Structures

From WarzoneWiki

Jump to: navigation, search

Structures are built using construction vehicles. New structures are discovered via research and they may be upgraded to improve their performance and defensive values.

Contents

Command Center

The Command Center is the pivotal headquarter structure of your base. It's battle computers collate battlefield information and display them on the radar mini-map and intelligence screens. It can track enemy VTOL aircraft, and it also provides vehicle design facilities.

Size: 2x2x3

Oil Derrick

Oil Derricks are used to extract resources from oil deposits and provide it to Power Generators. They can only be built at a located oil deposit, and cannot be built if the deposit is burning. Destroying an Oil Derrick will cause it's oil deposit to burn for a while before you can build another Derrick in it's place. If no Power Generator slots are available, an Oil Derrick will do nothing at all.

Size: 1x1x1

Factory

Factories produce ground vehicles. Initially, it can only build Light body vehicles, but upgrading it through Factory Modules(up to 2 times) will allow it to build Medium and then Heavy bodies. Each module also increases the Factory's durability. Factories can also be automatically upgraded through research, leading to faster unit manufacturing and improved components. Factories may also be set on constant production(resources permitting) and newly built units can be ordered automatically to anywhere on the map via Delivery Points.

Size: 3x3x3

VTOL Factory

The VTOL Factory functions identically to the Factory, but builds VTOL aircraft instead of ground vehicles. It uses research upgrades different to those used by the normal Factory, but uses similar Factory Modules.

Size: 3x3x3

Cyborg Factory

The Cyborg Factory is a small workshop that builds cyborg units. It is much smaller than the other factories and does not have Factory Module upgrades.

Size: 2x1x2

Power Generator

The Power Generator takes resources from Oil Derricks and converts it into "power" for manufacturing units, constructing structures and conducting research. It may be upgraded in both efficiency and durability by adding a Power Module to it, and also gets efficiency benefits from research into Gas Turbine and Vapor Turbine technology. Each Power Generator has 4 slots for Oil Derricks; any further Oil Derricks must wait for an additional Generator to be built before they can begin functioning.

Size: 2x2x2

Research Facility

Research is carried out at the Research Facility by robotic research brains on artifacts recovered during missions. The amount of time and power required to research an artifact depends on its sophistication. A Research Facility may be upgraded in both efficiency and durability by adding a Research Module to it. To crack the secrets of more sophisticated and advanced technologies, the research brains themselves need to be upgraded through technology, like Synaptic Link Data Analysis and Neural Synapse Research Brains.

Size: 2x2x2

Repair Facility

This structure is crucial to keep up a ground attack without taking unacceptable levels of losses. Retreating units come to this structure, which automatically repairs them to full health on a first-come-first-serve basis. Repaired units either go to the Repair Facility's Delivery Point or rejoin there Commander. Only ground units can use this facility.

Size: 1x1x2

VTOL Rearming Pads

VTOL Rearming Pads are robotically rearm and repair VTOL aircraft between strike missions and keep them flying. It takes them longer to rearm heavier weapons like bombs, but light armaments like machinegun bullets can be loaded very quickly. Rearming Pads can be upgraded through various technologies.

Size: 1x1x1

Hardcrete

Hardcrete fortifications are based on wall grids built from advanced material with extremely high tensile strength. Apart from being used to make walls, Hardcrete structures can also be fitted with armored Hardpoints that can mount all kinds of weapons(except artillery). These Hardpoints can fire over walls and units, but cannot fire over base structures or towers. Hardcrete can also be used to make giant Fortresses which mount specially designed devastating, terrifyingly huge weapons that can kill the heaviest of tanks with ease.

Hardcrete is strong against conventional weapons, but air-dropped bombs and artillery devastate it, so it cannot be relied on solely. It's durability can be upgraded through further research into the field Hardcrete technology.

Size(Walls): 1x1x2

Size(Hardpoints): 1x1x2

Size(Fortresses): 2x2x1

Bunkers

Bunkers are built from dense Hardcrete and mount weapons on their roofs or within them. They can fire at any ground target directly within their range and can be equipped with a variety of weapons, but are hindered by terrain and obstructing structures. They are, however, still able to fire over Tank Traps.

Extremely resilient against almost all forms of weaponry and amazingly cheap, Bunkers can halt an enemy attack force in it's tracks. However, dedicated Bunker-Buster Rockets and Flamer-type weapons spell annihilation for these structures. Also, more advanced weapons cannot be mounted on Bunkers, instead requiring Emplacements.

Size: 1x1x1

Emplacements

Advanced weapons, which cannot be mounted on confined Bunkers, require Emplacments. While largely the same as Bunkers, Emplacements are significantly less durable, which is a major drawback. Apart from a wide variety of direct-fire weaponry, Emplacements can also mount artillery weapons for long-range bombardment. However, their immobility and flimsiness makes artillery emplacements vulnerable to counter-battery fire, requiring skilled use of geography to place them where they cannot be hit back at.

Size: 1x1x1

Towers

Towers are tall structures mounting lightweight weaponry or sensory equipment. Sensor-fitted towers may be used to keep a watch over a location and/or direct artillery and VTOL aircraft attacks against enemy targets within their sight. Weapon-armed towers can shoot over all other structures and have enhanced weapon range, but they cannot carry heavy weaponry. Hence, they are fitted with Heavy or Twin Machineguns, Mini-pod, Lancer, or Tank Killer rockets, or Scourge Missiles. Towers are less durable than regular Hardcrete defenses, but are otherwise similar in characteristics.

Size(Sensors): 1x1x3

Size(Weapons): 1x1x2

Tank Traps

These are nothing but a cheap and extremely basic obstruction against ground unit movement(both yours and the enemy's). Anything can shoot over them, and they are very easy to destroy.

Air Defenses

Air defense structures include AA emplacements and SAM(Surface-to-Air Missile) Sites. Both are triangular structures, and are similar to but taller than regular emplacements.

AA emplacements will automatically shoot at any hostile aircraft(VTOL strike fighters, VTOL bombers, and Transports) that enters their range and work well in groups, but their shots can be dodged by faster aircraft. They can be used to repel aircraft which try to retreat, as well as destroy them.

SAM Sites are armed with Avenger or Vindicator surface-to-air homing missiles that have a very long range and are dead-on accurate, but are very slow by projectile standards(only slightly faster than the fastest VTOL aircraft). They do not work very well in groups since they all tend to unload there entire ammo load on the first plane they see, when 2 or 3 missiles were all that were needed to shoot it down, and then take an irritatingly long time to reload. A few SAM sites placed at various points along an enemy air-approach flightpath can be effective at taking down a lot of aircraft, though.

Air defense structures, while immobile and vulnerable themselves against VTOL bombs, have much longer firing range than units with the same weaponry, since units are hampered with a much shorter internal sensor range than structures.

Size: 1x1x2