Tech Oil Derrick (Red Alert 2)
Talk0this wiki
| Oil Derrick | |
|---|---|
![]() ![]() ![]() | |
| Unit | |
| Affiliation |
Neutral |
| Role |
Provides constant funding |
| Tech level |
-1 |
| Properties | |
| Hit points |
1000 |
| Armor type |
Steel |
| Production | |
| Cost |
1 engineer |
| Combat | |
| Sight range |
4 |
| Function | |
| Power |
0 |
| Notes | |
|
Explodes violently | |
| | For the Generals structure of the same name, see Tech Oil Derrick (Generals). |
Tech Oil Derricks are one of the most significant tech buildings, as Oil is a very valuable resource. Commanders from any faction can order their engineers to capture these structures. Once captured, an Oil Derrick gives the owner 1000 credits, followed thereafter by a steady, unlimited stream of revenue. Besides The Alamo, where Oil Derricks produce 50 credits at a time, Oil Derricks on every standard Westwood/XWIS map produce 20 credits at a time.
Background
Edit
The endless cash provided by the capture of an Oil Derrick makes these buildings valuable targets to all commanders, as they provide the flashpoint for many vicious skirmishes. Once captured, Oil Derricks are often zealously protected, lest it be captured by the enemy or simply destroyed. Commanders who are lucky enough to capture multiple derricks often become quite paranoid, building needless amounts of defenses to protect them. One should not be surprised to find various defense structures protecting them, from humble sentry guns to grand cannons.
Oil is highly combustible. If an oil derrick is destroyed, the explosion will damage anything nearby, making it possible to take out a significant amount of the defenses around a derrick by destroying it, rather than trying to capture it.
