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Posted

I think the interface should be presented slightly differently.

1) Instead of a "-100 OP Victory Effect", I think the 100 OP cost should be on the "Launch Combat Team" line, makes it more clear there's a cost to launch this operation and not that doing this mission has a counterintuitive negative-reward.

2) In the screenshot, I don't have 100 OP available, the Launch Combat Team button should be grayed out (and would be clear why with my above suggestion to put the cost on the button).

See attached screenshot of actual and crude mockup of suggestion.

OP.jpg

OP-edit.jpg

Posted
42 minutes ago, SoftwareSimian said:

I think the interface should be presented slightly differently.

1) Instead of a "-100 OP Victory Effect", I think the 100 OP cost should be on the "Launch Combat Team" line, makes it more clear there's a cost to launch this operation and not that doing this mission has a counterintuitive negative-reward.

2) In the screenshot, I don't have 100 OP available, the Launch Combat Team button should be grayed out (and would be clear why with my above suggestion to put the cost on the button).

See attached screenshot of actual and crude mockup of suggestion.

OP.jpg

OP-edit.jpg

Yes, we considered this too. But launching the combat team doesn't necessarily mean the dropship arrives at the mission site, or that the player decides to start the mission. So it's tricky to tie anything into the launch combat team button here.

Posted (edited)
1 hour ago, Chris said:

Yes, we considered this too. But launching the combat team doesn't necessarily mean the dropship arrives at the mission site, or that the player decides to start the mission. So it's tricky to tie anything into the launch combat team button here.

What if : I land on crash site, grab as much as possible and escape, it means, misson is not victory, so dont loose command points, but get the loot.

Another issue is, Collect bounty value is not linked to Mission Command point price.

 

Personaly, I hate enforced mechanic for reducing number of missions.

Edited by gG-Unknown
Posted
2 hours ago, SoftwareSimian said:

So what happens if I complete the mission, do I end up with negative operation points afterwards?

Apparently it's capped at zero, so with the current mechanic if there's a crash site I want to visit for loot but don't want to spend OP on it, I should spend as many OP on something else first then go for the mission, then I'll only lose a few OP when my balance is set to zero, not negative.

  • 3 weeks later...
Posted

The operation cost is displayed when you are about to launch the mission and I think the operation cost of missions is too punishing especially in the begining, on veteran+ and ironman where you are constantly teetering over the edge. You are basically stuck abusing the system spending as many operation points as you can on missions, making the operation cost something only players who don't know the game pay. Either it should be reduced to become relevant and affordable or it should be removed and replaced with an increasing chance for hte UFO to be wrecked or badly damaged upon impact after the first succesfully completed recovery so that there is diminishing returns to doing more missions. 

  • Like 1
Posted

Do you pay the OP cost if you abort or fail the mission? If that is not the case, then it won't make sense to put the OP cost on the launch combat team button. 

  • 2 months later...
Posted

I feel as the operation cost to do recovery missions is too high. It should not cost me the same amount to recover a destroyer as it does to build a new base. Operation points are already hard to come by and it feels like a punishment to give up the amount of recovery missions, from shooting down ufos, that I have to in order to not go into debt and still be able to afford other things that require op points. Would you guys consider lowering the cost of missions by half? Otherwise, its downright frustrating to just collect cash every time I shoot something down. Especially considering that's the only source of alloys and alenium in the early game. I'm 120 days into the game and still using starter weapons, cause I don't have enough materials to produce anything, cause I don't have enough op points to run enough recovery missions to get materials...

Just a thought, maybe you guys designed it to be that punishing...

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