Difference between revisions of "Talk:Base Management"

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--[[User:Sfnhltb|Sfnhltb]] 12:37, 4 March 2007 (PST)
 
--[[User:Sfnhltb|Sfnhltb]] 12:37, 4 March 2007 (PST)
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==Facility Placement==
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There's a mistake in this section:
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''For example building 2 Laboratories and 2 Workshops but only 2 Living Quarters means you have approximately 375+ technical jobs to fill but only enough room to house '''200''' staff.''
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Two Living Quarters can accommodate only 100 units. --[[User:Ufo.mesh|ufo.mesh]] 07:43, 8 October 2010 (EDT)

Revision as of 11:43, 8 October 2010

Maybe this become a Category instead of just a landing page? --Papa Legba 09:45, 31 December 2005 (PST)

Hello! Saw a stub here and took a stab at fleshing it out. -Darksun

Hey dudes.Building a base at the poles would be awesome. Er,Aliens would have a hard time to find it too.But you know it anyway.--X-COM:Turcocalypse 12:43, 26 April 2006 (PDT)

I actually find the aliens tend to have relatively high activity at the poles at some times, and irregularly they put a base down on one or the other. If you want to place a base that the aliens never go near, hawaii (or similar mid pacific location) seems to be the best bet. You wont notice or intercept much around there, apart from passing traffic crossing the pacific, but if you want to place a major production/research/psi lab base with little or no room for defense or interception then this would be the spot I think.

-- Sfnhltb 10:06, 26 February 2007 (PST)

Base Placement

When aliens send scouts for a wave of Alien Retaliations, the scouts move quickly to the edge of an area/continent and then work inwards. If your base is built on the edge of the area it can sometimes be spotted before you have time to intercept, so I'd recommend putting bases into the middle of areas. The alien retaliation wave consists of a very small ship, smaller ship, small ship, then a battleship over the course of a month. If none of them spots the base then the wave is over.

Alien retaliation waves occur in areas where you have a base and areas where you have have scored a lot of points. If you put a base into an area where you don't score many points, such as the pacific, then the aliens will be less likely to search for that base.

-Egor

Off Topic

yeah, this reads more like ideas of how to play the game rather then a description of base managment. The whole article is off topic and needs to be renamed or moved -HeckRuler 1:17, 1/30/06

You've just about described 90% of the wiki! Most topics start off as empty stub pages, then someone puts something in that may seem like a good idea at the time. Then things just snowball from there until the whole article is a disjointed mess of otherwise very interesting thoughts. We really need someone with editorial skills...
The random tips and whatnot are what make the wiki special. However, a brief but concise description of base management should be at the beginning. The tips and tricks and suggestions can come after that.
- NKF

I've added something that resembles a concise description. --Dumas 12:42, 31 January 2007 (PST)

I wonder if half of the article should become an XCom Base article (and maybe we can move out Alien Base from Alien Missions so it has a page as well, but thats less important), and the other half either kept as the current topic, or maybe this should be a category as someone else has mentioned and move the various info on this page that is more management oriented into pages that include this as a category?

--Sfnhltb 12:37, 4 March 2007 (PST)

Facility Placement

There's a mistake in this section:

For example building 2 Laboratories and 2 Workshops but only 2 Living Quarters means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff.

Two Living Quarters can accommodate only 100 units. --ufo.mesh 07:43, 8 October 2010 (EDT)