One disadvantage of this base however is that if the workshop suffers too much structural damage, all facilities past the small radar will be destroyed as they'll be disconnected from the access lift. All of the aliens will have to funnel through the small radar module, which is an open space with no place for the aliens to hide. It may take a while to re-order the base in this manner from the starting setup, but the end result provides you with a clear firing corridor into the hangars with plenty of cubbyholes to hide in. If you really like to use rockets but can only handle aliens entering the map through one entry point, consider the following variation. A few well placed rockets can cut down the opposition considerably. If you like to use rockets, this one access point gives you a clear shot into the hangars. With this example in particular, the small radar module provides an empty hallway. Although this means you have to spread your soldiers out to cover both points, so do the aliens. The above base is designed to work like the popular defendable base layout, but also provides a second access point into the hangars. If you want to attack the aliens from two sides, the simple addition of an extra module can modify the one-chokepoint base into a two-chokepoint base. Don't be afraid to try different variations of the base to suit the strategy that you intend use. The previous example was a one chokepoint base that is easy to defend, however it is by no means the only way to build the base. Dismantling the existing modules however accrue base maintenance costs of $720,000 per month due to the Paying For Dirt bug. It only costs the price of two hangars and a living quarters ($800,000) to overhaul your base this way- a cost that can be covered by the proceeds from, say, one small landed UFO. Of course, place any other new facilities with a mind to preserving the new choke-point at the grav lift (i.e., nothing adjacent to the top hangars.) This layout isn't as fortified as many new-build bases can be, but it's a good compromise between defendability (one choke-point at the lift), available space, expedience (it converts from the standard layout in minimal time), and, especially, cost. ![]() Place any other new modules on the lower half of the screen, where they will not touch the lift or the new hangars.Īs the new living quarters and hangar are completed, dismantle the old ones. Build two hangars next to the topmost hangar to replace the lower two, and a living quarters down between the two lower existing hangars to replace the one next to the access lift. With this in mind, I recommend a partial rebuild of your initial base ASAP. The hangars and lift are distributed as widely as possible through the base, giving the aliens a wealth of breach points and enabling them to assault any defenders from all sides. Considering that the access lift and all hangars serve as entry points for the invaders, the starter base has all the defensive virtues of a screen door: Once the general stores are completed, build all new facilities (except hangars, of course) off of that.Īt higher difficulty levels, alien retaliation can often come MUCH sooner than you might be ready for- before you have base defences built, and before you have powerful weapons to arm your troops with. A general stores is needed for any base, and it gets completed quickly. I'd recommend building a General Stores on the lift opposite the hangar. Place it on the grid so you leave enough room to build hangars on one side of the lift, and everything else on the other side. The access lift is always the first unit built, so it becomes the obvious candidate for this single point of entry. This way, you can line up all your units against one point of entry instead of having to spread them out to cover four or five. ![]() A long chain of rooms becomes a long choke point ripe for mining with Proximity Grenades and other dirty tricks. If you group your hangars with the access lift, then build only one module connecting to this part of your base, that module becomes a choke point for base defence. Aliens usually come down into your base through hangars and the access lift (although they can emerge on other locations - see the last comment on Base_Defence#Bugs). The key point for base defensibility is to minimize the number of points of entry. Unlike most places you'll have to fight, you have control over the layout of your base, so design it wisely. Your base will, at some point, be raided by angry aliens looking for revenge for all those UFO's you've taken out. Please help fight the alien menace by updating or correcting the information on this page. The contents of this article are outdated, confusing or constructed in a discussion format.
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