Yes you will probably need to “repair” the base first! Then you need to add a “barracks” so you can recover when there. Presently there is no need for anything else except a “containment” lab as the bases are not attacked in this build from what I can see. However, much work is needed to make these bases better on the programming side. There is a great potential here just hope they take advantage of it. In the previous build they did attack the base but it was such that you started at one end and they came in everywhere else, usually they destroyed 70% of the base before you could even get close enough to take a shot, which was annoying! There needs to be a place “bottle neck” were they come in so you at least have some way to prevent your base being wiped before you even see them. On that point! the invisible markers don’t work they should go after the creature dies, but they do not always do that, so I end up wasting very valuable ammo and grenades on dead creatures!!! It already is hard with the invisible, mist spraying self healing high Armour snipers who seem to be able to shoot around corners without adding the extra marker on them when dead (hope you read this programmers)!!! the balance is way out here, you get 30 of these creatures which take one shot from you (little damage done) go invisible, spray mist and then heal and at the same time shoot you back… If they are to have all these features they should be a low health count to balance them out at present it is a joke! OH… And before I forget the “mist” needs to fade each turn also! At one time I had so many of these creatures on a small map and they all sprayed their mist and the entire map was blacked out for the entire mission I could not do anything except get shot from every angle possible, it was so bad so I have to restart the mission, if it reduced a little each round that would help but right now… well… just wrong!