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Charlie Range


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I think Chris wrote recently it's meant to be global, but it does not seem to be. I've failed to go to Indonesia from a European base.
I wasn't able to reach a terror site in Australia from Africa. I'm not sure I want it to global actually. There should be a reason to build at least one more base. Am I crazy?
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I just had the same thing happen, Sent Charlie to a terror mission in (i think) Indonesia someplace -- Base was in Southern Russia, I got maybe 10 miles away on the map then was told "Not enough fuel" and sent me packing ... sure I don't need to mention the government wasn't too impressed that i left them to it ... lol ... and after loosing my 3 planes and not enough cash to build another base I'm having to restart the game ... I know ... "Use the load" ... Naw .... I like torturing myself lol

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I am in the 2nd month, I have done 20 missions so far but I lost NA because of one terror site I could not reach, in the 2nd month. That seems a bit extreme to me. I never lost a territory so quickly and building a base in XCOM was far less painful.

I have been trying to save up for a 2nd base but the cost now feels extreme with the changes to funding and mission rewards.

What I built for my 20 missions... and the loss of NA

2 hangers.

1 workshop

1 science lab

1 living quarters

Hired 8 more soldiers

hired 10 scientists

hired 10 technicians

1 med bay

1 mig 32

1 hunter

10 jackal armour

3 wolf armour

6 precision lasers

I sold 150 alenium and 350 alien alloys and 1 power source.

I deliberately placed my base in the middle east so that it covered as many funding nations as possible, with the plan to expand to central America.

Yes I could have streamlined by build order and got a base out, but that doesnt mean I could equip it with anything, and the worst thing you can do is fall behind tech wise.

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The lack of funding is a real killer, yeah. Making bases should be easier, imo.

Yeah, starting up extra bases is REALLY hard right now. Two months in and I've barely got another functional base. I used quite a bit of my initial budget and had to forego a lot of ground combat toys to build it too.

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I have not lost a mission, I have done 6 night missions, 4 terror and I am still struggling.

Costs need toning down slightly, especially the initial base cost. 500k for nothing but air. 150k should be the start up cost, because you still have to buy the rooms.

i think the impact of the invasion should be toned down so that by the 3rd month you should expect to be expanding, but you don't have to before that. Currently 1 serious setback or loss of craft = game over.

I sent 2 foxtrots and a MIG vs landing ship and 2 fighters. lost the MIG and could not afford to rebuild before I lost NA.

Costs for 1st 2 armours and laser weapons should also come down slightly, because the current trade off is base building to secure long term funding or staying tech competitive. Thats something that should not need to worry about for about 3 months. By November, If I am still using projectiles and basic armour then I deserve to be whipped.

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I think if its going to be higher, such as 250k then items like the radar need to come down in price. The base is pretty much useless without a radar and 3 hangars.

Currently to get a base 500K+3 hangars = 800k +radar = 1million+3 Migs= 1.75million....+living quarters etc etc

1.75mil is like stripping away the first 2 months funding without equipping your troops.

Bases are meant to be massive undertakings, but currently high attrition rate for angry nations means you have to expand quicker than you want to.

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The investment costs still treat you like a millionaire.

Also the loss of funding from global partners drops so fast that it becomes negligible. That end of month pay day is meant to be the reward for 30 days of struggle, but it feels like a big white elephant atm. Instead of being the reward you deserve/need, it barely covers upkeep.

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I think if its going to be higher, such as 250k then items like the radar need to come down in price. The base is pretty much useless without a radar and 3 hangars.

Currently to get a base 500K+3 hangars = 800k +radar = 1million+3 Migs= 1.75million....+living quarters etc etc

1.75mil is like stripping away the first 2 months funding without equipping your troops.

Bases are meant to be massive undertakings, but currently high attrition rate for angry nations means you have to expand quicker than you want to.

Flash is dead on here, IMO. The rewards for successful mission and shoot downs need to be higher, so building bases isn't such a PITA OR the alien progression needs to slow down so we have time to do some infrastructure improvement using the current economy. I don't think I'd be in favor of a larger "general" starting budget as that doesn't encourage good game play. You ought be rewarded for successful missions. I'm finding myself with some excellent experienced soldiers, but no way to fully utilize them to protect the anything but my original radar range. Perhaps if the base origination costs, radar and hangers were cheaper I could at least have air protection and fly in my elite team as needed. Edited by StellarRat
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Yeah, one of the various things I've been changing with my mod is various modifications to income. Got to month 3 and had an income of about 800k from funding after expenses (2 strike bases). So I ended up with 1.7 million, but had run out of alloys and alenium due to the 'manufacturing all explosives' stuff.

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In its current form the game becomes very difficult after you enter the third month. Unless you have played the perfect game without buying 1 or 2 cool things, then a game that was perfect becomes a dead end.

1. Funding nations turn against you too quickly. This is all out war and the USA gives up after 2months.

2. The impact of terror mission failures or ones you can't reach destroy nation standing, not just hurt it.

3. The range of the chinook is such that if you don't build a second base within 2 months or your base is in the wrong place then you can lose the game.

4. Base costs are too high for the majority of players. Some will always find a way , but for most the cost of expansion is too high in the first 3months.

5. There is no warning that you will lose a funding nation.

6. Difficulty spike is perfect for the first 2months but the 3 rd month spikes and takes you unaware. Mostly because of air combat and the heavy fighter escorts that chew through your 3 planes and decimate you.

7. Early manufacturing costs are too high and you spend more time staring at stuff you can't afford than building stuff.

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