Sorry but I have say it, all people who said that sending 2 teams would make the game easy probably didn't understand my post
So I did say "" I think that the introduction of a second transport helicopter will not disturb the game if it is done wisely. The way I see it, when large or huge alien ships appear with 30-60 creatures on board, a team of 12 soldiers may not be enough. So we invent technologies, advanced tactics and advanced support, which will allow the player to equalize the odds by introducing an additional transport helicopter. However, if this is not enough, we also call on the army for help and pay them dearly for their help.""
What is important "when large or huge alien ships appear with 30-60 creatures on board, a team of 12 soldiers may not be enough".
Additionally I do agree that at the very beginning of the game player should be winning mission only by outnumber the aliens.
After thinking about it, I change my mind and I'm going to say something controversial at the very biginning of the game player should NOT be able to win any mission because allien has better weapon, armor. If player will able to kill one enemy and take him and his stuff to his base it would be a success. In order to show the difference in technology, which means that even with the support of the army, the player is helpless and powerless in the fight against aliens. Aliens are able to withstand fire from all weapons except the heaviest ones, such as anti-tank missiles fired from tank guns and RPGs.
I do not agree with Komandos statement "And a slow transport with 20 (24) soldiers will not be able to arrive in time ...." Even now we can postpone mission to choose play in day condition because at night you are screwed, so you can postpone mission until second transport arrive.
18) suggestion - this game has specific weapons that can be used in the game like pistol and shotgun. My proposal is that the player who effectively uses a weapon in missions (i.e. shot and hit/missed the enemy) receives experience in this type of weapon and, for example, a successful shot is 3 experience points if it misses 1. Experience accumulates with each mission and after collecting the appropriate amount of number, the player gains a level of proficiency in that weapon. How many proficiency levels there were and what they would give is something to consider, I suggest that for pistols or rifles... it would be -2% Time unit per shot per level. Similar levels of proficiency could be generalized for kinetic or energy weapons. Of course, there would be proficiencies for grenades or melee weapons.