Decoy Bases?
P-Khan
Join Date: 2003-05-27 Member: 16776Members
<div class="IPBDescription">Is it good?</div> Would it be good to have a decoy base?
I mean, put mines on different entrances, build turrets, etc, just to look like there is a base there, but actually your base is somewhere else, with just the IP and Armory, to minimize the base vidability.
The aliens would probably attack the decoy, since it would be all pumbed up, but the marines would pop out from behind and kill them
This, of course, would involve a lot of resources, would last for little time, and would distract from once of the main objective (kill the hive), but I wonder if it would be a good idea...
I mean, put mines on different entrances, build turrets, etc, just to look like there is a base there, but actually your base is somewhere else, with just the IP and Armory, to minimize the base vidability.
The aliens would probably attack the decoy, since it would be all pumbed up, but the marines would pop out from behind and kill them
This, of course, would involve a lot of resources, would last for little time, and would distract from once of the main objective (kill the hive), but I wonder if it would be a good idea...
Comments
But if you put other structures inside the decoy, it could work. Or you could make this huge defence on a corridor or path, which leads to another chamber. Say like in ns_nancy (not sure, I always get the names mixed up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->). You pump up the air lock (I think, not sure) with turrets and mines, but when actually the base is at another location.
Due to the time required to destroy it, the aliens left it alone until we threatened relocation to speed our attack into the hives. Regardless, it bought us time with aliens forced to destroy it, and it saved us the game in the long run.
a "decoy" base is a good idea, but not exactly what you may be thinking. Having a distraction for the aliens is very effective, making them focus all of their efforts on getting rid of this area you have taken control of whilst you go around and cap mad nodes. it's not effective to try to "trick" the aliens into thinking your base is in one place when its really in another, because any alien with a reasonable amount of ns experience would see that this wasnt really their base. anyhow good question.
It does take time for aliens to destroy it, but it also takes time for the marines to build it. You probably lose out on time and resources if you aren't doing this strategically.
IMHO, putting a phase, some mines and armory does the trick, if its near the 1st Hive (but not too close).
Skulks will concentrate on the outpost fighting off your main force, while 1-2 Marines start getting up res towers over the other parts of the map. Aggresiveness pays off well. You ll then have enough res for even those turrets. A nasty skulk will recognize that though, and you ll loose those res towers.
On the other hand, you could be facing a good alien team and loose everything horribly in an allout skulk rush...
The team that pressures the other one theoretically wins...