Indar Overhaul - 2013

Indar was the first continent that was made for the game and has been through many iterations since we first saw it in beta, let alone before it was revealed. We have seen some territories improved since launch in particular (Howling Pass) to make them more interesting and defensible. Since this page was put together Indar has been overhauled to make bases more infantry centered.

A player called Joups on Reddit and the official forums has been posting his ideas on how to improve some of the territories to make them more of an infantry focused fight, forcing vehicles to stay outside of the facility or risk being enclosed and destroyed quickly unless they are supported by infantry. I like to think of his changes as the empires fortifying the territories to allow them to better defend them. Here are his concepts, posted here with his kind permission:

Arroyo Torre

Additions:

  • Bridge filled in with land until the road is only a tunnel under the tower.

  • Vehicle bay leads out into this tunnel, no easy vehicle access to the buildings.

  • Additional buildings over the tunnel.

  • Capture point B moved to a central buildings.

Benson Construction

Additions:

  • Surrounding wall.

  • Some covered areas to protect defenders from air strikes.

Broken Arch

Additions:

  • Spawn moved to be more central.

  • Surrounding wall added.

  • Gantries added to give infantry a vantage point to fire upon attacking tanks.

Camp Connery

Additions:

  • The entire base is built up onto a hill with short cliffs surrounding it, only allowing assaults to happen up set paths.

  • Roofs added to some of the open areas.

Ceres Farms

Additions:

  • Surrounding wall.

  • Almost complete roof protecting from air strikes.

  • Infantry tunnel leading through the mountain.

Crossroads

Additions:

  • Surrounding wall.

  • The crossroad is actually under the base itself in large cavernous tunnels.

  • Vehicle bay for the tower leads into the tunnels.

  • Elevators lift troops up and down to the tunnels.

The Crown

Additions:

  • Jump pads leading from the base of the northern goat path to the towers landing pads.

  • Capture point A moved to the south between the two buildings, forcing defenders to hold it away from the fortified hilltop.

Indar Excavation Site

Additions:

  • Surrounding wall.

  • Dig site covered by roof to protect bones from the elements, and attackers from air strikes.

Feldspar Canyon

Additions:

  • Stronghold style walls on each road leading to the base

  • Gantries link all buildings across the roads to give infantry a vantage point on any incoming vehicles.

  • Additional buildings.

The Palisade

Additions:

  • Entire base raised on a platform so vehicles can only go through a central road with vantage points on each side.

  • Roof added to the entire structure to protect from aircraft.

  • Stronghold style wall surrounding base.

Update: Joups has been trying his hand at modelling, check out his efforts:

You can see the lowered road going through the center of the base giving defending infantry a huge advantage over them.

Regent Rock

Additions:

  • Surrounding wall with vehicle gates.

  • Landing platform for Galaxies on the south side.

  • Additional south road under the landing pad, with energy elevators for infantry.

Stronghold

Additions:

  • Base extended back inside the cliff side.

  • 3 capture points:

    • A is outside

    • B inside at the back of a main hall after getting past a defensive wall.

    • C is a command room further into the hillside

  • If defenders own A and B they can use a teleporter to go from the spawn rooms to that location, but once they lose that location the teleporter shuts down.

  • Brown lines represent tight ventilation shafts that players can utilise.

  • Bunkers on the sides provide firing lines on the east and west roads, however they are an alternative entry point for attackers.

Tarwich Tech Plant

Additions:

  • Defensive wall, similar to Amp Stations.

  • Extra vehicle shields attached to the main structure.

West-Highland Checkpoint

Additions:

  • Walls on the north with gate (with additional gate shield generator).

  • Diagonal barriers added to east and west sides (similar to those at Stronghold).

  • Covered road int he bases center.

  • Capture point moved to new east buildings.