual slots are reserved slots (for mind controlled units and presumably the security stations), leaving room for only 30 personnel to appear in the battle. In an overcrowded situation where you have a lot of agents and technical staff, you will have no choice in which agents or how many of them appear in the battle once the attack commences.

See Also