Editing Faction base
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− | <onlyinclude>Faction bases are [[site]] | + | <onlyinclude> |
+ | Faction bases are [[site|sites]] where [[factions]] settle. This feature was first seen in Alpha 16, where rudimentary bases were generated. Both enemy and friendly factions alike can be raided by your colonists, upon which a map for the encounter will be created. | ||
+ | </onlyinclude> | ||
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== Design == | == Design == | ||
Faction bases consist of random constructs, all surrounded by sandbags. | Faction bases consist of random constructs, all surrounded by sandbags. | ||
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==== Storage ==== | ==== Storage ==== | ||
− | Storage room with random collections of items. Stockpiles can hold [[weapon]]s, [[gear]], [[food]], [[drugs]], and other items. These will all spawn as forbidden | + | Storage room with random collections of items. Stockpiles can hold [[weapon]]s, [[gear]], [[food]], [[drugs]], and other items. These will all spawn as forbidden. |
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==== Battery Room ==== | ==== Battery Room ==== | ||
− | A room full of [[batteries]], neatly spaced. These are exclusive to non-tribal factions. | + | A room full of [[battery|batteries]], neatly spaced. These are exclusive to non-tribal factions. |
==== Farm ==== | ==== Farm ==== | ||
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==== Power ==== | ==== Power ==== | ||
− | Non-tribal factions will use [[solar panel]]s and batteries | + | Non-tribal factions will use [[fueled generator]]s, [[solar panel]]s, and batteries. |
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=== Defenses === | === Defenses === | ||
− | Non-tribal factions make use of perimeter [[sandbag]]s, [[ | + | Non-tribal factions make use of perimeter [[sandbag]]s, [[improvised turret]]s, and even [[mortar]]s. Once defeated, a base's turrets can be safely claimed to disable firing at friendly pawns and even turn them to your side, shooting at escaping hostiles. |
These can be uninstalled and brought back to your colony, though it is not recommended due to their heavy weight. | These can be uninstalled and brought back to your colony, though it is not recommended due to their heavy weight. | ||
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Enemies will spawn in the base hostile to player pawns. If unspotted, they will not attack immediately. However, once someone gets killed or downed, the enemy will immediately notice and will proceed to charge towards your attackers. | Enemies will spawn in the base hostile to player pawns. If unspotted, they will not attack immediately. However, once someone gets killed or downed, the enemy will immediately notice and will proceed to charge towards your attackers. | ||
− | Similar to raids, once a threshold of the enemy has been defeated, they will flee and abandon their base, upon which the player will be able to claim the faction base as their own. After 24 hours, the player must reform the caravan and leave the site. | + | Similar to raids, once a threshold of the enemy has been defeated, they will flee and abandon their base, upon which the player will be able to claim the faction base as their own. After 24 hours, the player must reform the caravan and leave the site. |
== Trading == | == Trading == | ||
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For friendly bases you can send a caravan to visit it instead, opening the opportunity to trade. | For friendly bases you can send a caravan to visit it instead, opening the opportunity to trade. | ||
− | Faction bases have an extensive inventory consisting of most item categories, and they buy most items. | + | Faction bases have an extensive inventory consisting of most item categories, and they buy most items. |
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