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Dranak

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Everything posted by Dranak

  1. <alienAttributeEasy value="0.7"/> <alienAttributeNormal value="0.8"/> <alienAttributeVeteran value="1.0"/> <alienAttributeSuperhuman value="1.25"/> Seb Elites have 240 HP on Veteran, 300 on Insane. 300 HP, 150 HP regen per turn, suppression resistance, and smoke immunity does seem like it could all be a bit much.
  2. Have you tried just sending the save file between the two systems and trying to load it?
  3. Maybe it feels that way because the game gives you enough time to get comfortable with handling a given UFO/threat just before the next shows up? There was discussion about using a negative feedback system (game advanced slower if you were less effective), but I don't think it ever get implemented even in a test build.
  4. This is actually inaccurate, the invasion advances at a fixed rate regardless of your actions. You actually used to be able to slow down the invasion by being super-effective in air combat but that led to the game being harder for people that were already struggling. Like others have said, it's well known a lot of features aren't realistic but they work fairly well to make a balanced game.
  5. You make a fair point Kabill. I was thinking only of the ability to solve the transport system, not any associated opportunity costs.
  6. I believe it is capped at 16 as that is all the UI supports. You should get kicked to the equipment screen when the attack begins.
  7. If there was a reliable way to avoid losing your transports, then you would just do that every time (which removes any element of risk or choice). If there wasn't a reliable way to avoid it, then it just becomes a RNG chance to lose your stuff that you have no control over (which seems like it would be a bad design choice). This is true no matter how UFO spawns are handled.
  8. Corsairs are useable, yes. But you could easily play without them and rely on Condors for killing air superiority flights if you wanted to, and Foxtrots for killing everything else. Marauders come long before Interceptors. Here's the thing about the transport mechanic, all it did is make you wait 24 hours after you clear a wave to transfer goods with absolutely no risk. It wasn't a tough choice, it was a simple "Do you understand how Geoscape mechanics work?" check. It just punished new/bad players and didn't mean anything to ones that understood the game mechanics. That's why I say it's more interesting as an idea then a functional mechanic.
  9. A couple of them were cut due to technical difficulties with implementing them, but the majority were cut because there really wasn't a place for them in the game. For example already have two aircraft that are completely skippable (Corsair/Fury) so I can comfortably assume the same would be true of the Saracen. Cargo planes were cut after play testing. They are one of the many ideas that worked better as a theory than as a functioning game mechanic.
  10. Base defenses fall under the luxury category. You're better off investing in aircraft and taking control of the skies. You can build them if you want, but if you do I recommend building at least 4.
  11. The upside of reverting them to beeline would be to make them do something different and occasionally catch you off-guard. They might also launch more terror missions on the edges of your radar coverage. Would this require a code change? If not, it might be worth releasing as a mod.
  12. If you can generate a significant profit by manufacturing, then you create the same situation as the laser cannon situation in the OG. If you can't generate a significant profit, then it you basically have the same situation as we have now. If you made items that cost alien materials to manufacture profitable, then it might be balanceable but it would also tilt the economy even further towards being grind heavy.
  13. You are already behind on the Geoscape. In general, it's better to prioritize getting one or two fully established bases before attempting other expansion. A second ground team is more of a luxury than a necessity, so you might want to skip that until you have your base otherwise established.
  14. You absolutely do not need to rush three bases. In fact you never really need to build a third if you don't want to.
  15. You wait until you're certain no UFOs are spawning that are flying in a straight line. Ones that are get prioritized. It's not foolproof, but was fairly reliable.
  16. I think that adding the ability to self-fund trivializes the rest of the economy, because it allows you to no longer care about the funding nations (which is supposed to be a core mechanic). Like in the original game, the optimal economic strategy is to build a laser cannon factory and ignore the rest of the economic part of the game.
  17. How would changing R&D meaningfully change the strategic game? I like XCOM, but I hate a lot of the interface. I also disagree on the value of ammo management as it doesn't really add much to the game.
  18. UFOs on terror and base assaults used to do that, they were changed because they stood out with giant "Shoot me" signs.
  19. Normally just clicking on the arrow increases/decreases the number to be built. Holding Ctrl will set that to go to max/0, so your Ctrl key is probably stuck.
  20. Well in terms of faster combat, Corsairs do generally have higher auto resolve strength than Foxes.
  21. I believe the UFO Bravery value is global, so it affects every UFO in the game.
  22. There's a sticky in this forum with the instructions.
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