General > Discussion
Disassembly time
geever:
--- Quote from: dfscott on July 28, 2010, 04:16:46 pm ---Since there are no penalties for hiring/firing, I can just replace those 40 scientists with 20 workers. And re-hire if I need them later.
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I'm gonna change this in 2.4.
--- Quote from: dfscott on July 28, 2010, 04:16:46 pm ---Which brings up an interesting idea: is any consideration being done to having scientist skill levels? It seems like a scientist who's been working on Alien research for 6 months would definitely have an edge over some new guy that's never worked in the program.
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Scientists and workers won't have stats in UFO:AI, sorry.
-geever
Lew Yard:
--- Quote from: ChemBro on July 28, 2010, 10:30:54 am ---That wouldn't make any sense. You don't cut a UFO in half and disassemble it in two bases, don't you? 8)
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Who's to say that the disassembly doesn't take place in the yard itself, and that therefore it should be possible to pool workers up to the yard's capacity?
Thrashard96:
--- Quote from: Lew Yard on July 28, 2010, 11:40:49 pm ---Who's to say that the disassembly doesn't take place in the yard itself, and that therefore it should be possible to pool workers up to the yard's capacity?
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I think you're right... Why don't workers just go there and get what they need???
geever:
--- Quote from: Lew Yard on July 28, 2010, 11:40:49 pm ---Who's to say that the disassembly doesn't take place in the yard itself, and that therefore it should be possible to pool workers up to the yard's capacity?
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First of all: it would be more difficult to implement it. Currently everything is produced/disassembled at exactly one base.
Second: Where would you put the materials you extracted, which base?
So the answer is no. it won't happen.
-geever
CheesyExterminator:
So, to disassemble a UFO and get everything from it, I need to have antimatter storage in a base with ufo yard ?
I'm tearing them down in 2 of my factory bases, one base have yard but no AM storage, and another one have AM storage but no yard ...
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