General > Discussion
Alien activity too intense?
TallTroll:
>> How about this! In lower difficulties less UFO's and missions would appear and expenses would be smaller to compensate the impact on your economy (AND due to easier difficulty) and on higher difficulties you would be swarmed like nowdays?
Balancing a game is rarely that simple. For instance, one of the key differences between difficulty levels is the initial and extra numbers of soldiers (and other employees) - on the hardest difficulty level, in the first month you cannot even fill a Firebird, but under this scheme, you would *also* be expected to deal with the highest number of tactical missions.
I know it's called "very hard" for a reason, but it would be preferable not to push players into feeling that they have no choice but to stick to "perfect" missions, by abusing save/load. Both too many and too few UFOs can be a problem, but again, it's impossible to even begin to balance that while entire gameplay mechanisms are missing or incomplete.
You don't *have* to respond to every alien incursion though. Indeed, you might argue in a well balanced future version, that it might be an explicit design intention that at certain times, PHALANX may be better advised to leave some missions alone, until they can improve their equipment, for instance.
jerm:
Hmm... scouting missions? Mebbe I'll try to screenshot it next time I see one. But still, should scouts and fighters be landing anyway?
In response to the thread, it's quite possible to run perfect missions even with just combat armor. If you play it safe, your guys shouldn't be getting hit TOO much anyway. Just keep the aliens at a distance and pepper them with sniper fire or lasers if you got them.
TallTroll:
>> it's quite possible to run perfect missions even with just combat armor
Absolutely. But if you've only got 6 guys in total, and 2 get seriously wounded in the first mission, say, it's getting pretty risky to expect the team to do more missions, because you have to either take wounded with you, or leave them behind...
Ultimately, I'd like to see the balance pitched such that leaving missions alone sometimes is a viable option, at higher difficulty settings at least.
jerm:
Or make use of the broken medikit system. :P
Just have the wounded guys heal each other and their as good as new.
TallTroll:
>> Or make use of the broken medikit system
1) Doesn't work well if you spawn next to a UFO, with aliens facing you. They get their shots before the medkit goes off
2) Relying on broken mechanics is dangerous because they get fixed eventually
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