Average Manatee
Arcane
- Joined
- Jan 7, 2012
- Messages
- 15,755
lol, like an hour after I typed this up OXCE got updated, so you can all enjoy this now.Hit delete when you're done to clear all TUs so they don't reaction fire. Very important to do to all your team in mass spotter/sniper areas. It's so important that I bugged Meridian to give us a hotkey to clear TUs for the whole team (ctrl shift delete), though its not on the latest released version.
Interesting, normally I'd try to maximize world area coverage and europe isn't great for that, you split between asia and north america. But this does basically make the 2nd base kind of like free real estate that you might as well snatch up early and plant down plantations.While we're sharing tips, I think a very good place for your second base is the northern tip of scandinavia. This counts as being arctic rather than europe, saving 325K in upfront cost to establish the base while still providing radar coverage over almost all of europe (and the arctic, which is not irrelevant). In addition to that, if you have Aspect:Daydreamer from your choice of captain type, it also triggers an event the next month where you get a chest of coins worth 350k (and some random knicknacks that won't be relevant for at least a year and don't sell for much) and +300 infamy which is another 100k. You also avoid the monthly europe event that gives -50 infamy. The location of the base should also make it pretty unlikely to be spotted by ufos looking to attack a base.
That's a very cheap base for what you get out of it. I think it is also a strong contender for first base, as it counts as both arctic (+450 score first month) and nordfederation (+5 young ubers, onsen preq).
Sadly some have these low tech doors have holes in them that can't be closed. And few are well designed enough to make it a feature rather than a danger (e.g. airtruck's cockpit can be fired out of making the craft have a 360 firing arc).Every ship has doors though?
Missions for the month are all scheduled in advance at the start of the map, no? I don't think you can normally get base assaulted until the second month. Unless there were missions already scheduled to search for a base in the area before you placed the base.I think this game I learned that none of the early base attacks are random. There's always some scouting ufo you can shoot down to prevent the attack. Dogs with landmines also do a great job of defending. I'm in late sep, and I've had 2 base assaults total (both from academy, because their airbuses are too fast for my incomplete interceptor grid). You are obviously totally vulnerable for at least the 14 days it takes to build an outpost though.
I think the piranha is the overall better craft for when you don't need the speed. Same dodge chance but 2x the guns so that you need to dodge for half as much time. Also more economical. It's always my first beeline with Jack tokens and the core of my global network.I really like the shark jetbike. At 2 million it's pricy, but +35% dodge is invulnerability against most craft weapons with a good pilot. It's also ridiculously fast.
There are a handful of subjects that are interrogated this way in the current version. With things like guild rep you just have to interrogate lots of them, preferably after you've cleaned out as much as possible of their potential topics (by researching them normally or interrogating the lower ranks).
Interrogating them gives extra points because you get points both for the interrogater and the topic they unlock. But unless you need score for ranks this is generally a net negative in cashflow terms vs. researching the subject directly since you miss out on ransom and the points are worth much less in dollar terms than the ransom for most captures. But you might possibly save brainer time and brainer time is of course arguably the most valuable thing in the game.
One notable exception is the !Socializing! topic. Where most techs give about 1-3 points per brainer day spent, socializing gives 100 points for 9 days. Over a 30 day period this equates to an average of 333 points which will return 111k in infamy bonus, making a profit after brainer costs. There's obviously other techs that give tons of points but this is the only repeatable one that I'd recommend spamming.
ALSO ALSO, you CAN research the same topic in parallel across multiple bases. So long as the topic still exists as an option after base 1 completes it base 2 and so on will maintain their progress. So !socializing! is a good use for the 1 brainer slot you have on other bases.
I also noticed another bad thing about JS runs. Around may 2602 you start getting monthly crackdown missions, which have about 25% chance to be crewed by mercs or star gods. I don't think you're likely to be able to defeat either at that point in the game, nor shoot down cruisers as they come in for landing. As long as they don't hit your main base it's probably surviveable at least. Feels like a pretty extreme fuck you to get sectopods attacking your base at this point, even on lower difficulties.
Each lower level of difficulty delays the start of these missions by 4 months.
Dayum, how many defenses would you need to shoot down these ships?
Are there more rolls for base assaults the more bases you have or does it just roll base assault and then randomly choose a base to aim for?