Planetbase

Planetbase

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swingline Feb 26, 2017 @ 1:43pm
Request: Explain to me how intruders work
Here's the thing, I'm not sure what threat I'm preparing for with intruders. I'm on my second base (after first one failed due to starvation) and I'm pretty much on autopilot. I have about 52+- colonists, about 28+- bots, tons of food, and I've setup economy to build carrier bots and guns, and I trade for patents, driller and construction bots (currently until I get patents to build my own, but even then I'll need to trade something).

I have one landing pad (but no spaceport), and I have a control station w/ 3 guard spots (3 of my colonists are guards), then o2 generator, then the portal that connects inside/outside leading to the landing pad. I'm trying to understand how to secure my base because while the game suggested I have guards I've not encountered intruders yet and am not sure what I'm preparing for.

Questions:
- Will intruders, if they come, land on the landing pad?
- If so, do intruders they attempt to come in through the door closest to the landing pad?
- (I ask this because I have other doors to the base, but not near landing pad).
- If not, Do they arrive anywhere? Or just perhaps show up in stealthy manner by sneaking in my base like Jedi?
- Do intruders take stuff, destroy stuff, kill people and/or what? I'm trying to understand what the intruders want. Can you bribe them? Some descriptions I've read seem to make it sound like intruders just like invading the base and killing people?

Anyhow, I'm trying to understand what the threat is exactly that I'm building guard stations for. Particularly wondering if I need to distribute my guards in various places, or concentrate them around certain entry points.

Thanks in advance.
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Showing 1-13 of 13 comments
commies beware Feb 26, 2017 @ 2:09pm 
intruders come in as fake workers or visitors if they have guns they will use them they will attempt to take over the base when they get off there ship then they will appear in purple space suits have a security area (a shield icon in the builder tool) which will monitor threats and allow you to go to code red which means full defense and arm your guards by producing weapons
swingline Feb 26, 2017 @ 3:40pm 
Originally posted by dwjm09:
intruders come in as fake workers or visitors if they have guns they will use them they will attempt to take over the base when they get off there ship then they will appear in purple space suits have a security area (a shield icon in the builder tool) which will monitor threats and allow you to go to code red which means full defense and arm your guards by producing weapons

Thanks
- so does this mean they'll only land and come in the the door that is closest to the landing pad where they land? (If I secure the entrance next to my landing port, should I be OK?)
- If I go to code red, will my colonists grab some of the extra guns and help too, or will only the guards use guns?

Thanks,
stingray Feb 26, 2017 @ 4:56pm 
Die Eindringlinge benutzen jede Luftschleuse in die Basis sie teilen sich auch auf. Code Red:Alle Kolonisten bewaffnen sich. Es ist besser, mehrere kleine Wachstationen auf die Basis zu verteilen mit Waffenschränken. die nächstgelegene Schleuse sollte immer von einer großen Wachstation gesichert werden.
commies beware Feb 26, 2017 @ 7:44pm 
sorry i was ofline but to answer your question the enemmies will go to the closest or second cloesest landing pad entrance place to your base and the colonists will grab guns if on red alert and weapons are in vacinity so have security areas around the choke point i spoke about earlier if you seccure the landing pad you might be okay but the threat has to be found for the guards to attck
Last edited by commies beware; Feb 26, 2017 @ 7:46pm
commies beware Feb 26, 2017 @ 8:09pm 
correction the intruders are purple guys off of the colonist ships
zofi1 Feb 27, 2017 @ 2:05pm 
It seems that the intruders come in as guests, after you approve landing clearances for guests when the first starport is built. I notice that guests normally come in tired, hungry and very grumpy. If someone comes in as a guest in perfect condition, they are the bad guys and are armed and going to kill what ever colinist that comes into range. I find that being sure to build a security staion and have the airlock open into it will reduce the number of kills.
swingline Feb 28, 2017 @ 8:06pm 
Hi all, just wanted to say thanks. I had my first intruders and laser gun fight. 3 of them arrived on a colonist ship, on my landing pad (not spaceport yet). I saw the purple suits so I triggered yellow alert. My 3 guards were all on duty luckily, and there was the laser gun fight. My guards won, with 2 injuries, but no deaths. Thanks for letting me know what to expect. ;-)
Alaskan Glitch Mar 15, 2017 @ 1:09pm 
Originally posted by swingline:
Hi all, just wanted to say thanks. I had my first intruders and laser gun fight. 3 of them arrived on a colonist ship, on my landing pad (not spaceport yet). I saw the purple suits so I triggered yellow alert. My 3 guards were all on duty luckily, and there was the laser gun fight. My guards won, with 2 injuries, but no deaths. Thanks for letting me know what to expect. ;-)
You need to go to Red alert, not Yellow alert. Yellow alert is for storms, it tells the colonists to drop what they are doing and come inside and medics stay close to sick bays. Red alert is for intruders. It tells the colonists to arm themselves (yes, even those who are not guards if you have spare guns) and fight. Even if the colonist is unarmed and you signal a Red alert they will run up to the intruder and start beating on them with their fists. The medics will also be standing by on Red alerts as well.
Last edited by Alaskan Glitch; Mar 15, 2017 @ 1:10pm
Daya.Mar.Sana Mar 16, 2017 @ 3:13am 
step 1 build landing pad cluster or plan it at the very least
step 2 build massive pen of domes around it in a giant loop, as people cannot climb over connections, dont forget to have like 3 or 4 doors into the pen, this will be important for a few reasons.
step 3 wait for construction to finish
step 4 watch ships in x1 time speed setting, if you see guys in purple marked suits with no needs coming out, power down all your airlocks..
step 5 only important if you actaully trap guys in purple marked suits... but wait for them to suffocate to death.. Now look at the screenie I posted.

http://steamcommunity.com/sharedfiles/filedetails/?id=884480312

Intruders like to come with either colonists or visitors, never with traders.

+Red alert is.. only if you dont have guns and you need to punch them to death, using red alert also means medics wont be medics but panicy idiots going for guns rather then healing people too.

+Yellow Alert is the one you 'should' be using in a properly equipped base for when they do get into the base.

they like to stand around near the airlocks they came into, sometimes they wander but it seems never more then 3 connections / domes further after beign spotted. They also wont shoot droids it seems so you can plan your base around this to minimize losses.. or maximizei them you sick... oh anyways..

-edit:
dont build landing pads (including starports) away from the other ones, this actually makes it much much harder to actually monitor who is entering and leaving the base.

I mentioned the multiple airlocks was important, yea because you can only have one person enter or exit at a time so having more means you can load up trade ships faster so you dont need to watch them suffocate your own people as they dont know how to take turns and just stand there in a massive line until they either get through or drop dead.
This is important as colonists are incredibly lax at actually doing their job if you have something else they can do like.. load up a cargo ship. Less time doing so is just often better.

Using a giant pen or coral around areas like mines if possible was an incredibly random discovery I made recently, it keeps colonists from over-using an airlock so its easier to get them inside faster during emergencies like solar flares or windstorms. So Seperate your base when possible to help plan things out like how people can get in and out.. and defend it. In particular keep your biologists as far from the landing pads as possible, preferably your workers too.

That and keep a control center nearer the doors to the pads, guards like to hang out there, put them closer to the action..

-Jpgraves up there kind of hinted but did not explain it, for structures around the pads.
Last edited by Daya.Mar.Sana; Mar 16, 2017 @ 3:19am
swingline Mar 16, 2017 @ 3:53am 
Originally posted by Daya.Mar.Sana:
.. Now look at the screenie I posted.

Nice pic ;-)
Daya.Mar.Sana Mar 16, 2017 @ 4:05am 
Ah yea, that was a fun experiment after I figured that out. Now its just.. oh look who landed.. and look whos ship just left. welp guess you stay out here awhile... long while.. XD

Oh right, I forgot to mention why the pads are off too. rather then going into the pads and turning off visitors, turn the pads off as its a little easier. Once the intruders are dead just hit the F4 key for grids panel.. power water and air one, on the top is an enable/disable button, those are for power management when your about to run out of power, well they also work to turn everything back on at the same time. As in when its all clear after these guys are dead.


Incidentally the solar flares irridiate guests just as well as your own people. Just walking to their ships can send them back in to the sickbay. So turn the doors off to the pads if you got a bunch of people your trying to save or even just guests. Just have to keep them safe from their own stupidity (As apparently Alarms are ignored by guests, and I mean the non-shooty kind)

Oh, so intruders are actually slightly faster then everyone else, you can use this to your advantage when you trap them outside, turn a door on far away for a second. This will cause everyone in the pen area to go there, but since they get there first, turn a second door on for a second. This will cause the intruders to start towards the second door, while the slower non hostile people get to the first one, now while the intruders are off trying to get to the other door, let the good guys in.
Last edited by Daya.Mar.Sana; Mar 16, 2017 @ 4:12am
swingline Mar 16, 2017 @ 4:48am 
Originally posted by Daya.Mar.Sana:
Oh, so intruders are actually slightly faster then everyone else, you can use this to your advantage when you trap them outside, turn a door on far away for a second. This will cause everyone in the pen area to go there, but since they get there first, turn a second door on for a second. This will cause the intruders to start towards the second door, while the slower non hostile people get to the first one, now while the intruders are off trying to get to the other door, let the good guys in.

I actually used that trick on one set of intruders. I like them to sortof be spaced out, but I let the intruders through because I had about 10 guards in 2 control rooms near the doors to the landing area. But guards are better if they can gang up, so I don't want all the intruders entering at once. One big batch of intruders came, and I let about three-fourths of them in, and then locked the doors. The intruders on the oustide started walking long way around the base to another door. When they get there turn it off and they walk back. That could cycle infinitely if needed, but suffocation takes forever. But anyhow, spacing them out seemed to work for me although sometimes guards were really slow to respond even when I went to yellow or red alert.
Last edited by swingline; Mar 16, 2017 @ 4:49am
Daya.Mar.Sana Mar 16, 2017 @ 5:33am 
hah yea I suppose you could just invert the big base circle too, but I like to build my utilities out in the rocky areas so that makes it hard to repair things out there while I'm waiting for them to suffocate.

The reason I suggest a big pen is exactly that, you can keep the rest of your base working while they die out. and not worry about any more doors then what you put in the pen area in the first place.
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Date Posted: Feb 26, 2017 @ 1:43pm
Posts: 13