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Found 8 results

  1. Ok, here is my idea on Blackmarket. You can manufacture and sell stuff to blackmarket to gain additional funds. You could even get blackmarket assingments for certain stuff and get bit extra if you fill those requests. I also suggest that blackmarket would have some downfall possibility. (Like extra missions, or be more vulnerable to base attacks because goods could end up in wrong hands.. Or maybe some millionareire goes and uses em the wrong way at some megapolis?) In general the idea is, that by selling items to blackmarket you could get trouble later on, especially if you get involved too much. And about the research.. Well I hope in all bases the window for research would be the same. This could ofcourse be enabled after base upgrade too? Anyway, I think its bit silly to adjust research from each base seperately, as personally I sometimes forget to add guys to the research. Manufacture could work the same way. This would help managing stuff, alot! Please? Pretty please? Anyway I love the game, superb job! And lastly I will use this opportunity to give link to my youtube playlist: ...where I have few episodes of "Xenonauts Declassified" I would much like some feedback on those videos , thanks! (I plan to do new Declassified serie playlist when game is out there too..)
  2. I've started game after game and the economics are kind of screwed if you start in America. I never have enough cash to have a second base up and going by the time I need, unless I don't build any gear for my troops or only build one or two more aircraft and save/scum so I never lose one and have to replace it. Now, we all completely understand that in OG X-Com being able to manufacture alien gear and then sell it for high dollar value made the mid and end game of X-Com very abusable. Money became a non-issue which it shouldn't have because the system was unbalanced. It's actually easy to balance multipele different ways and being implemented right could be a very easy way to balance most of Xenonauts economic issues. The main thing being able to sell off manufactured items for a profit does for you is give you a monetary return for manufacture time invested. In OG X-Com, all they would have needed to do was cut the profit margin down on the sale of made items. Make it so you could still *help support* your economy, but definitely not make it so high it could replace your economy all together, which is the mistake the original made. That should be totally avoidable with Xenonauts especially as balancing these values is where we're at in development right now with the beta. With the right values inserted here now you can balance out a lot of issues with the rest of the economy much easier. The key is to provide a *decent*, but not overly great, profit on the time put in to make that item. As it stands right now I think Xenonauts values are a little low. Low is still the right idea here, but a little more is necessary in the early game particularly if you Don't start in the Middle East every game. With my base in America near the American/Mexican boarder I can cover almost all of North and South America. That's 1/3 of the land mass of the planet. I shouldn't lose the game because I put my first base here. The other way to balance the manufacturing/profit system is to make much of the manufacturing need rare items to make. Of course if you balance it this way there's a lot more involved deciding what items it takes to make things and judging how fast you retrieve those items during the coarse of a game, which can again lead to abuse if either the wrong items are chosen or given a wrong value. I'd say the easier way to balance it would simply be from the profit margin of sold items as deciding what makes what has mostly been decided already and it would take much more effort to change. Also, I'm playing on easy. I either need the countries in Europe and Asia not to go to the aliens by month 2 or I need the money to get something up and running over there to provide protection, which I can't afford.
  3. Hi guys, I don't understand why the game is auto selling the alien pistols on me? Can't I use them to fight back?
  4. how does one make money? Can i sell weapons i make? What can i sell?
  5. IMHO, workers in a workshop unable to feed themselves are economical nonsense Original XCom workers were allowed to build and sell items (medpacs for example) with profit - maybe too big profit. Maybe good way is somewere in middle? When workers are idle (do not build weapon/craft/etc) and there is some spare room in a workshop, they can produce (and automatically sell) some abstract "general commodities" Numbers for produsing cost, working time and sell price for general comodities must ensure workers salary plus workshop upkeep plus 10-20% profit (but no more - to avoid temptation of building pure-industrial bases )
  6. Is it just me or do finances feel a little on the rough side in the demo? I feel extremely dependent on - really, trapped by - the council of funding nations and their monthly check. The rewards pulled in from completed missions seem to be almost too light to be worth it (strictly financially speaking - of course you can't risk losing reputation to the council). Rewards were probably too lucrative in X-Com - just a handful of missions worth of alien tech sales could put financial issues far from the forefront of your worries - but the way it is now I'm having a hard time seeing how I could feasibly expand the operation beyond two bases. A serious lack of rewards from the completion of individual missions is keeping me quite stuck. It's not the kind of restriction that makes me feel like I have a lot of options and not enough resources to pursue them all - it feels more like I have all these options and I can't pursue any of them because there's nothing I can do to make headway financially. In short, it feels a lot like X-Com did when I was eight years old and didn't know I could sell stuff after missions. I feel that the financial rewards for successfully completing individual missions - regardless of the impact on reputation with the council - need to be higher. The risk of taking on these missions is not entirely offset by the new technology they provide for research, because those incur further costs in hiring scientists, conducting research, hiring engineers, and spending money on building that new tech. Monthly payments always seem to just do their part in maintenance upkeep and don't leave much or any room for expanding your coverage or upgrading your equipment, and that's what X-Com was always about: starting small, taking risks, reaping rewards, pulling ahead, and turning the tables. tl;dr version: I strongly recommend adding substantial financial incentives and rewards for completing individual missions.
  7. By basic economy model I mean a system where the prices of equipment you sell change according to various circumstances. The simplest change would be for prices to drop when you sell for example 1000 alien alloys. It could also be possible to introduce certain events that would bump the prices of alien artifacts. It would allow some more thinking/fun in the struggle for keeping your balance positive. I also think that the starting Xenonauts equipment should have to be bought. Missiles and ballistic weapons could come in infinite supply, but they should not be free. What do you think about that? Please discuss.
  8. I know that I need to keep Alenium to make higher-tier weapons, but what about the Alien weapons, ammo and alloys? Are those things I can sell without worry or are they needed for something else later too?
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