Outposts
From Guide
Usually, outposts (or OP) are fought after rather then the actual colonies. Outposts, unlike colonies, can change ownership. There are currently 6 types of outposts:
- Normal/Undeveloped Outpost
- Silo Outpost
- Barracks
- Training Base
- Gate Outpost
- Radar Outpost
Outposts have a number of uses other than what they are originally built to do. You can station your squads at and launch attacks from outposts. You can also relocate your colony to one of your outposts. After an upgrade, they can also provide radar coverage a 1 tick radar apart from radar outposts have a 5-tick radar radius.They will also increase your worker cap by 100.
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Building An Outpost
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1. Once you have 300 |
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2. Building an outpost is similar to building your colony. You have to choose a site which is not on snow or water and a bit of a distance away from anyone else (including YOU!). You may also have to do a satellite Scans to see if there are any other outposts around. |
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3. Once you've chosen a site, the outpost will start building. An outpost is protected for 3 ticks but you have to wait 24 ticks before it can be upgraded. During the 3 ticks that it is protected, nobody including you can send any squads to the outpost attack or defend. After 24 ticks of control, you can then upgrade or develop it into one of the 4 kinds of outposts. Your upgraded OP will then have 18 control ticks. You will need 6 more control ticks to upgrade it to another type. |
Maintenance On Outposts
Outpost needs 4
per tick(Remember that the barracks and training base outposts take 10
) . Any squads on the outpost still need maintenance apart from Barracks Outposts. (4 food per tick as of 1st December 2007 update)
Outpost Types
There are 5 types of outposts, each have different uses and give different powers.
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Razing an Outpost
Razing an outpost gives you 300
300
and 300 food once completed and is NOT undo-able once you've started. It takes 3 ticks to complete in which it is burning down. Hostile squads can still capture a razing outpost if you started razing it while that squad had an ETA of 3 ticks or less.
You can't raze an outpost if you've controlled it for less then 24 ticks. You cannot move your squads to any burning outposts that your ally has or you have. You can, however, move your squad out, start razing, and then return the squad. This will cause your squad to be "floating" when the outpost finishes being razed. Floating squads cannot attack, but can reinforce other outposts or colonies like normal.
A tactic used by some players to gain resources is to capture other player's outposts and then raze them after 24 ticks to gain the 300 resorces of both metal, oil and food. To prevent this from happening to you, keep at least 1 squad at all your outposts so that the enemy would have to send more squads, and more oil, to capture it. This may make other players more cautious when trying to attack your outpost and may decide that it may not be worth the troops and the oil to attack.
Razing an outpost "deletes it". It is a good strategy to keep your outpost from being captured, if you have the 3 ticks needed in order to raze it before the incoming troops reach it.
Outpost Options
When you click on any undeveloped outpost, 7 tabs will appear:-
We'll start with the top three tabs:
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This tab allows you to relocate your colony to this outpost. | |
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This tab allows you to perform a scan for any incoming hostiles. This costs 10 |
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This tab allows you to raze this outpost, as explained above. |
The bottom 4 develops your outposts if not already developed. You can also change your outpost from one type to another if you wish but the OP can only be one type at a time.The bottom 4 are the ones that are mentioned above like barracks etc. IN ORDER: Radar, Silo, Barracks, Gate. NOTE: Silo is a Nuclear Silo.










