I admit, I am not that good on actual fighting. And I do enjoy playing RTS occasionally. Thus, the whole "base building and management" aspect of Tremulous was what attracted me to this mod. Some players know me as "the housekeeper". LOL. However, I did not master this whole base building. I am still in learning phase. So, I decided to post some questions to hear your opinions.
This will a long post, so please bare with me till the end.
Now I do not know how things will change in ver 1.0.1, but from what I read, it seems that base building will be largely unchanged from ver 1.0.0. But please correct me otherwise.
Ok, as far as everyone knows (duh), base is very, very important to both races. In case you are new and clueless (don't forget the manual), it provides following services to players:
(1) Spawn points!! (Telenodes and Eggs; very important!!) They allow you to rise like a Phoenix!!! *dun dun dun* That is, right after you hit a dirt nap.
(2) Defenses!! They keep those precious spawns (and supply stations for Humans) from getting reduced to pile of junk/goo.
(3) Supplies!! (Humans only) Well, duh... ammos and health, remember? (I left out the Booster for Aliens, since it's not really a mandatory like Human Armory)
(4) Upgrades!! (Armory and Overmind) They allow you to purchase better equipments or evolve to beefy creatures.
However, following issues always pop up whenever someone holds a Construction Kit (or be a Grenger, for Aliens), and makes me wonder.
Anyway, here goes. First, the questions:
(1) Should we move base or stay ground?
As most of you know, the starting spot kinda blows for a well oriented defense. Ok, it really depends on the race and map, but it should still be noted. For Humans, I say that if they decide to move base, they should do it as soon as the map starts while the Aliens don't have access to anything stronger... yet. Since ALL (keyword!!!) of Human structures go down while relocating the precious Reactor, it will be extremely dangerous to move while Aliens are hopping around as Maruders and Dragoons. A lone, skilled Dragoon or a small group of cooperating Dretchs/Ballisks/Maruder/whatevers can wreck havok while the reactor is down.
As for Aliens... I'm not sure. Humans can rush in at start, so moving Overmind early can really backfire... Someone suggested building some defenses first to repel the initial rush, and that sounds like a good idea. However, IMHO, later the Aliens move their base, greater the risk of losing, since by that point Humans will be running around with "heavy stuffs". At least, fortunately, removing the old base is snap for Aliens: just remove the Overmind and all the Eggs, and everything else goes BOOM!!
(2) Stay with Machinegun Turrets, or upgrade to Tesla Generator? (Humans only)
For Aliens, no doubt, Acid Tube is best. Sure, some Trappers or Hives here and there is nice, but IMHO, the Tubes give the best "bang for a buck". But let's talk about that some other time. For now, let's look at Humans.
I'm not going to mention names, but I hear this alot when we move to Stage 3 and I'm busy replacing some Turrets with Tesla: "Dude, don't build Tesla. Tesla will get owned."
Hmm... good point. Tesla takes longer to build and repair, requires a Defense Computer, and eats up more Build Points, thus less number of defensive structures in the end. On the other hand, Turrets are cheaper to build, less time to repair, and can have more of them. So, with this logic, Turret is clearly better.
Really? Well, I say it's still all subjective. Cheaper & more =/= Better, you know.
Tesla seems more durable (from observations; correct me if I'm wrong please). And not to mention it deals more damage too. Plus, it doesn't have to turn to aim at its target, so faster response time. And if we have to scatter them around, Tesla seems clearly better. Think about it. Which seem to do better job: 2 Turrets guarding a doorway, or 2 Tesla guarding the doorway?
Of course, Tyrants will still own both of them, but nothing can stop ver. 1.0.0 Tyrants anyway. And let's not forget our nasty little friends Adv Maruders. But since ver 1.0.1 will change great deal about those two Aliens, we will have to see. But I dont think it'll change all that much about the issue at hand.
(3) Where shall we put these turrets/tubes?
This, by far, is most important question. The placement of the buildings can spell successful repel of enemy attack or a shameful defeat. And this also seems to be the biggest issue among builders of both races.
Of course, there is no such thing as "perfect placement". You put something at somewhere, there will always be a way for your enemy to reach it and blow it up.
Now, the supportive structures (spawns, Reactor/Overmind, and etc) can be put just about anywhere as long as they are hidden and/or well protected. But the question seem to always pop up for defensive structures: The Turrets/Tesla and Acid Tubes.
I actually experimented for quite a some time with this. I tried bunching them up at entrance. I tried willy wiley scattering them out. I tried mixture of two. I even tried forward outposts, in an attempt to put fights away from the main base. I even tried various combinations and formations of turrets/tubes too. I now do have some general idea on what works and what does not, but I first wanna hear your thoughts.
So please reply. I really appreciate it. Thank you.