Monifix Posted March 17, 2014 Share Posted March 17, 2014 Caaygun: Well the lore of the game kinda dictates that the organization has been around since the so called "iceland incident", so not having an equipped starting base at all kinda seems to contradict everything. I guess I can see how it would be interesting with total freedom to design your initial base from a gameplay perspective (not really tho), but from the lore perspective it makes no sense. Where has this organization been preparing all these years? Would they only start to construct their base once the anticipated alien invasion fleet arrives? I mean from that perspective it's sorta strange enough that you get to pick the location of the base at all... Quote Link to comment Share on other sites More sharing options...
lemm Posted March 18, 2014 Share Posted March 18, 2014 You're going to need at least one workshop and one research lab in September, so you might as well start with one. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted March 18, 2014 Share Posted March 18, 2014 (edited) This is where you miss the point, I don't want another living quarters, you can do well with just one per base if you remove the workshop. That's four squares freed for something else (more planes!) and more soldiers.Please understand that not everybody plays your way. If I want to play this way, with one living quarter and no workshop, its because it's more efficient for my strategy. I think there are enough arguments from both sides. The devs will take their own decision. The thing is all buildings can be deconstructed so having the workshop there doesn't negate your play style. It may make it slightly more difficult but then removing it makes other play styles slightly more difficult. As you say not everyone plays the same way so your suggested change may be great for you but less interesting for others. Personally I like to have the workshop there so I can make a start on foxtrots in my starting base as soon as possible. I then usually build a second base and move my workshop there if required, depends on how desperate I am at that point Your change would be a frustration to me compared to the current situation. If it is removed then my first action of the game always has to be building the workshop. Edited March 18, 2014 by Gauddlike Quote Link to comment Share on other sites More sharing options...
Chris Posted March 18, 2014 Share Posted March 18, 2014 Hmmm, having thought about it for a bit, I'm not sure removing the workshop from the starting base is a good plan. Most people will want to build one immediately and though it does open up new strategies to have the money to be spent elsewhere, I'm not sure it's sufficiently advantageous to be worthwhile. Making it tied to difficulty is a better way of implementing, but that would also take more time and it's not something I necessarily think is that high priority. Quote Link to comment Share on other sites More sharing options...
thothkins Posted March 18, 2014 Share Posted March 18, 2014 Pleased to hear that. Of course you could also just give us extra starting money anyway to enable all those other strategies...no? Bah! Quote Link to comment Share on other sites More sharing options...
Msvknight Posted March 18, 2014 Share Posted March 18, 2014 shouldn't this be determined by the difficultly level? Quote Link to comment Share on other sites More sharing options...
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