General > Discussion
Building (and some weapon) descriptions
Hoehrer:
--- Quote from: "BTAxis" ---Cost per worker, hm? I think that might not be a good idea - too much micromanagement. Though you don't actually manage anything, unless you intend to have different scientists have different levels of abilities (like in x-force). Rather, I think you should just put a general upkeep cost for each building, regardless of whether it's being used or not. Keeps things simple.
--- End quote ---
this is an easy thing that will not influence the palyer in any way .. just his credit
--- Code: ---Building_costs_per_month = fixed_building_costs + num_of_worker * costs_per_worker
--- End code ---
Nothing extra to manage here. I hate micromanagement. (The display in the base-view will reflect that after the implementation.)
This will be used in the lab and the workshop. Maybe also in quarters and training-rooms (it's a WIP)
I forgot to mention the PO files ... we'll do that work in the end. No reason to use the po-syntax.
Werner
BTAxis:
Yeah, I see how it wouldn't be "micromanagement", but I think you probably want to not mention the running costs so prominently, since it really doesn't make that much of a difference. For the financial side of things, there should just be one large financial report, with the cost-per-worker thing as one debit value that represents the worker cost of all workers in all bases. There is no need for the player to calculate worker cost for each facility or base himself.
PsyWarrior:
Entrance
(I'm assuming like the old UFO, the bases are underground)
This secure elevator provides the main entry point for personnel and equipment from the surface. It is the first structure to be constructed in any base.
Commando Central
(What does this structure actually do?)
Powerplant
(I'm assuming nuclear fusion for now, because of the time, and the fact that anything else would probably be visible from the surface. If you don't intend for "XCOM" to start off with this technology then... we'll have to change it)
Power generation is vitally important, and you can't exactly rely on the national grid. The nuclear fusion power plants used by [insert organisation name here] use hydrogen as their main fuel source, and produce no toxic waste. In return, they produce a large amount of sustainable electricity, which is then transferred around the base via a shielded, internal grid.
Laboratory
When faced with an enemy as advanced as these alien forces [or insert empire name here], [organisation] came to the conclusion that the only way to effectively defend earth was to constantly pursue new technologies, and to reverse engineer captured alien technology. The [Organisation] laboratory provides the most advanced analytical technology known to humanity. Coupled with some of the finest scientific minds, the laboratory can turn around research projects from a concept to a fully working prototype within days, and provide effective analasys of alien artifacts in one tenth of the time it would take a civilian facility.
More later, maybe.
-PsyW
EDIT: Arg, when I started typing that there were no replies :roll:
XCOMTurcocalypse:
Team Room:
This room could be added later,in order to enhance skills of soldiers wearing heavy armor.You know,all the HUD and stuff.Or it could be changed into MedBAY,to add cyber to soldiers,or to heal them,heck even train them in psi.
PsyWarrior:
Team Room Also:
Maybe it could be a training centre, where troops abilities can be improved... See my talking about training in the soldier stats thread.
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