What about tieing starting soldier number, ranks, stats, cost and duration of training or maybe even its availability to the various difficulty settings?
No, I think $10k is fine. Given the time it takes I think it is balanced - it doesn't give that much of a boost. If you don't like it, don't use it.
Chris England - Xenonauts Project Lead
I find this thread amusing after my thread of hilarity about how the best of earth basically... suck. Oh the irony
I expect that as the AI project progresses, missions should become a lot harder. Yes, at the moment they are a cakewalk (for me at least) but that's primarily because the current basic AI is too dense to put up a fight. I just flush them out and kill them with sniper fire.
In short, I think that it's way to early to make difficulty balance suggestions of this nature because boosting difficulty now will probably make things near impossible later when all the content (specifically AI) is in the game. When aliens start fighting as a group instead of individuals players will be glad to have a large team of trained soldiers for a mission.
Making the game more difficult by increasing the incompetence of Xenonaut soldiers doesn't sound like a very good idea anyhow. It's far better to make sure the aliens are not incompetent.
Last edited by Akavit; 05-05-2012 at 19:28.
I agree with Akavit.
We need to wait for the AI at least before we start thinking about balance.
The current training is already there so it would take more work to remove it than to leave it.
Hopefully there will be more point in the training system later.
It is a bit underwhelming at the moment.
Devil's Advocate and forum moderator
I think starting with 6-8 works well, so you can adequately split into two groups to speed up exploration (plus having your tank run ahead and clear up reaction fire).
Any chance on nixing the tank in favor of 9 more guys?
WARNING: This person will almost CERTAINLY inadvertently derail any conversation he participates in.
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