Gromitek Posted September 12, 2013 Share Posted September 12, 2013 Hello. I think that money earning in currnet verion (V19 stable hotfix) of the game is to easy. Shooting down 3 medium / large UFO's gives us about 600k $. Sometimes it is possible to earn 1 mln $ in 1 week. Tons of easy money casues that game is not chalanging. Quote Link to comment Share on other sites More sharing options...
TrashMan Posted September 13, 2013 Share Posted September 13, 2013 Rly? Money is always tight for me, and there's ufos everywhere. Quote Link to comment Share on other sites More sharing options...
Gromitek Posted September 19, 2013 Author Share Posted September 19, 2013 5 mln $: Quote Link to comment Share on other sites More sharing options...
Xintrosi Posted September 20, 2013 Share Posted September 20, 2013 Luckily, if you're making that much money and don't need to train your troops, you can just let the crashed UFO despawn. IIRC, despawned crashes do not have a negative impact on country morale. What's your early game strategy and what are those bases comprised of? I would like to buy into your get rich quick scheme! Quote Link to comment Share on other sites More sharing options...
Nino Posted September 20, 2013 Share Posted September 20, 2013 I hardly have any money. Are your scientists and engineers working for free? Quote Link to comment Share on other sites More sharing options...
Gromitek Posted September 21, 2013 Author Share Posted September 21, 2013 (edited) The rule is simple: more radar coverege = more ufo detections = more airfights= more crashsites = more money from ufos. l I do all crashsites. I missed only a coupe of them. Good radar / intercept bases coverage provides large ammount of crashsites (one medium / large ufo is about 200k $). Sometimes I do up to 10 ufos per week. Each base has 2 condors and 1 foxtrot, (only Europe has 2 corsairs + 1 foxtrot). I am going to replace all of them with 3 maruders for each base. I prioritize aircraft weaponry in research schedule so 2 condors and 1 foxtrot with plama weapeons on the board are able to shoot down any ufo up to massive carrier type. 3 heavy fighters are no problem for them. I had only one dropship so far but I'm going to purchase second one in this month. I am going to build 3 more bases (Kamchatka, Greenland and South Africa) to have a perfect world coverage and even more crashsites. Main base is for manufacturing and different one for researching. Edited September 21, 2013 by Gromitek Quote Link to comment Share on other sites More sharing options...
Waladil Posted September 21, 2013 Share Posted September 21, 2013 My last run through I started to discover similar things. Setting up a bunch of bases reasonably early really brings in the big bucks. And when you want to establish say a new research or manufacturing base, you've already got the base prepared! This is going to get even worse later, when you can "donate" crashsites for most/all/morethan the value of clearing them... Quote Link to comment Share on other sites More sharing options...
NoirWolf Posted September 21, 2013 Share Posted September 21, 2013 Someone could always tweak the economy in a Hardcore mod for the game and keep the vanilla version as a sort of introduction for the less experienced that isn't as easy as XCOM: Enemy Unknown but not too difficult either and I can't imagine if the game is that easy for you at the hardest difficulty if you can reasonably ask the developers for a 4th even harder option thus a mod that bumps up difficulty across the board (economy would be simple by what I hear, making a smarter AI not so much). Quote Link to comment Share on other sites More sharing options...
Amaror Posted September 21, 2013 Share Posted September 21, 2013 The rule is simple: more radar coverege = more ufo detections = more airfights= more crashsites = more money from ufos.l I do all crashsites. I missed only a coupe of them. Good radar / intercept bases coverage provides large ammount of crashsites (one medium / large ufo is about 200k $). Sometimes I do up to 10 ufos per week. Each base has 2 condors and 1 foxtrot, (only Europe has 2 corsairs + 1 foxtrot). I am going to replace all of them with 3 maruders for each base. I prioritize aircraft weaponry in research schedule so 2 condors and 1 foxtrot with plama weapeons on the board are able to shoot down any ufo up to massive carrier type. 3 heavy fighters are no problem for them. I had only one dropship so far but I'm going to purchase second one in this month. I am going to build 3 more bases (Kamchatka, Greenland and South Africa) to have a perfect world coverage and even more crashsites. Main base is for manufacturing and different one for researching. There you have the error: incredible patience. I mean seriously i can nearly stand doing one ground mission per week, how do you not get bored doing ten of them? Quote Link to comment Share on other sites More sharing options...
Gromitek Posted September 22, 2013 Author Share Posted September 22, 2013 These mission are very fast. I use best soldier with Special Weapons & Assault Tactics. Quote Link to comment Share on other sites More sharing options...
NoirWolf Posted September 22, 2013 Share Posted September 22, 2013 These mission are very fast. I use best soldier with Special Weapons & Assault Tactics. So close to mother russia we use vodka tactics! (get drunk, grab a gun, start shooting, sort of like russian roulette with booze) Quote Link to comment Share on other sites More sharing options...
VaeliusNoctu Posted September 22, 2013 Share Posted September 22, 2013 Missions above to Medium UFOs was done in a few minutes. Large Ufos Need a bit more time, only the Massive ones was time expensive. I have only in the beginning Money Problems a bit, later i have allways 3-5M left. But in the old UFO you have never Money Problems too if you make enough Missions and sell a bit Stuff. Quote Link to comment Share on other sites More sharing options...
Chris Posted September 24, 2013 Share Posted September 24, 2013 My last run through I started to discover similar things. Setting up a bunch of bases reasonably early really brings in the big bucks. And when you want to establish say a new research or manufacturing base, you've already got the base prepared!This is going to get even worse later, when you can "donate" crashsites for most/all/morethan the value of clearing them... It'll get better later, because once the donation system is in place we'll be able to balance the value of crash sites for all players rather than just the ones following the intended playstyle. This is exactly the issue that led us to develop the new system. Quote Link to comment Share on other sites More sharing options...
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