General > Discussion
Fuel Pods are they worth it?
homunculus:
--- Quote from: Edi on May 31, 2010, 08:31:08 pm ---[...] Never going back to the prebuilt base again.
--- End quote ---
you might have to.
i remember a discussion where it was said that being able to build your initial base yourself would be an unfair advantage to the player, and the feature would be removed.
about fuel pods, if your craft can reach everywhere you need, why would you need fuel pods?
i guess the range of crafts will be significantly reduced in the future to make the fuel pods more meaningful.
or else it is assumed that by 2084 aircraft would easily travel around the globe.
however, by 2084, the problem might be fuel, not the pods (maybe not really).
geever:
Oh, before I forget. I should remove Fuel Pods from 2.3. But first check&modify the code not to break saves again.
-geever
Duke:
--- Quote from: homunculus on May 31, 2010, 09:34:30 pm ---however, by 2084, the problem might be fuel, not the pods (maybe not really).
--- End quote ---
'Peak Oil' will be history then. Oil probably too. Let's assume those crafts will run on some synthetic fuel generated from some renewable energy source :)
Hertzila:
--- Quote from: Duke on May 31, 2010, 11:31:34 pm ---'Peak Oil' will be history then. Oil probably too. Let's assume those crafts will run on some synthetic fuel generated from some renewable energy source :)
--- End quote ---
Maybe they just use hydrogen? Synthesized oil would probably be made from fission energy (neither renewable nor polluting) but I doubt that it would be used as fuel much.
Brasher:
I personally strap fuel tanks on my transport. Ive run into days where there are a crap load of crashes and a terror pop-up within several game hours of each other and hit 'em all without having to refuel. It would other wise have been costly as far as national relations go by wasting time going back for more fuel. You lose faction the longer events like terror or a crashed UFO is active, especially in the beginning when all you have is the first base. Just make sure you have pleanty of storage space before the transport returns lol. I make specialist bases, though, usually one Research and several Workshop bases with 8 troops stationed in case of invasion. My workshop bases continuously pump out ECM units for profit interupted only by priority work orders like weapons/ammo/ dismantle UFOs(I practically build my UFO hangers on top of em and surround them with SAMs). The rest of my bases are war posts loaded with aircraft and pissed-off troops split equally across the map to disperse fast and effective air/ground battle. Just for the hell of it, I build a radar tower in antarctica so the aliens have no where to go un-seen except in the mid Pacific Ocean. I love 2.3 so far, but there have been no spider bots or any other creatures in my game and I've researched everything. My alien containment units are full and nothing has happened since the serum was made, so I'm not even sure if anything more is in the game besides Tammys and Green Schwarzeneggers (Get to de Harvestahhhh!). But I haven't quite dismantled a Harvester yet, maybe everything is pending on that? It's not letting me use the Plasma Blades even though they're researched, and I'm surprised to not have stumbled over an alien base yet. Maybe I'm bugged though, I have no idea. I'm not a programmer, just a huge fan.
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