General > Discussion

Alien Materials

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Salvo:
Random thought:
What if there was a researchable tech that would either:
- Increase the Alien Materials yield from UFOs, or
- A craft weapon (heavy) that "disables" half-shot UFOs, so that they're in better condition after they've been shot down. This weapon would be useless against unharmed UFOs. This could be a very expensive missile, if not an ammoless beam weapon.

ChemBro:

--- Quote from: Kildor on May 21, 2012, 07:24:21 am ---Don`t forget that there will be more large ufos (like corrupter and bomber), which should have much materials.

--- End quote ---

So, corrupters appeared and I researched them. Result: corrupter = 800 alien materials, same as harvester. So no difference.

Nutter:

--- Quote from: Sarin on May 22, 2012, 01:07:22 am ---Starchaser:...Ion engines...

--- End quote ---


This! And give it two! Pweeeeease?
Aside from being bloody hilarious, we already have and use ion engines since they're rather efficient in the real world.
Downside is that their thrust is pretty much laughable so they're only really useful in space at the moment but if you tacked on some of the (hundreds of) thousands of years of the technological advantage our foes have...not so instant antimatter substitute for some operations!

H-Hour:
I've finally gotten around to looking at the disassembly stats for alien materials/antimatter. I just pushed a commit that should bring the numbers back into ranges that make it more viable to field advanced interceptors throughout the game. I may have gone too far, but we'll see in time.

Anarch Cassius:
Those values look a LOT better overall. I've been wondering why I need to take apart so many Harvesters when it seems like one and some scrap should provide enough materials logically. Also good on lowering the equipment requirements since I think grenades take a lot less resources then planes. I let you know if I see any odd things in the new values.

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