Author |
Message |
Tekguy
Joined: Thu Feb 26, 2009 9:20 am Posts: 10
|
Perfect base
I thought that to make the perfect base it would be a good idea to get a collection of peoples methods of making the perfect base to create a ultimate base. I will start as a example I like to put in my base holes that go right pass the bottom of the screen so if a actor falls he falls to his doom (unless he has a good jet pack). I like to put these holes in places were the "corridors" go stright down with the turn off corridor being so small that you need to crouch to go through making it harder for the enemy to make it though and you get some entertainment of watching the enemy fall to their deaths any way can't wait to here your ideas
|
Mon Aug 10, 2009 9:00 am |
|
|
Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
|
Re: Perfect base
OOOH! An ideas compilation pack!
Get someone to make these modules unless you're making them yourself.
Anyway: Build a rocket hangar. Place a metal tower on either side, and a metal barrier underneath the overhang. The towers platform should meet the very edge of the rocket hangar. Then get creative with bunker modules. HOWEVA, Make sure every entrance is open to the sky, not pointing right or left. Then put a T Junction on top. You can seal any holes if you wish, then liberally apply Dummy MGs.
|
Mon Aug 10, 2009 10:19 am |
|
|
Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
|
Re: Perfect base
|
Mon Aug 10, 2009 4:14 pm |
|
|
Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
|
Re: Perfect base
I suppose it works, but it lacks style. A good base is not only impregnable but looks good.
I like putting pits under killzones if I make them, inside of which the bodies can pile up.
|
Mon Aug 10, 2009 5:26 pm |
|
|
manteli
Joined: Fri Oct 24, 2008 10:00 pm Posts: 27 Location: Finland
|
Re: Perfect base
Two (or three, wont remember) conveyors going opposite ways at same spot = un-escapeable trap that leaves enemies mid-air.
EDIT: wont work on human players thought, they tend to shoot the small blue thingies in convs. AI wont so that (usually)
|
Mon Aug 10, 2009 7:31 pm |
|
|
Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
|
Re: Perfect base
What are the rules?
Opening to outside except for doors?
Digging a consideration?
Teleporters allowed?
Me n' my friends usually agree on having an unobstructed (except for the only minor nuisances that are doors) path from the entrance to the brain room.
3POK: If digging is permitted, yours can be defeated as so: Dig through the bunker next to the brain room and shove grenades into the brain room. (I assume the red things kill actors)
|
Mon Aug 10, 2009 7:34 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Perfect base
Personally I prefer exploiting the AI's pathfinding by putting two doors in un-reachable locations that prevent them from ever getting into the base.
One favorite: two vertical shafts on each side, about 4 modules high, with a dummy brain module in the middle. Reinforce it to prevent gibs falling in and it's completely solid.
|
Mon Aug 10, 2009 8:06 pm |
|
|
LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
|
Re: Perfect base
Reposted from my old thread: Also, very old trap method I used to use, since we're talking about screwing over the retarded AI:
|
Mon Aug 10, 2009 8:26 pm |
|
|
Megakiller
Joined: Mon Aug 10, 2009 2:11 am Posts: 5
|
Re: Perfect base
The AI can sometimes drill in and destroy traps.
|
Tue Aug 11, 2009 2:11 am |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: Perfect base
I've found that the perfect base is a Giant cross sticking out of the ground, with a brain at the top, and a small block just blocking line of sight from the bottom. the AI can't dig up, and they never land on it, you just have to make it just tall enough that they can't land on its arms, then you can put snipers on the left and right arms of the cross.
Sort of Sacrilege if your Christian, but i'm not, so ha ha. the AI never can figure out how to get UP, and if they get under it, they stare up at your brain, maybe fire at the block thats in the way, and they just pile up and crush eachother.
No pics because i'm lazy. I might do it later.
|
Tue Aug 11, 2009 7:02 am |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
Re: Perfect base
Place a brain room in midair? That would cripple most enemies due to stupid AI.
Anyway, I like my base being accessible to AIs(once the defense is broken through), so there is actually a threat. I usually place a rocket silo then decorate it with all sorts of barriers, convayers, weapon dispensors and turrets then call it a day.
|
Tue Aug 11, 2009 3:47 pm |
|
|
Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
|
Re: Perfect base
The perfect base is one that's actually fun and challenging to defend, making it impregnable takes all the game out of your game. Those all seem like they'd be fun once, maybe for ten minutes. A really good base is one that has real weaknesses, just the way a really good multiplayer map in a shooter is one where nowhere is safe. A good one keeps the player on their toes, but also keeps your soldiers and brain from being out in the open.
|
Thu Aug 13, 2009 2:51 am |
|
|
mbbird
Joined: Thu Feb 12, 2009 8:14 am Posts: 110
|
Re: Perfect base
Turrets, turrets, and more turrets. I could defend against Orkz for 10-20 minutes with just 4 Darkstorm MG turrets.
I should try making traps, they look fun.
|
Thu Aug 13, 2009 8:25 pm |
|
|
Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
|
Re: Perfect base
|
Fri Aug 14, 2009 2:03 pm |
|
|
carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
|
Re: Perfect base
Holy shift key, Dauss! I lol'd heartily. That is an accurate representation of the current AI's thought process.
|
Fri Aug 14, 2009 4:10 pm |
|
|
|