Talk:Base Layout Strategy

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Revision as of 12:41, 30 November 2007 by EsTeR (talk | contribs) (non optimal base building layout)
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Ethereal (or anyone) - See my new Floor Plan section. Feel free to standardize wording.

Traditionally I have not fought base battles, preferring to down the Retaliatory battleship first. However, I may give it a go just for the fun of a change.

What do you think of the concept of a Small Radar next to the Access Lift, with either a General Stores "past" it, or a Large Radar? The Small Radar keeps aliens "in the open"; the Stores can then be used as you suggest, and/or wouldn't a Large Radar be better than a Hyperwave, because more soldiers can fit in the ground-level room of it (plus come in its "back door" with impunity)?

Of course, the Hyperwave and the Stores are much more viable for actual base usage.

Some thoughts ---MikeTheRed 17:11, 14 June 2006 (PDT)


Build time is one of the biggest factors in base construction. When I build a new base, I want a Hyper-Wave Decoder there as quickly as possible. (If it's before I've unlocked that tech, I guess a Small Radar is a good start -- although I usually manage to get Hyper-Wave before I have funds I want to allocate for a second base.)

Because of this, I'll build a Hangar below the Access Lift and a Hyper-Wave above it. If I'm patient, I'll put a General Stores (10 days build time) above it first, then the Hyper-Wave, to give the "scout post" a little separation from the Lift. I suppose a Small radar in place of the General Stores would work well too -- if not better -- although it's more expensive and not useful like the Stores would be.

The one drawback with the "perfect" design is that you have to wait until each module is built before you can attach the next one, since it's all crammed against one wall. But Hangar+Stores then Hyperwave then Living Quarters gets you a functional base pretty fast.

--Ethereal Cereal 19:10, 14 June 2006 (PDT)


True, build time can be a real problem. I've been playing with "bridges" with something cheap (like a Storeroom) from the Access Lift (or wherever) to link to other areas, so the base can expand faster. (Storerooms are both cheap and fast.) Then later I will take out or replace the bridge, depending on where/what it was. If you're really challenging yourself with tough conditions though, you may not have the extra cash, esp. early on.

I had not seen that "extra arm" design - good thinking!

I would think that with a Small Radar above the Lift (instead of Hyperwave in your design), one (not two) extra blank spaces (next to the Small Radar) would be enough. Unless tons of aliens come through at once, too many to stop in one turn... I have yet to do a base defense in my current Superhuman game. How likely is it that many enemies will try to come through in one turn? The cyberdisc could be a real problem, too.

I see now why you once said you were playing with smoke. Having smoke right outside your scout door seems like it might work really well, or to its side, blocking visualization of your shooters around the sides of the scout room. In fact, one might not want a Large Radar (back to my early thought) then, because a smaller scout room would give your shooters on the side more room to aim.

I notice you put your hangars on the south side of the base. Does it matter if one has them across the north side instead? (With Access Lift to far left.)

---MikeTheRed 22:34, 14 June 2006 (PDT)


Friends, check my user talk page and head down to the Total Randomness section. Right at the bottom. Easy to find.

I was fiddling with wiki templates and trying to see how parameterized wiki templates worked - and probably failing in the process. Anyway, our wiki's settings for the parameters seem somewhat limited, but there's enough functionality to put together a parameterized grid of sorts.

Would it be an idea to reuse what I've done here but to use X-Com base module images instead? With such a contraption, you can design any 6 by 6 module base to your hearts content and not have to take screenshots every time you want to discuss a possible base layout.

- NKF


I hope you don't mind me taking the liberty, but I've swapped your images with the game sprites, and I reckon the result looks pretty good (I've got your thumbnails backed up should you want them replaced). :)

- Bomb Bloke


No, actually, that's pretty good. We'll stick to them. Good job Bomb Bloke.

I'll have to rename or make a copy of the template and slap together some documentation for it. Can anyone suggest a good easy-to-remember name I can call it? Base Kit? Base Maker? Base Mapper?

I'll hang on to the previous images for a little later. I have the originals, so that's fine. They were originally there just to show a top-down floorpan of the base (lower level), so you could design it and then see where all the doors are and how you can move through the base.

Anyway, post-it note... now bed.

- NKF


Mike: I don't know if it matters if the hangars are north or south -- the base disjoint bug might come into play with small modules put on the southern border, but I don't know, I've never even encountered it.

Bomb Bloke & NKF: Wow, with Bloke's graphics, your base template does look quite good.

--Ethereal Cereal 10:29, 15 June 2006 (PDT)


Ditto that, now the "test kit" is more a full fledged "base design kit"! I may use it to plan my own. Thanks, NKF and BB! ---MikeTheRed 15:42, 15 June 2006 (PDT)


Going with NKF's original name of "UFO Base Kit" (or UBK for short), I've made a seperate page for it. It's linked on the main page.

I've also incorporated it in place of these images on the BLS page:

Note that these images have their own Tool Text. The UBK doesn't support that.

- Bomb Bloke


Images removed in preparation of deletion. --Zombie 23:39, 29 June 2006 (PDT)

Non destructible

Should there be a note somewhere at the top that if you do build the access lift chokepoint style base then to ensure the adjacent base facility isn't destructible? I am not sure of the exact list of what modules are and arent, so won't comment directly unless I come across the list at some point and remember this. --Sfnhltb 12:58, 5 March 2007 (PST)

main page needs a lot of work

Base design for the starter base vs bases afterwards are different enough I think they need separate pages. Additionally a lot of content should be re-written:

  • split into 2 pages, one for the starter base and one for bases afterwards
  • Discussion comments shouldn't be on the main page (even though I added to them.)
  • Needs better integration with Base Management
  • All the base bugs influence base construction but are not mentioned
  • Build time so far has been ignored. Important because a base needs to be useful before it is finished --Brunpal 23:19, 28 November 2007 (PST)

Consider this build I've named "Hit the Ground Running":

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


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


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


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


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


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





Base Day 0

  • All under construction


Base Day 10

sm radar -2 days left
hanger -2 days left
quarters started -16 days left
HWD started -26 days left
workshop started -32 days left

Complete:

  • Storage
Transfer from primary base's surplus stores here


Base Day 12

hanger -8 days left
quarters -14 days left
HWD -24 days left
2nd hanger started -20 days left
workshop -30 days left

Complete:

  • Storage
  • sm radar


Base Day 20

quarters -6 days left
HWD -16 days left
2nd hanger -12 days left
workshop -22 days left

Complete:

  • Storage
  • sm radar
  • hanger #1
transfer/purchase intercept craft


Base Day 26

HWD -10 days left
2nd hanger -6 days left
workshop -16 days left

Complete:

  • Storage
  • sm radar
  • hanger #1
  • quarters
3 empty spaces for whatever you want next to the quarters


Base Day 36

workshop -6 days left

Complete:

  • Storage
  • sm radar
  • hanger #1
  • hanger #2 (finished 4 days ago)
  • quarters
  • HWD
small radar is obsolete and destroyed to make chokepoint. Now paying for dirt



Or better still, take advantage of the phantom radar. When you start to build the HWD, decomission the small radar then build the HWD on top of it. But that's making use of an unintended exploit so isn't really kosher.

I suppose you could build the secondary hangar over it like so:


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



This unfortunately means that you'll have to move the workshop to the other side, and since it is forced to wait for the quarters to be built, it'll start up a lot later.

In the end I guess the speed at which your base gets built will depend on how you want to juggle your priorities. I see a few common priorities that need consideration when constructing a secondary base. These are:

  1. Radar coverage
  2. Base Garrison
  3. A hangar - absolute minimum
  4. Bells and Whistles - Basically all the optional upgrades like the HWD (if replacing), Mind shield, labs, workshops, extra hangars, etc.


The first three are generally the most important for any simple base setup with intercept/ground assault capabilities.

The bells and whistles are all desireable but don't need to be obtained right away if you already have similar operations elsewhere (say your main base).

One unusual alternative I'd like to propose is to completely ignore the one-chokepoint base construction and turn it into a plaza. Have all your facilities built around the first hangar, so your troops can enter it from all directions.


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



The original radar is replaced by the second quadrant of the lower left hangar. Basically you start off with a radar and a hangar, then once the hangar is built, the stores and quarters and workshop all start off at the same time. The HWD is built off the side, and once it's done, the original radar is plucked out and the second hangar goes in.

Note, I did not intentionally isolate the various modules to all corners of the hangar. They just ended up that way - some connected side modules might be useful too.

To be honest, while I've used this setup to great effect in the past, this is a bit riskier and the setup would actually work a lot better with a single hangar base - which would in effect mimic the game's original main base setup, but with the positions swapped!

Also, since there are no stores to begin with, the interceptor that arrives at this base would have to be armed with plasma beams or laser cannons.

Still, speed building a base for functionality seems like an interesting exercise.

- NKF 23:30, 29 November 2007 (PST)

In your base above "hit the ground running", wouldn't it be better to start the hanger in the middle of the bottom two rows? That way you can build two hangers afterwards on either side of the first once its built. I do this for the main reason of providing spawn spots for aliens (inside the three hangers) and because I use lightning, firestorm, interceptor at each base. Xcom2 I don't use barracuda because of "too Deep" messages. ie:

NO:

dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
dirt lift dirt dirt dirt dirt
Base-hangar1.gif Base-hangar2.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif
Base-hangar3.gif Base-hangar4.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-dirt.gif



YES:

dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
dirt dirt lift dirt dirt dirt
Base-dirt.gif Base-dirt.gif Base-hangar1.gif Base-hangar2.gif Base-dirt.gif Base-dirt.gif
Base-dirt.gif Base-dirt.gif Base-hangar3.gif Base-hangar4.gif Base-dirt.gif Base-dirt.gif



EsTeR