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Heh, good one
You are right tho, this isn't going to hamper Alpha tribes anymore than the safe shrink patch did. Our tribe already found a work-around for this by compartmentalising our operational forces to various smaller stand-alone units. For example, I'm in charge of our water dinos while another tribe mate is in charge of our wyverns, and aother our Rex breeding program. We each have our own smaller, optimally defended base that's far enough from one another to not worry about the turret cap but close enough for a fast response unit from the others should one of us get in some trouble. There's also the added benefit of each base having an individual designer, which would keep any would-be raider on their toes. I've used my squids to guard the two water-facing sides of my base for example, so I only need minimal turret placement there for rocket defense. This means I can focus the bulk of my firepower on the land route to my base and atop the main super-structure
yes, but this was ALWAYS the best strategy anyways... one gigantic base for a tribe is like painting a big red bullseye on the map anyways. In many cases getting into someone's big base took a lot of time soaking bullets but everyone did it offline so they had 'all night' anyways. The true cost of raiding isn't resources. It's TIME. If you have ten or more smaller fortified bases each with their own specialization (as you say) then not only is it less of a problem losing one or two of them, but it takes MUCH MORE TIME to hunt them all down, access them all, and wipe a tribe.