What part of 'its primary function is to serve as a amplifier to XCOM's air wing capabilities' is unclear to people?
That part that includes a lot of stuff that any other X-COM base will have, too. Lab, barracks, workshops...
Really, I based my base design off the design of my larger airbases in my actual XCOM games. If it was airplane focused in the actual game, why wouldn't it be airship focused in the armsrace?
So you admit that it just another regular X-com base with more attention to Airforce than usual? Just more hangars, less labs. It is a regular base with a different set of priorities.
...Look, at this point I have to ask you this. Are you
actually reading what I write? How the hell do you manage to translate 'its like my normal airbases' mean 'its like a general xcom base'? Actually, have you, like, even played OldCom? Ever? Base specialization is a thing, you don't just build each base to do everything even if they share some components. There's a damn big difference between an airbase, which can have like five hangers, a generalist base which usually tops out at three, and production base which probably still has at least one because you need an empty hanger to build aircraft. But its still gonna have at least one barracks, because five hangers worth of stuff is a lot of expensive shit to loose automatically because you didn't have any garrison to defend it when a battleship comes knocking, they're gonna have storage facilities because you need to have someplace to, idduno,
actually have ammo for your craft, they're probably going to have a workshop to make more ammo (granted, most of my play is from the final mod pack for open xcom these days, where ammo is more of a concern then normal because there's more mid level aircraft weapons that need you to build ammo, but even in the base game fusion balls need building when you use them up, and given we seem to be going railguns instead of lasers we're probably going to need to make ammo instead of just recharging a battery), they're going to need radar buildings, and so on. I also don't see how a basic 'look at what we scavenged and catalog it' facility is somehow making the outpost a research base when we aren't limited to a games 6x6 base grid any more.
If you want to argue against my designs, could you at least bother to actually argue against what they have and are described as?
as for aggressive... how is sticking a few of our planes on a mundane airbase with a basic bare bones workshop to do the needed supporting and supplying aggressive in comparison to an actual proper xcom airbase again?
What? Are your implying that your version of the base may produce another magnitude of results just because it worded differently? Are you serious? I deny to believe that game can be so awfully balance
It is more aggressive because it is specialized (not focused) on fighters (not even airforce, it has no need in Skyrangers) and getting allies in Earth air-forces unlike the base that focuses on getting more of everything (with more of aircrafts) for a long game. You won't get more stuff simply because your base is bigger in description. It will be balanced by either difficulty levels of the roll or downgrading expected result by the GM.
Bigger bases are better. It's just a fact of XCOM, because more stuff almost always equals better in basically any game. I'm not sure where you got 'a magnitude' from, and would prefer debating without hyperbole, but A, I'm still not convinced that having allied native fighters would be worth anything besides firesoaks, which we were already told was the kind of thing that would make people not want to give us reinforcements, and B, I still fail to see how adding a few minimally supported fighters to someone else's airbase is supposed to be more aggressive then a properly supported air outpost. I'm not even convinced that 'go slap a raven and a basic workshop into someone else's military base while trying to convince them to let us use their fighter planes in combat' will actually be easier then making our own proper outpost, given the politics of the issue, the secrecy issues both in adding our stuff to a national airbase without revealing ourselves, the need to brief national pilots about this so they'll actually be useful, the need to keep the public from noticing our planes in a public national airbase, and that's before we get to the stuff you had about adding pilots school/training facility to someone else's air base which wouldn't be a minor thing in and of itself. If we want a pilot training academy we really should spend a proper action on it as the new thing it is, instead of trying to fit it into something else.
Speaking about difficulty, I expect my design to work on 4+ roll. Can you say the same about yours?
No, but then, I don't expect your base to work on a 4+ roll either, so...
Design
Happerry's Argentina Outpost (4): Happerry, Chiefwaffles, Stabby, Blood Librarian
X-Com base South (3): strongpoint, Cnidaros, roseheart
Resource Point
EP (3): Chiefwaffles, Blood_Librarian, Happerry
UP (2): roseheart, Blood_Librarian