Technical support > Feature Requests
I want to fix the quirky economy
Invader:
I totally agree with the changes, especially concening the autosell and "market"-management. I think it should be somewhat closer to the original X-COM. The "market" and player's equipment should be separated and be associated with different menu buttons.
sirg:
I don't know who made up the economy system. In the begining I thought it was an error, that IR goggles price was same with a building, many many times much than a super advanced plasma rifle! Besides, production is just a budget black hole.
You shoudn't be able to buy back the items.
Production costs should be high for some items and low for others. Maybe it's more expensive to produce standard equipment in the workshop, while you can buy it from the factory, but it should be profitable to produce alien replicas or new researched weapons for sale.
I don't like the autosell idea. The "loot" is your reward after wining the mission, so it should be up to you what to do with it. Besides, it's illogical to sell the items before researching at least one item. maybe the autosell concept would be usefull in the case when the warehouse is full, and you have no room for any other object.
Selling alien artefacts should be very profitable.
Some items should be available only by production, like researched weapon types and alien artefacts.
In X-Com, workers were essential for building new craft. Maybe this could be a major income source, to build additional craft and sell them.
bottom line, production should be a money maker, and I don't think it would become an exploit, because you'll have to build all kinds of costly things like ammo, and crafts, besides money making items.
MarekR22:
In my opinion autosell option is good idea but should be modified.
In shop (buy/sell) every item should have own option autosell.
In this case specific equipment would be sell if number of this items is larger then number of items leaved in storage when option was activated.
In this method storage will be controlled in smart way. When some equipment is needed it always will be available and never chocks storage.
sirg:
With the autosell feature, like it is now, and the buy/sell system, there is no real need for a storage area, because every sold item can be "found" on the market, after you sold it. This is so weird. It's like having a "storage buffer".
I propose that once you sold an item, it's gone. And no more buying alien artefacts from the market - you are the supplier of alien technology, right? The market should be your supplier for Earth weaponry/ammo and misc items, like medkits, goggles, armor, etc. If you research a new type of weapon, like the laser, it shouldn't be available on the market, because you built the first prototype, it's classified technology, and it should be available to you only by means of production (workshop). That would make the workshop and workers much more important.
I would like to see an inventory of the loot I got after finishing the mission, and maybe choose then what items to be sold and which ones I want to keep.
Example: once I captured some tachyon weapons and were autosold, so after I researched them (though were sold) I had to buy them back in order to equip my squad with them. Isn't that a bit odd? So, if I really want to keep an item or more I have to use a soldier as a mule that grabs and carries arround all that alien stuff.
Gomeril:
I think it would be unrealistic to sell alien equipment, that has not been a researched. Who would buy things he cannot use and which are a safety risk (who knows the traps those cunning aliens are bound to have built in?)
This aside, I would think, that a slow, balanced progress is more important as a realistic economy. Get a good game mechanics first, add SciFi logic later.
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