Maybe next time you should be less concerned with perfection such that it prevents you from playing the game
you know the saying... don't let perfect be the enemy of good?
Well...this is what I had built (over the course of about a week and a half) to establish a foothold in PvP space and defend against the (then) threat of RDR:
BTW this is a planetary design, I just spawned it in space so it is easier to show off (and photograph). Boxy but safe (you know, like a Volvo, and no, I haven't seen the movie), max turret count, enough room inside to set up shop but not so large that it has an exorbitant materials cost (it's still juuuust small enough to round down to a class 1, in fact). The weapons are arranged so that they have a
very wide field of fire so as to defend against an attack from any (terrestrial) direction, 360-degree visibility so I can see at a glance what's out there, and enough SI redundancy that it won't collapse if you take out a wall or something. It's a little taller than I would like, but the thought was that the side-profile vulnerability would be compensated by having enough firepower to discourage landing nearby. The roof even has some deliberate whitespacing to help protect against lag shots.
And I was all ready to plop this thing down. I had enough materials to both build it and set up shop (1-2 cargo boxes of every resource), I had scouted out a good location (in PvP space), and all I was waiting on was to save enough to buy a set of teleporters (dealing in arms was netting me about 50-80k/day without much effort).
And then with only a couple hundred thousand credits to go before I hit my teleporter-enabling two million, XPA came and demonstrated tactics that essentially showed me that everyone on the server was just an amateur, that my base design was garbage (not the guns part obviously, but the defense part), and that I REALLY needed to beef it up to enhance its survival time and take that whole whitespace thing more seriously if I was going to make a more useful design.
And so, almost
3 weeks of more noodling around in creative later (busy with work and family, see
the rant thread for much of
that story), I refined the design and came up with...
This redesign's base area is 1 block shorter in height, but the towers are 1 block taller, so it's essentially the same total height as the earlier one. The overall width and length are increased (we'll get to that later), but the living space inside of the new one is
also almost exactly the same size (it is a couple blocks shorter front-to-back, but a couple blocks wider side-to-side), and of course it still has all the guns, and they're still spread out so a majority can be brought to bear in any direction, BUT the entire base exterior has been layered so that there are always
at least 4 levels of combat steel between the outside air (or lack thereof) and the interior workspace, no matter the direction of attack. This just about doubled the materials requirement (It technically rounds up to a size 3 now), but the thing about it that took so much time? The part that was the "enemy of good?"
It's all whitespaced. EVERY. SINGLE. BLOCK is whitespaced and/or has some other block/turret "in the way" so that inward-bound projectiles
always have to go through a minimum of 4-5 entire blocks and can't tunnel through multiple blocks in one "step" to wreak havoc on the innards. Plus rather than just spamming the high-triangle count blocks to create all that whitespace, I spent the time to pick the ones that give the coverage I want while simultaneously using the fewest triangles (total triangle count is only ~25k). Plus I think the resultant waffle pattern just looks cool.
Here are the old and new versions side by side (again, in space because less hassle).
Imagine taking the one on the right, coating it in ~3 more layers of combat steel lacquer, and then sticking the turrets back on, and you kind of have how I arrived at the one on the left. That, and two weeks' worth of GM mode ghosting through the blocks to make sure that you are
never able to pierce more than one block at a time.
Now some of you may be counting turrets and thinking to yourself, "Wait, why are all your turrets pointing in one direction? That seems to be a little unbalanced." And you'd be right. Which is whyyy...
...it was actually designed as
half a base, with the two halves stitched together once placed. Twice the guns for twice the funs, or something like that. I don't recommend assaulting it from the air, I will tell ya that much. From a distance, the profile looks like a battleship.
FYI if you want to try something like this, the game won't let you precisely align two bases. It just won't. Even if you get them perfectly aligned, once you click the mouse button the game will always shift your second base over by about 1/3 of a block, ruining your painstakingly perfect placement. Yes, even in orbit. You can't even compensate for this, because when I tried shifting it back about 1/3 of a block to compensate, the game would place the second part almost an entire block
further in that direction, which was even worse.
And I know that Gas and everyone says, "The best base is 5 bases," and I don't disagree, but hey, I've only been playing this game for
maybe two months now and it's my first attempt. Cut me some slack. And if I ever adopt the design to a 5-way variant (which shouldn't be that difficult, actually), you can bet it'll be very ... shooty.
--Patrick