Eloz s300pmu1,
Okie, thanks for feedback. Let me provide my point of view too?
First,
2odie
1. Logical need for more than one item to research it
However, these are not so solid:
1. It is so, but it is not evident from the game, as you can research any item having just one of it. Therefore, keeping the rest makes no real sense, and incorporating limitations into autosell feature in this regard would mean creating fictional limitations where there are in fact none, rendering autosell functionality useless, as the user will have to - and he surely will - sell the redundant unresearched items, unless he is either lazy, or super-rich, or just plain stupid.
I think u have misinterpreted my initial point of suggestion and some of what others have recommended.
Here, we are simply suggesting that AUTOSELL be turn off by default for new, unresearched items. This is to prevent 'accidental selling'. We are not asking that selling be RESTRICTED TO NONE for unresearched items. Hope u got that point rite.
Now this could be worked around by incorporating additional requirments for research process, namely:
- each additional item of unresearch object would speed up the research where it is conducted
- simultaneous research of several objects of same type in multiple bases would accelerate research even further (this one would really make people think of the logistics!)
On this, the point might be understandable, and might even be good. Eg, having 5 such weapons available for taking apart, might speed up the process by say 10-20% (of course, whats the use of having 1 scientist with 5 wpns? It would be efficient to still have 5 or 50 scientists on the 5 wpns rather than 1.... as i doubt it make no MUCH diff to the researcher whether he has 5 or 1.....)
Perhaps the developers can consider this point (when u input more alien artifacts for research, it speed up the research by a factor, though we must all understand that ALL such parts will be deemed CONSUMED in the process)
Now this could be worked around by incorporating additional requirments for research process, namely:
- simultaneous research of several objects of same type in multiple bases would accelerate research even further (this one would really make people think of the logistics!)
Nah, this is not good. The synergy of research will be impeded by distance. Lets just stick to the research must be contained within the same base...... Unless we are ready to go dwell deeper into the programming. I already can see the programming nightmare in this suggestion.
- unresearched items (well, and researched as well) particularly from crashed could have a "damaged" property so that more than one would be required to be able to research the object type successfully. This would require more coding, thought, than the first two ideas mentioned
Lets just say, i would stick to the same reason for not recommending this..... programming nightmare. New features can wait. We should fix the current features, work on the TODO in wiki.
Unless......sp300pmu1 would like to work on this part?
- the last thing - I did not pay attention to whether the researched item is sold for more that unresearched item. The prices might vary based on this factor, with unresearched items being bought by govts for much less than researched ones - this would stimulate the player to keep them for later to cash in on the effect
Well, this can be considered in FUTURE feature for buy and sell. I actually saw a very good model of this in a foreign language game called, X-force. Check it out here:
X-Force WebsiteIn summary on the selling part -
When u request to buy OR sell, you do not have immediate buyers or sellers.
Rather, over time, you get to have bids from different supporting countries.
They also have an in-game confidence level from different countries.
These confidence lvl (very low, low, medium, high, very high) affects the factor for cheaper or more expensive pricing.
Then when u place an order (or sell), a transport craft actually fly from the base transacting to the country (i supposed they mark a capital point for EVERY country on the 'geoscape') and then the money get transported back.
This actually is practical as it takes time to transport, and guess what? Aliens DO intercept those crafts, so u might need send escort / petrol crafts.... WOOT.
So, if thats what we are talking abt - remodelling the buying and selling, i thnk we can pend this too.
PS: Though i still love the X-Force concept on this VERY VERY much!
2. Lack of need in unknown alien equipment on the part of the govts
2. This point is partially addressed in the last bullet of (1) above. I would further say that although Phalanx is the prime agency for counteracting UFO threat, govts are still there, along with hordes of special services, military, and researchers of their own. They, too, want to buy stuff. Ideally, there would actually be not only player vs aliens but player vs aliens + govts vs aliens, or even alien-friendly govts vs player as well, and govt techs would also evolve based on their own research.
This would be a headache to implement, though, so this one is mere speculation on my part.
Finally, govts do in fact buy both UFOs and objects in this game, therefore, it is already set that they want it.
Eh, excuse me..... have u read the storyline? PHALNX IS the last line of defence. No one would want to be part of a NEW force. Hmmmm. We should just drop this idea altogether.