Foxhole

Foxhole

Titan Nov 22, 2023 @ 7:02pm
Small bases
So question: I and maybe two or three others are thinking of trying to get more heavily involved in the logi side of things so I was wondering if it might be worth it to try and build a small, out of the way base somewhere to make simple things like ammo or simple weapons. IS it viable or do we need some huge number of people to be running it 24/7
If its the later, that's gonna most likely kill some of the gameplay for one or two of my friends as they enjoy logistical stuff a lot and I just like building crap for some stupid reason :/
Originally posted by Solumn Trade:
Do not build a base 'out of the way', build a base your team NEEDS. As the post above mentioned, the game doesn't like it when too many structures are in an area, and it becomes a burden on your team for every unnecessary object. It makes the maintenance supplies skyrocket for EVERYONE when things get outta hand.

But, it's a catch 22. See, nobody really knows how to make a facility until they try it, and they aren't able to try it because it will likely become a burden to the team. The only time this conflict of interest can be solved is during 'resistance phase', which occurs between wars. Unfortunately, this is a very narrow window of opportunity, and you still have partisans going around and blowing your stuff up, even though it's supposed to be a practice mode.
Devs really need to just give people a permanent sandbox mode.

As for what you can do once you DO understand building, first investigate what other facilities are available, where defenses are built, and the shortest possible routes to resources. If a public facility that does what you want to do already exists, don't build another one. If there are several private facilities that are already doing what you want to do, see if they are taking care of it. If it is rotting, it's likely they aren't maintaining it, which means the real estate will become available. If they are maintaining them, you are SOL, and might have to go to a different region.

The truth is, you aren't always going to be able to do what you want every war, not without a ton of drama to go with it. It's better to find an open niche, and then slip into it.

A huge niche that keeps going unfulfilled is defenses. If you and your small squad want a place to call home, and want to build something that helps the team, build a GOOD base in a strategic area, like a choke point. If the region doesn't have a choke point, then a QRF base will do.

But, if you want to do logistics that will help the team the most, forget about facilities. Facilities are mostly for cheap shells and upgrades, or the most advanced vehicles. What the team REALLY needs is someone who isn't hording all the components to themselves, and making basic vehicles and advanced infantry weapons for public to put in the seaport or supply depot. That doesn't require a facility, you just need to use pre-placed Factories, Mass Production Factories, and Garages.

HOWEVER, there is one facility I DO recommend, if you are focusing heavy on logistics: A tiny 3-by-3 basic facility that has one Materials Factory with the Forge upgrade, one , and one Metalworks Factory with the Blast Furnace upgrade, and one Small Assembly Station with the Field Station upgrade. Fill out the rest of the space with a centralized Foreman Stacker crane, a small locomotive loop around the crane able to reach everything, two Liquid Transfer Stations to supply the Materials Factory with Petrol, and the Metalworks Factory with Heavy Oil. Finally, have two Diesel Power Plants, one with the Petrol Power Plant upgrade, and the other with the Coal Power Plant upgrade. Both can still run on diesel, but it gives you a variety of power options.

The reason you want to specifically make that kind of facility, is because it gives you access to all the advanced logistics vehicles, and allows you to produce most of the materials other facilities may need. You'll be able to build and replace any harvestors, the new heavy trucks, the advanced Construction Vehicle (Fabricator), trailors, small trains, and even upgrade a few random military vehicles. Doru APC is probably the most important upgrade ability, but the Smelter is not unwelcome, and the Scorpion is extremely cheap to max tier later.

Try not to park your vehicles outside, though. Put them in a private stockpile. Also, you will have to store your goods inside the factories themselves, but that can be a good thing as you are less likely to attract unwanted attention from partisans and hoarders. Plus, you won't be encouraged to keep more than you absolutely need, meaning losses will be at a bare minimum even if the worst happens.

I do think that you'd be able to help the most as logi, simply by having a logi vehicle facility and producing heavy trucks, harvestors, and Dorus for public. Don't bother with other facility stuff unless you yourself are specifically a regiment dedicated to one thing. Do not build a public super facility, unless you are an absolute madman who can make it efficient and are blessed with an unbuilt subregion. The VAST majority of people are just going to want harvestors, heavy trucks, and small trains, if they are logistics focused. Dorus if they are QRF or Partisans. Don't bother with anything else as regards facilities, unless there indeed is a huge demand for certain products. Trucks, harvestors, and small trains will ALWAYS be needed, everything else is niche. STAY SMALL, 3-by-3 amount of 2-by-2 piece pads.
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Showing 1-9 of 9 comments
Iskander Nov 22, 2023 @ 7:45pm 
Running a small facility with 3 or 4 people is indeed viable, but the key word here is *small*. You should figure out exactly what you wish to produce and stick to that: don't be tempted to produce more than you can realistically maintain.

One example of a good facility that you can keep small and which is easy to maintain with a small group, is the ammo facility, which produces 120mm and 150mm artillery shells, flame shells, flame ammo and 250mm shells. It will always be relevant and people will always be in demand of those shells.
Eagle_of_Fire Nov 22, 2023 @ 7:47pm 
First, building a base is not logi. At least you can see it this way: the whole concept of player made bases were never thought off as a way to do logi. I strongly suggest you don't build any kind of base as a solo player unless you heavily know what you are doing. Same thing as a new player: join an already established group instead and learn with them first.

Second, you can build anything you require as a solo logi player in logi hubs. That's actually how the game has been designed and been played since the very start. You get your basic materials, you bring them to factories (the town ones) and just deliver them. That's a very basic explanation of the solo logi player loop. And it is a required playstyle also, bmats are always required and needed all game long. No shame in doing that.
Titan Nov 22, 2023 @ 7:50pm 
Sounds good to me, I'm new.....as in not had a chance to do much aside from using the old pre built factories new, to building and shipping, but Getting the scrap and fuel from the generator should be pretty easy. And all I'm looking to do is make sure the tanks and artillery can keep on singing along :D

I suck at shooters in general but doing background work is always needed and wanted which is why I figured building ammo would be a sure fire thing. A generator, few pads for an ammo factory and a crane should do it I hope
Iskander Nov 22, 2023 @ 7:54pm 
Originally posted by Titan:
A generator, few pads for an ammo factory and a crane should do it I hope

Yes, and throw in the thing that creates pallets/rail carts as well. That way, anyone in need for artillery ammo will have everything they need to take it: they just need to bring their own flatbed.
Eagle_of_Fire Nov 22, 2023 @ 8:11pm 
You can definitely do that but it is all nifty and dandy until you realise that you need to pay upkeep for your buildings else they just blow up. Or until partisans show up and blow up what you are doing. Factory inventory is also public, so you have to content with people from your own side taking stuff from you. Altho from what OP is saying, that's pretty much the point.

Which is pretty much why I'm saying: joining an already established group and learning from them first is recommended. They know what they are doing and they can explain everything to you.
Viator Nov 23, 2023 @ 1:27am 
As a solo player I had a BB up and running with in 2 days to cover <at the time> important logi route.

Biggest issue I ran into was alt accounts taking all the m supply, and draining it daily.

How do I know it was alt accounts? Same 3 names, daily, and logging into them having literally dumped the M supply on the ground.

So if you make a small base, you should as people advised me..put the m supplies for it into a squad locked/reserved supply tunnel.

This was on Charlie. I've yet to go onto able because people said if you dare to do any thing not in line with clanman stuff, you'll probs get raged at or mass reported. I suppose that though is a whole other animal to deal with.

If yer lucky, a salvage field will have msupply factories by it for public use and you can go from there for maintaining a base.
pokeepoof Nov 23, 2023 @ 6:51am 
I would like to suggest https://foxholeplanner.com/ While it is very complicated and quite unhelpful initially once you figure out what the website is showing you and how to piece things together it's a very useful tool, it can show you the msup cost per day and per hour allowing you to figure out how much you need to keep the base alive and the different costs such as a foundation, all types of foundation cost 8 msup at very poor modifier which will most likely be the modifier you have due to your sub region.

A few tips, Walls do not protect your base, defences do, build a bunker and build defences surrounding your base Anti tank garrison, rifle garrison will be best for now while you figure your base out, I wouldn't really suggest MG garrisons for your first or even second time just because of how many times I've seen people build what looks like a good defence to then have a single side be suppressed and have them walk inside and kill your base.

Also, do not build directly infront of someone elses massive concrete base of defences, you will annoy them because you are close enough to leech their msups you are also possibly blocking their defences from protecting their base and sometimes the entire hex defence/security as a whole and they will remove your base at their earliest convenience use common courtesy and build a good distance away from others and have your own base/land.

Oh and avoid building in a frontline hex, and if your hex ever turns into a frontline avoid your facility if you can, frontline hexes get queued very easily and those people are needed to fight if you aren't fighting or being useful then it's time to exit that hex as each person does infact matter and can change the direction of a fight so try to do as little at your facility at that time as possible such as supply msups to stay alive and maybe keep the ammo factory running if you have one but otherwise don't be there
War Wizard Nov 23, 2023 @ 11:28am 
You need to understand something before you attempt this.

Every hex in the map has an "efficiency" modifier that penalizes everyone on the hex the more stuff is built in it. That's why older players are so toxic when it comes to new players building facilities (I'm not trying to justify the toxicity, it's awful how people act, I'm just trying to explain it).
The author of this thread has indicated that this post answers the original topic.
Solumn Trade Nov 23, 2023 @ 8:31pm 
Do not build a base 'out of the way', build a base your team NEEDS. As the post above mentioned, the game doesn't like it when too many structures are in an area, and it becomes a burden on your team for every unnecessary object. It makes the maintenance supplies skyrocket for EVERYONE when things get outta hand.

But, it's a catch 22. See, nobody really knows how to make a facility until they try it, and they aren't able to try it because it will likely become a burden to the team. The only time this conflict of interest can be solved is during 'resistance phase', which occurs between wars. Unfortunately, this is a very narrow window of opportunity, and you still have partisans going around and blowing your stuff up, even though it's supposed to be a practice mode.
Devs really need to just give people a permanent sandbox mode.

As for what you can do once you DO understand building, first investigate what other facilities are available, where defenses are built, and the shortest possible routes to resources. If a public facility that does what you want to do already exists, don't build another one. If there are several private facilities that are already doing what you want to do, see if they are taking care of it. If it is rotting, it's likely they aren't maintaining it, which means the real estate will become available. If they are maintaining them, you are SOL, and might have to go to a different region.

The truth is, you aren't always going to be able to do what you want every war, not without a ton of drama to go with it. It's better to find an open niche, and then slip into it.

A huge niche that keeps going unfulfilled is defenses. If you and your small squad want a place to call home, and want to build something that helps the team, build a GOOD base in a strategic area, like a choke point. If the region doesn't have a choke point, then a QRF base will do.

But, if you want to do logistics that will help the team the most, forget about facilities. Facilities are mostly for cheap shells and upgrades, or the most advanced vehicles. What the team REALLY needs is someone who isn't hording all the components to themselves, and making basic vehicles and advanced infantry weapons for public to put in the seaport or supply depot. That doesn't require a facility, you just need to use pre-placed Factories, Mass Production Factories, and Garages.

HOWEVER, there is one facility I DO recommend, if you are focusing heavy on logistics: A tiny 3-by-3 basic facility that has one Materials Factory with the Forge upgrade, one , and one Metalworks Factory with the Blast Furnace upgrade, and one Small Assembly Station with the Field Station upgrade. Fill out the rest of the space with a centralized Foreman Stacker crane, a small locomotive loop around the crane able to reach everything, two Liquid Transfer Stations to supply the Materials Factory with Petrol, and the Metalworks Factory with Heavy Oil. Finally, have two Diesel Power Plants, one with the Petrol Power Plant upgrade, and the other with the Coal Power Plant upgrade. Both can still run on diesel, but it gives you a variety of power options.

The reason you want to specifically make that kind of facility, is because it gives you access to all the advanced logistics vehicles, and allows you to produce most of the materials other facilities may need. You'll be able to build and replace any harvestors, the new heavy trucks, the advanced Construction Vehicle (Fabricator), trailors, small trains, and even upgrade a few random military vehicles. Doru APC is probably the most important upgrade ability, but the Smelter is not unwelcome, and the Scorpion is extremely cheap to max tier later.

Try not to park your vehicles outside, though. Put them in a private stockpile. Also, you will have to store your goods inside the factories themselves, but that can be a good thing as you are less likely to attract unwanted attention from partisans and hoarders. Plus, you won't be encouraged to keep more than you absolutely need, meaning losses will be at a bare minimum even if the worst happens.

I do think that you'd be able to help the most as logi, simply by having a logi vehicle facility and producing heavy trucks, harvestors, and Dorus for public. Don't bother with other facility stuff unless you yourself are specifically a regiment dedicated to one thing. Do not build a public super facility, unless you are an absolute madman who can make it efficient and are blessed with an unbuilt subregion. The VAST majority of people are just going to want harvestors, heavy trucks, and small trains, if they are logistics focused. Dorus if they are QRF or Partisans. Don't bother with anything else as regards facilities, unless there indeed is a huge demand for certain products. Trucks, harvestors, and small trains will ALWAYS be needed, everything else is niche. STAY SMALL, 3-by-3 amount of 2-by-2 piece pads.
Last edited by Solumn Trade; Nov 23, 2023 @ 8:33pm
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Date Posted: Nov 22, 2023 @ 7:02pm
Posts: 9