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More Advanced Base Defence


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#1 CyberMantiX

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Posted 20 May 2003 - 06:56 AM

Correct me if I'm wrong, but searching on base defences I did not find many people wanting to change the first part of the base defence part: where the UFOs are squared against your defence facilities.

If Base defences were able to have a use besides defending directly against base attack, but being able to have a limited range outside the base(in the GeoScape), (thus being able to fire upon passing UFOs) of course, for balancing, some UFOs/aircraft would have ground attack weapons and be able to strike back at your base, potentially harming/destroying some facilites. These would most likely be the defense structures, as they will be visible, while the rest of the base is underground.
The range for the base defences could also be displayed on the forementioned Sensor Overlay in the GeoScape I laid forth in a previous thread.

The interface for these kinds of attacks/defences would be similar to the Intercept view.
The aliens should be able to attack with several UFOs, and X-COM should be able to launch their Interceptors, thus making base defense a more frenzied affair.

Of course, turn this around and the aliens would also have base defences that fire upon incoming X-COM craft, as well as defending UFOs

If ground attack weapons should be specialized weapons, or merely all weapons be able to attack ground targets should be decied.

There could perhaps be late-game "bombardment" weapons which could damage if not destroy base facilites, both X-COM and Alien. So as to "soften up" the target base for ground operations. Of course, this fringes on the suggestions for Air support during battlescape missions.

Both sides would be able to decide if their defences should fire at will/Fire if attacked/hold fire. So as to avoid detection.
At lower difficulties the AI would hold fire until attacked or hold it completely.
For instance, an newly formed base (Alien or X-COM, depending on who you're playing) would have limited defences, or rely on aircraft/UFOs for defense.

There could also be small "stealth" transports (unarmed, very difficult to detect even with the HyperWave Generator) for landing small raiding parties for harassment or "Commando"-type attacks: Sabotage (Ex:Destroy their base defences before the main assault), prisoner rescue, spy missions (get base layout and inventory) and all the other mission types already discussed in other threads. For balancing there should be a limit to the amount of soldiers/aliens able to be carried for these stealth transports, for instance no tanks and only 6 soldiers/aliens.

Example of Base Attack:
UFO detected - HWG informs that mission is base attack.
X-COM launches 2 of its 3 available craft. They attack the UFO and are shot down.
UFO enters Base Defense range, in addition X-COM launches its final Interceptor.
UFO must divide firepower between The different Base Defences and the fighter.
UFO manages to disable enough defences to make a landing.
Switch to battlescape for Base defence mission. Base will be damaged, possible new entrypoints for aliens in the damaged base facilities. If bombardment weapons have been used, and have damaged living quarters, less soldiers would be available.
Since the UFO is damaged, less Aliens are available for the mission.
Aliens accomplish their misson objective, return to UFO, UFO takes off, is attacked by remaining defences and remaining Interceptor(hovering above), is possibly shot down, or escapes.

Modify the example by number and types of UFOs, Interceptors, Possible stealth vessels, base defences, etc. and you've got a very varied scenario for Base defence.

gawd, that was a lot of text :unsure:

#2 mamutas

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Posted 20 May 2003 - 08:21 AM

Sounds interesting to me. Wish list for V2?
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#3 CyberMantiX

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Posted 20 May 2003 - 08:39 AM

Sounds interesting to me. Wish list for V2?

You got that right :D

#4 Cubik

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Posted 20 May 2003 - 09:24 AM

Good ideas, just want to point out that if they aliens won the base battle your base should be lost.

See this post for my boobytrap ideas, could be used in cojunction with your base defence ideas:
http://www.xcomufo.c...t=ST&f=3&t=1060

#5 CyberMantiX

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Posted 21 May 2003 - 03:25 AM

Good ideas, just want to point out that if they aliens won the base battle your base should be lost.

Well, that depends on what the mission is for the Aliens;
Are they there to destroy the base, or just rescue some prisoners?
If they are there to destroy it, or if they kill all of your defending units, of course you loose it.

Edited by CyberMantiX, 21 May 2003 - 03:40 AM.


#6 XcomVic

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Posted 21 May 2003 - 03:40 AM

now this playing as aliens or humans... are we just talking in mulitplayer mode or we talking about offline as well?! I was just wondering....
...just a thought...

#7 CyberMantiX

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Posted 21 May 2003 - 08:01 AM

Both, multiplayer and offline :D
When the Attacker is AI controlled, their mission types would be blanced after the difficulty selected. So on Easy the aliens would perhaps only sabotage your ships, or destroy some equipment before taking off.
On harder difficulty they would attack full-force intent on destroying your base and killing/capturing all your personnell.