General > Discussion

Research Time

<< < (2/2)

Nokim:

--- Quote from: Tyrranus on July 27, 2012, 06:07:00 pm ---....now if only I could play as the aliens ;) sorry Devs I had to!

--- End quote ---
I would like that too. But alien economics (resources distribution) should be different from PHALANX so it's something not understandable why aliens with their super technology is so weak and limited in resources. That's something that bothers me - why they don't keep attacking my bases? They already know it's location. Only nine attacks (all at same base) during campaign - it's strange. There is no any defense like missile or laser batteries, SAM sites near base etc. Just pair of Stilettos at any base shooting down anything smaller then Harvester.

DrunkZombie:

--- Quote from: Nokim on July 27, 2012, 08:02:15 am ---Total 20? Are you joking? You should have at least 40 on one of you bases for quick research. I would recommend you to build 4-5 labs in first base. This will left you enough space for soldiers and interceptors. Don't build defence on first base - soldiers and SAM sites (if you want) near it is enough. On start you can buy most of required items and you need more research then production. So the second base is for quick production - 4-5 workshops (with at least one UFO yard near it). It's always better to have one big team on one project then many small teams on many projects.

--- End quote ---

Thanks for the advice.  If so many scientist are needed, why do the labs hold so few?  In Xcom I used to use about 100 scientist, but you only needed 2 labs to do that.  When I saw that this games labs only held 10 I assumed things were scaled down.

Triaxx2:
I think it'd be easier to get research moving if we got new recruits a little faster.

Navigation

[0] Message Index

[*] Previous page

Go to full version