I would be very careful about the use of the (aggressive) defense systems. They're only there to delay a base attack, not stop it. Be absolutely sure not to make them too powerful as to make the base impregnable. See, once a base has been targeted for attack, they'll not stop sending battleships until one lands.
What's happening is that the mission isn't getting cleared, but reset. This creates an infinite loop of retaliation battleships. It's only cleared when the battleship lands. They also don't do anything to the number of aliens that you end up facing. It's sad, but this effectively renders the defense modules useless except as stalling devices or for layout purposes (missile defense).
The mind shield on the other hand is worth every penny.
Speaking of base design - it's a down right dirty strategy to use but great if defending your listening/intercept outposts become too tedious - consider Zombie's Instant-Win base:
It's an exploit whereby you build a base with such a minimal number of necessary modules and then over-populate it with soldiers that they are forced to take every spawn point available, including the aliens. If done right, and there are no spots left for the aliens, you win the battle by default. The aliens don't show up, but their weapons do. You get to keep them too.
I think it just involved a hangar, one radar of some sort, living quarters and up to 40 soldiers. Yep, no stores. The Interceptor transferred in should be equipped with plasma beams too so that it's fully self sufficient.
CapnKill, on 24th July 2010, 10:46am, said:
How do Aliens decide which base to attack?
I now have my main base, and two other up and coming bases. Have Aliens ever attacked a base that hasn't even had a chance to build it's living quarters yet?
Or do they only go after bases that are in the area where a lot of their UFOs have been shot down?
From the bit of research I did a few months back relating to a similar line of discussion with Alexchamp, I understand that there are two ways that the aliens use to to determine which base to attack.
The first is as you would assume is to send out scouts to an area (or rather, region, not necessarily country) where a UFO was shot down and scout for a base. Chances are it may find one, or it may not. They could basically select any of the bases in the region to attack, even if they are still being built and could not possibly have sent out an interceptors. In this case, throwing a few decoy bases (use some unused base slots) around an important base may just work. Wasting half a million on average to avoid a fight may be a worthy investment.
The other is that they get a 2% chance to instantly send a retaliator battleship after any UFO is shot down. This directly targets the interceptor's base of origin, so decoys won't work for this one. This one's awful as that 2% chance sound small but it crops up more often than not. At least if you're aggressive in shooting down UFOs.
Funnily enough, shooting down retaliation scouts does put a crimp in their efforts to find the base, but it's also a double edged blade thanks to that 2% chance. They don't make things easy, do they?
NKF, narrow minded fuddy duddy who refuses to let go of the past and will not accept anything newer than 1979.