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18.2 New Game - Drop Ship Capacity


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Yes, the next version should sort out the missing dropships. The troop capacity goes up from 8 to 12 to 16 with the 3 dropships, but we might nerf that to 8, 10 and then 12 if 16 proves a bit too unwieldy in terms of squad size.

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Well, I say we should keep the 16. I mean, if it's too difficult for some people to control 16 soldiers, then why don't they simply stop filling the dropship to capacity? They don't have to use all slots, they could have a tank or something take up space instead, or even leave it empty. Get what I'm saying? Just because it's unwieldy for some, doesn't mean it is for everyone.

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Well, I say we should keep the 16. I mean, if it's too difficult for some people to control 16 soldiers, then why don't they simply stop filling the dropship to capacity? They don't have to use all slots, they could have a tank or something take up space instead, or even leave it empty. Get what I'm saying? Just because it's unwieldy for some, doesn't mean it is for everyone.

+1 I want lots of toys to play with.

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What's amusing from my old memories of X-COM'ing is that I'd usually roll out with 8, early on, even though you could cram more, and yet now when I see a restriction of 8, I suddenly want 10.

I do agree with the notion that having more options to play with is better than keeping things minimum. As far as I'm concerned, having more xenonauts on the field just equates to more targets for the sebilians to target-practice on.

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Yes, the next version should sort out the missing dropships. The troop capacity goes up from 8 to 12 to 16 with the 3 dropships, but we might nerf that to 8, 10 and then 12 if 16 proves a bit too unwieldy in terms of squad size.

But the 16 would hold 12 and two tanks which to me sounds perfect. 8 is far too little tbh. Just walking out of the dropship I usually seem to lose 1 or 2 men as it stands by end of first turn (on terror missions).

If you really felt a nerf was in order then you could go 8,10,14

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I don't think the plan is to allow for multiple vehicles. Balance and such, especially since they are really quite tough and have some damn powerful weapons (and don't get wounded). And are fast.

Anyways, it would be 14 and a tank, which sounds like a good number to me with the much larger crews in the later ships (which should have more of an impact with the new AI being fully active.

Terror missions are nasty, I agree. But since I don't use tanks at all, I've found various ways to use 8 troopers for everything up to cruisers. It is possible to do them without any deaths at all, and at most, 3 wounded. Mostly it has to do with exploiting how the fog of war doesn't reset till the start of your next turn, knowing when to pull back and try from a different angle, and knowing how the AI reacts to various situations (It often retreats when surrounded and/or wounded and/or suppressed).

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I agree with Sathra that 14 and a tank is a good number. Having tried the 12-man dropship, 10 men plus a tank made it possible to create more specialised roles that I couldn't do with 6 plus a tank, and permitted some losses in the face of plasma cannons without think "welp, that's all she wrote". 14 guys plus a tank allows for much larger alien crews which make it interesting.

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I have yet to be able to handle a single terror mission because of this.

In addition I have the aliens 1 shot my soldiers on reaction shots, right out of the ship.

Dont matter if I have 8 soldiers or 6 and a tank, they wipe me out in the first 3 rounds of the mission no matter what I do.

So having up to 16 slots should help allot.

As others have said, if someone cant handle 16 then they can just take fewer soldiers with them.

Nobody says you have to fill the ship to capacity.

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