Politician Archive

Thread: City layouts and base compounds

Shaedar
Thu Sep 09, 2004 6:28 am
#1



CptSpankMunki wrote:
I've been looking through the necroed thread about city layouts and could find only one with a base compound in, I have a couple of questions
1) If you have a city with a compound with two or more bases; Can you post a link to an image here?
2) What is the foot print of the various base types, does it vary between bases?
3) What are the rules concerning compounds? Is one entrance enough? How big does it have to be?
4) I knew there was something else: Does the "Stronghold" specialisation work? Sounds a little like a centre of being for militia members.
If you have any answers to relevant questions I haven't asked it would be appreciated
Many thanks

Message Edited by CptSpankMunki on 09-09-2004 09:11 AM





1) no image handy but about 12 bases surrounding our shuttleport on all sides... up for about 9 months without opposing faction managing to destroy it... its in New Suntir, Lok... on Sunrunner if you're curious...

2) all bases are 9x9 squares... on the overhead map... but once you place them they expand to take up more room... the new footprint is circular... having a diameter of 15x15 for a small to mid... and 16x16 for a large... which means you have to account for about 4 squares diagonally from the original footprint...

3) Rules are you can't block entrance... you can even (at this point) surround the entire complex with walls created by medium generics/naboos, provided there is a gap at some point in the wall to allow traffic... i personally think leaving it open is better and less cheap... but each to their own...

4) stronghold does not seem to be valuable... additionally militia are next to useless in large numbers because they get "grantzoningrights" as a priviledge... which means they end up helping each other plant buildings in horrible locations... keep militia to core combatants so they can city ban... and leave the city spec at something more useful like improved job market or research center...

one last note... don't put them up unless you have a lot of cash to buy faction to replace damage... and don't expect the opposition to play fair... they will use every exploit in the book to waste your time and faction... i would recommend if possible waiting till you can place 4 bases facing one another in a very tight configuration if you can... even if they are just the smallest bases... the closer the entrances and turrets are to each other the better... also remember that larger bases have multiple covert scanners... don't forget to add one for the back of the base... i highly recommend you visit our city for ideas... its proven to work... and we started with only 4 bases...

send me a cross-server message if you have any other questions... email: Sunrunner.Shaedar



Regards,
Colonel Shaedar Haran - EC
Master Politician / Master Smuggler
Mayor - New Suntir, Lok, Sunrunner
(Imperial Stronghold w/ Improved Job Market)
Founder - Imperial Leadership Alliance
CptSpankMunki
Thu Sep 09, 2004 12:58 pm
#2


I've been looking through the necroed thread about city layouts and could find only one with a base compound in, I have a couple of questions


1) If you have a city with a compound with two or more bases; Can you post a link to an image here?


2) What is the foot print of the various base types, does it vary between bases?


3) What are the rules concerning compounds? Is one entrance enough? How big does it have to be?


4)I knew there was something else: Does the "Stronghold" specialisation work? Sounds a little like a centre of being for militia members.


If you have any answers to relevant questions I haven't asked it would be appreciated


Many thanks

Message Edited by CptSpankMunki on 09-09-2004 09:11 AM



--

Dra Trekke, whodathunkit?
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