Post by X-Naut on Dec 13, 2009 21:44:05 GMT -5
Base: Wistful Wild, right behind "Impact Site"
The location in question is the slightly elevated hill behind the onion landing zone. It's right behind the garden of Chrysanthemums and Withering Blowhogs. This garden marks the entry to the base, around which buildings are constructed. It's landlocked, so no naval forces can invade it.
~Defenses~
New Eastern Desert- (50 days) In order to make the base feel more like home, Malik ordered the area to be covered in sand. With a lot of effort, the sand is now quite deep (a little below the "bump" between the base and the lake). It is nearly impossible for wheeled vehicles that aren't a dune buggy to cross the sands, and unprepared troops will have difficulty traversing it. Burrowers travel through it faster, but with less cover than dirt. Additionally, heat is reflected off the sand, heating the area around the base. As a result, non-fire troops will become exhausted and more vulnerable to fire, especially aquatic troops!
Radar Array- (20 days, 40 Iron) A radar system that covers the nearby area, it detects incoming enemies and allows Malik to prepare for the incoming attack in advance.
Seismic Surveillance- (20 days, 40 Iron) Another radar system, this device records underground activity, warning the army of any sneak attacks from below. It is relatively earthquake-proof.
Asim Tar Turret- (40 days, 40 Steel, 40 Blowhogium) A large turret that, true to its name, wreaks havoc in the form of tar ammunition! With a rapid firing rate it cripples enemy machines (more air than anything else), causing damage and leaving a sticky mess! The tar tank inside (made of Blowhogium) holds enough tar to last through a battle, but not in excess; it only fires at swarms of troops.
Small SAM Launcher- (16 days, 75 Iron) A missile launcher that fires SAM missiles, a fine anti-air weapon. While it costs less to build, it's not as durable and reloads a bit slower than the full-size model.
SAM Launcher- (24 days, 150 Iron) The real deal, unlike the smaller versions above. They fire anti-air missiles and can take a hit, but repeated attacks will bring the launchers down.
~Facilities~
The four standard facilities are present (100 Iron each), as are a few others.
Management Centers: (30 days, 300 Iron each) Management Centers are office buildings that help maintain increased productivity, allowing for an extra project to run. Currently there are 3 (the max), granting 6 project slots.
Petal Gathering Center: (60 days, 400 Resources) A structure with the mechanisms seek out petal deposits from a greater distance, increasing income by 5 petals per (in-game) day. At the moment there are 2, making the income 80 petals per RL day. One is iron, the other stone.
The location in question is the slightly elevated hill behind the onion landing zone. It's right behind the garden of Chrysanthemums and Withering Blowhogs. This garden marks the entry to the base, around which buildings are constructed. It's landlocked, so no naval forces can invade it.
~Defenses~
New Eastern Desert- (50 days) In order to make the base feel more like home, Malik ordered the area to be covered in sand. With a lot of effort, the sand is now quite deep (a little below the "bump" between the base and the lake). It is nearly impossible for wheeled vehicles that aren't a dune buggy to cross the sands, and unprepared troops will have difficulty traversing it. Burrowers travel through it faster, but with less cover than dirt. Additionally, heat is reflected off the sand, heating the area around the base. As a result, non-fire troops will become exhausted and more vulnerable to fire, especially aquatic troops!
Radar Array- (20 days, 40 Iron) A radar system that covers the nearby area, it detects incoming enemies and allows Malik to prepare for the incoming attack in advance.
Seismic Surveillance- (20 days, 40 Iron) Another radar system, this device records underground activity, warning the army of any sneak attacks from below. It is relatively earthquake-proof.
Asim Tar Turret- (40 days, 40 Steel, 40 Blowhogium) A large turret that, true to its name, wreaks havoc in the form of tar ammunition! With a rapid firing rate it cripples enemy machines (more air than anything else), causing damage and leaving a sticky mess! The tar tank inside (made of Blowhogium) holds enough tar to last through a battle, but not in excess; it only fires at swarms of troops.
Small SAM Launcher- (16 days, 75 Iron) A missile launcher that fires SAM missiles, a fine anti-air weapon. While it costs less to build, it's not as durable and reloads a bit slower than the full-size model.
SAM Launcher- (24 days, 150 Iron) The real deal, unlike the smaller versions above. They fire anti-air missiles and can take a hit, but repeated attacks will bring the launchers down.
~Facilities~
The four standard facilities are present (100 Iron each), as are a few others.
Management Centers: (30 days, 300 Iron each) Management Centers are office buildings that help maintain increased productivity, allowing for an extra project to run. Currently there are 3 (the max), granting 6 project slots.
Petal Gathering Center: (60 days, 400 Resources) A structure with the mechanisms seek out petal deposits from a greater distance, increasing income by 5 petals per (in-game) day. At the moment there are 2, making the income 80 petals per RL day. One is iron, the other stone.