Actually, have you, like, even played OldCom? Ever?
I did, a lot, and, you know... I don't remember design and revision phases there... Your attempt to mimic PC game mechanics instead of going creative is not only boring, it is suboptimal. We are n the same setting, we are playing under very different mechanics. What you write about bases is true for PC-game mechanics, but so what?
Bigger bases are better. It's just a fact of XCOM, because more stuff almost always equals better in basically any game.
Here... Clear PC game mechanics logic...
they're probably going to have a workshop to make more ammo
Or we can do what real armies do... build stuff in one place, transfer to another...
This is why I think why my base needs only maintenance workshop. You need no production facilities at airbase. You can deliver aircrafts and aircraft parts and ammo from your other base. it is
STUPID to have your base and factory in the same space. You let your enemy attack both with one strike. You also add scientists to be captured and interrogated...
If your goal is to get more VP, expand our current base. No need for another one.
No, but then, I don't expect your base to work on a 4+ roll either, so...
Well, difference is... Your base, by the description, looks like +8VP, +2EP, +1UP + effects of a new lab + operational bonuses from airbase. Either 10ebbor10 will simplify your base or that will be daaaamn hard to reach.
My is going for operational bonuses of Airbase + maybe single VP from additional infrastructure.
It is also an answer why it is more aggressive. Yours is factory first, everything else next. My is military base
PS.
Why the hell we want to decide how to spend our point now? A lot can change before we reach reaction phase. Like effects from the base