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DaviddesJ

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  1. First, there's no reason aliens can't be in groups. Secondly, when there's time pressure, the player can't necessarily take this slow, methodical approach.
  2. That just depends on what difficulty levels are implemented.
  3. IMHO you shouldn't expect any documentation at all in EA, and anything you get should be expected to have inaccuracies. Keeping all of the documentation complete and up to date is simply not a reasonable expectation in Early Access, when the game is supposed to be unfinished and changing a lot.
  4. It seems to me that the dropship can easily carry 10x more ammunition than you could possibly use during a single fight without it appreciably affecting the range or performance of the ship. I would personally say that there just shouldn't be any limits on ammunition. The scenarios could be constructed so that constantly returning to the dropship for resupplies has other downsides.
  5. No, I don't. I like the challenge of scarcity.
  6. Absolutely. That doesn't mean that "you have plenty of ammunition at your base but you couldn't bring any more of it on the dropship" should be one of those challenges. It just doesn't make much sense.
  7. This is the base chance but it's still increased to a nonzero chance when you build a medical center.
  8. I don't think that's true. You can fail a mission and still be successful in the campaign. It seems to me that you should always have plenty of bullets. Whether you have time to retrieve them and to reload, etc., is a different question.
  9. It makes sense to me that the dropships could carry extra ammo. The weight would be negligible and we're already assuming ammo is free. The solution to people just playing even more conservatively and staying near the dropship and reloading often is more time pressure in missions.
  10. About half people are saying "the game is broken because mag weapons are so bad you should never research them" and the other half are saying "the game is broken because mag weapons are so good there's no point in researching lasers". The main thing this tells us is that most people just pick a position more or less at random and then become very strident about it.
  11. I don't see the point of this. The cost of the flares is the time needed to throw them, not the number available. Unless there's some reason to go on night missions, making them harder is just going to cause people to avoid them even more. I suggest more time pressure, i.e., if you wait until morning you're at risk of lesser rewards, more opposition, etc.
  12. I think it's by design that engineers not building useful things kind of pay for themselves (so you aren't digging a financial hole if they are idle for short periods), but you don't want to invest your money in more engineers than you have useful work for them to do.
  13. Better to buff the aliens during the later months.
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