OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Zharkov on May 07, 2017, 01:02:07 pm

Title: Base Defense and Rule 2
Post by: Zharkov on May 07, 2017, 01:02:07 pm
Am I the only one, who has to think of Rules for Evil Overlords when my base gets attacked? I mean, crawl space above and sewer like tunnels below? That is the frigging 2nd rule! And the curst fire trap has all this, too! There is one flaw, though: Crawl space is not readly accessible from the hangers. But perfectly so from the lift.  ;)
Title: Re: Base Defense and Rule 2
Post by: Stoddard on May 07, 2017, 10:35:24 pm
Am I the only one, who has to think of Rules for Evil Overlords when my base gets attacked?

I guess RfEO will be added to the research tree later.
Title: Re: Base Defense and Rule 2
Post by: Zharkov on May 08, 2017, 12:57:53 pm
I guess RfEO will be added to the research tree later.

Hm, maybe we should write some fluff, about the gals not being the evil overlords here and therefore base construction is alright as it is?
Title: Re: Base Defense and Rule 2
Post by: Ethereal_Medic on May 08, 2017, 02:05:49 pm
Since it's called Base Defense I'm quite annoyed that scrubs like humanists and raiders get full access to plasma weaponry and blaster launchers.

So lovely to 'hunt' them in your own vents and sewers and getting one-shot by a plasma-(sub)rifle.
Stupid Crackdown-Crews get too easy access for invading your backlines and from personal experience you're quite boned if a crystallisk is lurking in your sewers.
Title: Re: Base Defense and Rule 2
Post by: Zharkov on May 08, 2017, 06:53:09 pm
Since it's called Base Defense I'm quite annoyed that scrubs like humanists and raiders get full access to plasma weaponry and blaster launchers.

I am even more annoyed, that the attackers have a strong tendency to squat (in) the hangers and the lift. Often, it is more like a siege.^^
Title: Re: Base Defense and Rule 2
Post by: Ethereal_Medic on May 09, 2017, 11:38:18 am
Can be a problem with the AI that they 'decide' to not run into your line of sight because they lost thier comrades to reactionshots that way.

If you leave the AI no options (because they can't escape the way they invaded the hideout duh) they will sit in the hangars and lift and just 'patrol'.
Faction leaders never ever want to run out of the lift so we have to get close and personal with them.
Title: Re: Base Defense and Rule 2
Post by: BetaSpectre on May 12, 2017, 05:04:31 am
IMO anything in the sewers after a certain amount of time let's say 20. Should just drown. Like a flood mechanic.
Title: Re: Base Defense and Rule 2
Post by: Starving Poet on May 14, 2017, 03:42:52 am
I'd be happy with bug hunt mode activating regardless of any other criteria after a certain number of turns in base defense.
Title: Re: Base Defense and Rule 2
Post by: Ethereal_Medic on May 15, 2017, 11:19:29 am
I'd be happy with bug hunt mode activating regardless of any other criteria after a certain number of turns in base defense.

I tried dogs and the use of the inbuild aye-phones.
Doesn't work against Cryssalids for reasons.