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 (and completely optional), operational priorties are:
+
Facilities are available to enable customisation of a base to optimise a particular usage requirement. 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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==Start Base==
 
==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.<br>
 
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.<br>
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.<br>
+
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, or other chosen priorities.<br>
 
'''Note''' a certain buiilding is structurally unsound. (restart the game until a more suitable place is provided).
 
'''Note''' a certain buiilding is structurally unsound. (restart the game until a more suitable place is provided).
  
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* the surrounding area to shield your building from stray weapon impacts.
 
* the surrounding area to shield your building from stray weapon impacts.
 
* price.<br>
 
* price.<br>
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.
+
A further consideration is the amount of launch tubes, however, since air vehicles can be parked at any building without using fuel, tube quantity is not important regarding how many air craft can be launched quickly.
  
 
==Base Designs==
 
==Base Designs==
'''Special Note:''' these are suggestions, it is your choice how you built them.
+
'''Special Note:''' these are suggestions, it is your choice how you build them.<br>
'''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>
+
'''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 beyond the three used 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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* 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 defended with security stations.
 
* single corridors from an access lift to the vunerable facilities defended with security stations.
====Design Ideas====
+
===Design Ideas===
 
'''Strike Base'''<br>
 
'''Strike Base'''<br>
 
* contains all troop and troop requirements (training, psi, medical).
 
* contains all troop and troop requirements (training, psi, medical).
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* stores instead of alien containment
 
* 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.
 
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.
 +
 +
For [[Tactical_Combat_Missions_(Apocalypse)#Base_Attack|base defence]] strategy and tactics.
  
  

Revision as of 23:35, 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 a particular usage requirement. 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, or other chosen 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 air vehicles can be parked at any building without using fuel, tube quantity is not important regarding how many air craft can be launched quickly.

Base Designs

Special Note: these are suggestions, it is your choice how you build 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 beyond the three used 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.

For base defence strategy and tactics.


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