General > Discussion

Final Feedback (2.5)

<< < (3/3)

Anarch Cassius:

--- Quote ---• The same is true of workshops.  I can't keep my teams outfitted with the gear they need because I don't have enough people to keep production moving at an acceptable pace.

--- End quote ---

Huh, is the Workshop actually of any value? I mean I have to pay my Workers to make stuff at the same price it goes for on the market. I'm assuming this becomes more useful once I've unlocked more alien stuff but so far by the time I've unlocked an item for use I've scavenged plenty to equip my squads.

Also the fact that you can buy and sell at the same rate on the market makes equipment transfer meaningless. Why send something halfway across the world when I can just sell it here and buy it there? There defenettely needs to be price differences for buying, selling and making items.

In 2.5 I'm scavenging fewer UFOs because they are coming more slowly and the armed ones seem more dangerous. This hurts my money a bit but I'm missing fewer alien incidents and thus keeping nations happy is almost trivial so far (3 monthes in). It went from feeling like a lot of battle grinding to like I have nothing to do but I've only played a few games so that could be partially random.

I'm loosing more troops, I tried to avoid abusing health kits in 2.4 and the overall combat doesn't seem much more deadly in 2.5 so I'm chalking this up to AI improvements. At first I was like, holy crap that's too many potential recruits but after loosing a dropship off the coast of antartica and having 5 die during the next mission I'm reassesing that. Also with Pilot stats the variety is nice and you can never have too many scientists. I just don't know what to do with all these Workers.

I really like the lots of tech and gritty research though I would by no means objects to more practical applications. I just would rather see more stuff than fewer techs.

One thing I do find confusing is alien capture. I understand the need for research some tech before capturing them but what and why is really only made clear in retrospect or via guesswork. There's also at least one reference to capture via gas grenades that came up before containment was feasible and I've seen no such gas grenades in campaign mode. Given what you learn about the alien tech I can see why they may not work but this is one confusing area.

kbs666:

--- Quote from: Anarch Cassius on October 25, 2012, 10:16:53 pm ---Huh, is the Workshop actually of any value? I mean I have to pay my Workers to make stuff at the same price it goes for on the market. I'm assuming this becomes more useful once I've unlocked more alien stuff but so far by the time I've unlocked an item for use I've scavenged plenty to equip my squads.

--- End quote ---
There is stuff that you you don't loot from aliens and that doesn't appear on the market, at least not until you've sold one you built.

Anarch Cassius:
Right the bleeding edge human tech Phalanx is developing needs to be prototyped. That makes sense and I've just gotten something along those lines. Still, they could more useful I feel.

Navigation

[0] Message Index

[*] Previous page

Go to full version