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Belmakor

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Everything posted by Belmakor

  1. I realise that balancing has not been completed yet but I thought I might give a few suggestions regarding the cost of aircraft. At the moment both aircraft are $100k. This amount is I feel slightly too cheap, reflecting the cost of only about 3 soldiers. This could of course be intentional reflecting that these aircraft are of less quality than future tech aircraft which the Xenonaughts can develop. However, in squadrons they are pretty damn effective on everything I have come up against including Medium size corvettes. I am not suggesting that aircraft should cost $1,000,000 or more (as this would obviously be crippling). I would suggest that the cost of the F-17 be raised to around $175k and the Mig to about $200k or similar. This would make the loss of an aircraft that little bit more damaging and make you think twice about attacking a UFO with only a single aircraft, or a Corvette with less than 3 aircraft. To balance this increase in capital cost, some of the maintenance costs for the base could be reduced. A 5-10% reduction in these costs would allow you some room to build a reasonably sized 2nd base within the first couple of months (which is really quite essential if you dont want to go on a downward spiral from the start). Of course it would mean that you couldn't equip this 2nd base with 3 brand new jets, but maybe only a single interceptor for Tailing and taking out smaller UFOs. I think the cost of soldiers and staff is fairly spot on as is the initial capital costs of most of the base components. Suggestions?
  2. Occasionally when I load a game the money in my account randomly increases. Well I say randomly because it doesn't happen every time I load. The money appears to increase by about the amount that the International community would give me normally at the end of each month. This happens even if the load game was mid-way through the month. The effect so far has been that after 1 month, I have managed to build 2 bases and still have $8 million in the bank. In theory after starting with $3 million, this amount should only be realisable from the sale of a large amount of alien artifacts (I admit I did sell some, maybe 20 Alenium, 20 alloys) which brought me up to about $4 million after the completion of my 2nd base. I have had only one end of month where the net profit should have only been about $750k. I had only completed about 4 ground mission with a max intake of about $800k. So the money in the account is substantially more than it should be. I haven't been able to verify this as both the save games from this attempt have been corrupted (this might have something to do with it, either a cause or result of the corruption). Has anyone else 'felt' something just wasn't quite right with the amount of money in the account but they just couldn't be sure how much they actually did have when the last saved the game?
  3. Ahh ok, yes that explains it. However, the only reason I had to run debug mode was because both my other saves have become corrupted. i.e. they either crash when I load from the main menu or crash after hitting the "personnel" tab in the base.
  4. I am suffering from an unusual bug. I load an auto-save which was taken during an early Crash-site 2 mission. The mission completes fine and the chinook makes its way to base no problem. However, after speeding up the time and after a few seconds the screen freezes and the Groundscape music begins followed shortly by the Briefing screen for the same mission I have just completed. Unpeturbed I completed this mission despite my chinook still being nestled safely in my base though minus one man I lost on my last mission. However, after returning to the Geoscape and speeding up time again the same thing happened - I was sent into the 3rd mission. Again with no Chinook having taken off but now with only 6 men (due to two previous casualties).
  5. I experienced this exact bug just tonight from what appears to be the exact same location. I even moved soldiers over the exact spot the shots appeared to be coming from and they noticed nothing until being gunned down at the end of the turn. It just ocurred to me that an alien may have been shooting from the 2nd floor? Only problem is that this was a scout aircraft and i dont think they have a 2nd floor?
  6. I was struggling along today trying to cope with the expenditure of maintaining a necessary 2nd (small base) while my funding continuously reduced month on month when it occurred to me that unnecessary expenditure was to blame. Now it is easy enough to hire and fire staff, but obviously not so easy to construct or destroy parts of your base. After deliberating on what "Maintenance" really means I concluded that the majority of it must reflect staff costs. For example you need doctors and nurses in your medical facility, mechanics and technicians in your hangars, quartermasters and store men in your.. you get the idea! Of course, real-estate isn't going to cost you anything as you have purchased the land for your base out right so that can't be a factor. This then got me thinking, how can I reduce maintenance costs on non-essential facilities? and the answer was; I can't, without destroying them (and what if I need them next week!) However, If staffing costs truly represent "Maintenance" - which I believe they do for facilities that don't consume anything (i.e. stores) then surely maintenace costs should be a function of their current usage. So for example, the costs of running a store at full capacity 50/50 should be different from running it with 10/50. Taking this further, shouldn't this also apply to empty garages and hangars too? This would be very helpful in the fact that I could build some (not all) facilities in a base for future use knowing that it won't cost me very much (or anything) in maintenance until I find need to use it. Lastly, if such a variable maintenance fee was found to represent a positive game change then I would also petition for the ability to adjust the funding to say the Medical Facility. At the moment it costs $25k per month which is reasonable. But would it perhaps be possible to optionally increase/decrease funding to this facility to either increase/decrease recovery times by a small margin respectively. This could represent the difference between 24/7 primary care with a high staff/patient ratio and an on-call doctor and ward nurse! As an added incentive, you could add a small chance that patients in poorly funded facilities might die from their wounds. Any feedback welcome! Keep up the good work. =)
  7. Hi there, hope this is the right place to report bugs that weren't on the list? 1. Medkits only heal the grey portion of a wounded soldiers HP (I assume as intended). However, your medic can still use up his AP continuously on the wounded soldier even if the HP can no longer rise. 2. My RPG soldier has 30+ AP in one mission and then while out on the same Chinook patrol he enters a 2nd mission with 15 AP. After dropping his RPG on the ground the game CTD. 3. Hunter was completely destroyed in one mission. On the same Chinook patrol (without first returning to base) I went on a 2nd mission and my Hunter was back in Full Health. 4. Having moved my unassigned troops onto my Chinook in the base, upon arrival in the next mission all they carried was med packs and no weapons. 5. The animation for a soldier running with a medpack is one in which he is holding an Assault rifle.
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