General > Discussion

Alien Materials

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Sarin:
You have to realize that engineers are working with materials that are hard to process and they have little knowledge about them, and little experience processing them. You can't expect 100% efficiency working them, more like 10%.

headdie:
when a comparatively small interceptor takes up the resources of 6.25 harvesters things are a little skewed, given the size difference 1 perhaps 2 harvesters taking into account inefficiency of materials handling but 6?

H-Hour:
It's an alien material. We can choose whatever % recovery efficiency we want. The numbers (disassembly time and alien materials) need to be balanced according to the number of UFOs a player is able to collect and dismantle in a given period of time.

Saying something like 1 harvester = 1 small interceptor, for instance, could make it far too easy to build advanced craft, since the player is likely to face dozens and dozens of them over the course of a game. If the player is able to accumulate a vast stock of extra alien materials, it will render the UFO Yards useless late in the game.

TrashMan:
Then have less UFO's appear. Have UFO's yield less.

It makes little sense to stock your base full of alien materials and that barely being enough for 1 fighter. It's just a massive waste of space.

headdie:
You can even say in the background text somewhere that the material is difficult to recover efficiently and the engineers are having to discard a large proportion of the material because it is just unusable

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