General > Discussion

List of improvement ideas from a new player

<< < (3/6) > >>

blondandy:
maybe start a thread in the mac forum about your trunk issue. in the past few weeks we have had a few mac coders and packagers start work (we lacked consistent mac help previously).

about the AI: chap calls himself bobbens claims he is looking at it.   :P

Winter:

--- Quote from: BTAxis on May 25, 2008, 08:43:16 pm ---You're reasoning in the wrong direction. The theory is that if there are not enough medics, soldiers will heal more slowly. The soldiers will get less attention to their injuries than would be optimal, which slows their rate of recovery. Let's leave actual biology and wound healing out of this; looking at it purely as a game mechanic I find it makes sense.
--- End quote ---

It's like you didn't read my last post. You're making the player spend effort to avoid a penalty, rather than gaining any concrete advantage from having medics. And, like I pointed out and like you are admitting here, he can't gain anything from having more than the recommended number of medics because that wouldn't make any logical sense. This is not a good game mechanic and simply does not make sense from a design standpoint.



--- Quote ---I can't agree with this. If you're going to reason like that, let's also remove workers and scientists. To twist the words you wrote, the inclusion of worker/scientist staff and equipment is assumed when you build a workshop or lab, right? Saying that because we have a workshop/lab we need to have workers or scientists on-screen is like saying that because we have a workshop we should manage its inventory as well, forcing the player to buy screwdrivers or something silly like that.

So no. That's not a valid argument. It's about building a facility and then staffing it. Hospitals are NOT different from labs or workshops in this respect. If you're going to think of medics as stuff to be abstracted from, you might as well abstract from the hospital itself. After all, what is building a hospital if not micromanaging a base to facilitate the recovery of soldiers? You can't look at the hospital separately from medics, as you've been doing in the preceeding.
--- End quote ---

To be perfectly honest, I actually wouldn't mind removing the hospital from the game that much. Its only real function is to allow soldiers to heal. That's fair enough, it is a hospital, and I don't want it gone, but when one of the main reasons people are citing for keeping medics is taking up space then we're in trouble here.

Again, it's like you're completely ignoring what I said and just confusing the issue. Hospitals are miles apart from laboratories and workshops because nothing is created there, no items, no research, nothing. The player gets no use out of medics that cannot be very easily abstracted at no loss to gameplay and to a good GAIN in streamlining and cutting down micromanagement. We do not need medics in hospitals for the game to function exactly the same as it does now. That is not true for either scientists or workers.



--- Quote ---Finally, just a footnote in the costs doesn't account for the medics living space. It just doesn't make any sense that they shouldn't need a place to sleep while soldiers, workers and scientists do. It's illogical, and it's going to raise more than one eyebrow. I don't feel comfortable with a game decision like that.
--- End quote ---

We discussed this ages ago, man. It's right in the Living Quarters writeup. The Living Quarters supports 20 people and ancillary personnel. Medics definitely qualify as ancillary personnel because of their extremely limited scope of function and absolute irrelevance to anything going on outside the hospital.

Regards,
Winter

BTAxis:
For everyone's information, Winter and I had a talk about this on IRC, and the issue really boils down to whether medics are numerous enough to be worth managing manually. The consensus is that they aren't. Workers and scientists are going to be the bulk of the population of the living quarters, and the medics wouldn't make any real difference. It's therefore in the interest of simplicity and micromanagement reduction to abstract the medics away.

geever:
And what about pilots? I think they won't add as much as cost.

Winter:

--- Quote from: geever on May 25, 2008, 11:04:47 pm ---And what about pilots? I think they won't add as much as cost.

--- End quote ---

Of course they will. They'll have their own set of stats related to flying, and you'll be able to guide them through their growth into alien-killing aces of the sky. This increases the amount of actual gameplay on the geoscape and makes a nice deviation from the standard X-COM formula.

Regards,
Winter

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version