Ok upgraded suggestion
HAVEN REWORK, defending.
Haven population is health: A havens health is not in its walls but its people. Keep them alive and the haven shall live.
With this, havens will only be destroyed if their population hits zero there are several ways this can happen.
- Haven attacks,
when a haven is attacked depending on the players actions or the defense level population can be lost. Example if The player helps and wins no population loss, if the player helps and looses -50 people per alien power. If the player doesn’t help -100 people per alien power. This means one must watch the attacks carefully. A single attack will no longer kill a haven.
- Immigration and Migration
If a haven is attacked multiple times a Migration event might happen. In these events the Population will pick a nearby haven or blank spot to move to.
These can be escorted by the player for rewards and faction cred. Escorts most of the time especially in early game have no hostile interactions. but when they do you are put in a long map, with 4 civilian vehicles that you have to escort to the other side. Hostiles are normally bandits and aliens.
- Infection
This is a timer on a haven, if a haven becomes infected there are few ways to deal with it, either the faction will come in and clean it out, or the player will this is a mission with human enemies. And chances for bad things to happen to your soldiers. The Disciples of Anu may not get infected.
with these The player has to worry a little less about havens. But with the new health mechanic would come a new defense mechanic.
DEFENSE
When a haven is attacked by default any recruit able soldiers (upto 4 per haven) will passively defend it, if the player joins the attack they will be spawned in a location protecting the objective or close to alien spawns engaged in combat.
In early game, the player has no control over these soldiers, in late game if allied with the haven they have direct control.
But what is a defense if its only defenders are guys with guns. Each faction and Project Phoenix have a way in which they can boost their defenses be it turrets, mines, repellers or what ever.
These are constructed per Haven with exception of Project Phoenix items which are airdropped and require the construction of a Cargo transport which can not hold troops but can hold supplies. though smaller ones like mines can be supplies via the troop transport.
Example of haven defense supplies Project Phoenix can build.
Light Turret
info: standard AR turret
defense: +1 (max 4)
combat map: upto 4 spawn when enter combat always on high ground.
lasts: 1-4 passive, depends on if destroyed active.
transport: troop, cargo
Frag mine
info: explodes for 50 damage double damage to legs.
defense: +0.5 (max 20 mines)
lasts: 1 is destroyed per power level of aliens reduces attack power before the attack. (so if an attack comes in with 5 power and you have 4 mines on the haven it has 1 power. cuts a max of 20)
transport: troop, cargo(bulk)
bulk: a box containing 10 mines good for max supplying multiple havens in a row.
AT MINE
info: explodes only on contact with large targets (2x2+) dealing 100 damage double per legs/wheels
defense: 1 (max 4)
lasts: similar to mines, reduces incoming power of attacks, though reduces by 4 per mine. And only does so if the attack is marked to have a large creature.
transport: troop, cargo(bulk)
bulk: a box of 4 AT mines.
emplacement Turret
info: a heavy turret with a 20mm autocannon and 2 shots of a guided Javelin style missile launcher
defense: +15 (max 1 per district on haven)
lasts: permanent though may require repairs.
transport: Cargo
Weapon supply crate
info: a crate containing 6 pistols, and 24 mags. any active defense will start with 6 armed civilians.
defense: +4
lasts: permanent
transport: cargo.
Faction ones
manned machine gun nest
faction: New Jericho
info: A manned turret, so long as a person is standing on the squire behind it, they have a 1 action assault rifle attack/ holds 20 attacks worth of ammo.
note: the machine gun its self can be given to a soldier acting as a heavy weapon until deployed.
defense: +4 (max 1 per district, can not have with phoenix emplacement turret)
lasts: permanent
as weapon: can be equipped as a weapon and mounted to low cover. Can un deploy it but can not keep if taken in defensive mission. Will always have a soldier manning it in defense.
Incinerator turret
Faction: New Jericho
info: an automated turret armed with a flamethrower and twin napalm rockets
note: like all heavy turrets one per district can not have with another heavy turret.
defense: +10
lasts: permanent
light drone district
Faction: Synedrion
Info: One of only two area of effect defenses, any havens in X range will get 2 flying drones on all active defenses and +2 to their defense. The drones themselves are pretty weak in combat but they do drop laser pistol ammo.
defense: +4 own, +2 to all havens in range.
Heavy drone district
Faction: Synedrion
Info: an upgrade of above, replaces the drones with a heavier model armed with a sniper like laser and 2 grenades. has a slightly longer service range.
defense: +8 to own, +4 to havens in range.
Calming tower
faction: Disciples of Anu
info: a large tower one per haven. When placed reduces accuracy of all aliens in active missions effectively reduces alien power by 3 in passive.
defense: +2
lasts: three haven defenses active or passive. (aliens target it.)
Most will likely note I put a defense number to all ideas in this. These numbers are mostly meaningless but give a player a good view of how prepaired a haven is for an attack. The higher the number the lower the chance the player will need to enter the attack. As some items don’t effect the direct battle like mines. It is important to know what the overall defense of the haven is at.