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Help us out: how many scientists do you have?

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Histidine:

--- Quote from: H-Hour on November 01, 2012, 01:20:21 pm ---I have another question to add to the mix. How are your finances? Is it difficult to pay for 70-80 scientists or are you rolling in the cash after 5-6 months?

--- End quote ---
All nations kept at Exuberant, so monthly funding more than covers operating costs. The remainder isn't actually all that much when it comes to things like base expansion, but selling surplus alien equipment generally takes care of that.

Anarch Cassius:
Well my 40 about to be 50 employed scientists are relatively cheap to pay, it's getting them the labs they need that hurts. I pull in 700,000 a month now and get to keep nearly 300,000 after expenses. All in all I felt like I have enough money for all I NEED to do and money leftover to improve Phalanx overall.

Really I felt like 2.4 had nice rates of happiness gain and loss for nations and 2.5 is babying me. There are so few UFOs I can't really miss them... the only trouble is abusing the range of Sparrowhawks to bring down fighters. Anything that gets in range of one is vaporized, no chance to win, but a Stilletto can just bomb them from outside their range until they go down. This would seem abusable and broken were those missiles not rather pricey. Even so it may be worth looking in to. There's never a fair fight with Fighters, one side or the other is always utterly doomed by the weapons load-outs.

The Nations have slowly crept up in happiness over time often for no reason I can explain. I complete a Mission in Oceania and sell the UFO to America and suddenly Asia is Exuberant, names of nations fudged but I have seen that sort of scenario. In 2.4 I had to work like heck to get to Happy or stop them from slipping, now I feel like I'd have to try to make them upset.

Interestingly while the Geoscape seems trivially easy now the tactical missions have become much much harder. The aliens are just fighting better. What really gets me is that auto-battle doesn't seem to have caught up and feels like a cheat. If I go in to a mission I will probably loose at least 1 or 2 people, maybe good ones, even after retrying a couple times. I have never seen a Phalanx soldier die during auto-battle.

jcjordan:
std diff using an early Oct version
Feb 2085
40 scientists

I'll normally run 2 bases w/ 20-30 men at each if I can put that many labs at a base if I've got a bunch of research topics to work on then bring it down to 10-20 getting rid of the extra labs once research topics are low. Normally the game will have that early game rush then a lull then pick back up then go back to the lull. Right now I'm in the late game rush after the lull where I'm starting to get the hvy needler & particle weapons starting to appear.

A side request on crafts - how about adding a alien tech based transport sooner to replace the Firebird? Right now you can research/build 3 interceptors to replace the Stilletto's & Saracen's though due to the high material costs I only build the Dragons. How about dropping maybe one or 2 of them in place of an advanced transport?

Telok:
Well I can't play right now so... None.

But when I do play it's always max scientists until I hit 100 or 110. As above the per scientist cost isn't the limiter, it's lab space and the 100,000 cr outlay.

H-Hour:
jcjordan: it's now configured so that you can reach the Herakles dropship (12 soldiers) around the same time as the Starchaser (research a Supply UFO). After researching the Stingray in the late-game you can then research a Raptor dropship.

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