Technical support > Feature Requests

Building Upgrades

(1/2) > >>

koduesp:
Hello!

I have a suggestion that I don't think would be too hard to implement, and wouldn't be entirely out of original X-Com. Of course back then there wasn't a possibility to upgrade buildings, but with this suggestion base layout wouldn't need to change, and not even made any bigger.

With appropriate researches there could be an option to upgrade buildings in base. Upgraded workshops and laboratories would allow for more workers and scientists to do their magic, and living quarters would accommodate more people. This would be balanced with initial upgrade cost and greater running costs.

Radar and Advanced Radar could be made into one building.

Keeping it simple like this would just add a bit micromanagement and add a little content.

However, if anyone on the Dev department fancies it, there could be even some added specialization to these upgrades.

For example, living quarters might be upgraded later in the game with some sort of training facility - having even a really slow idle stat gain for rookies would tremendously help in getting soldiers to actually equip late-game tech.

Well, this was my suggestion. I guess I try not to bloat this one, so I'm pressing the "post" button instead of extending this suggestion into novel lengths :P

Duke:
Thanks, that idea is good :) See also
http://ufoai.org/wiki/Proposals/Advanced_Facilities

ShipIt:
How would that make the game any better?

Easier maybe, because the player doesn´t need to build new bases in order to expand it´s research and workshop capacity. Players always want the game to be easy.

Easy games are for children.

koduesp:

--- Quote from: ShipIt on February 14, 2014, 06:26:21 am ---How would that make the game any better?

Easier maybe, because the player doesn´t need to build new bases in order to expand it´s research and workshop capacity. Players always want the game to be easy.

Easy games are for children.

--- End quote ---

Better as in "not so annoying". Yes, of course game is harder in some ways if there just isn't options available to adjust to different situations. But I don't think that's a good way for a game to be hard.

However, if properly balanced, it wouldn't make game easier in a bad way (that is, easier to win), but would add nice option to have. I admit it, I'm a sucker for options :D



There was this link to proposed advanced facilities... well, if that's the way to go, I'll probably love it. My thinking here was mainly focusing on not messing up too much with the building sizes and such, so it'd be less effort to include this as the game would need a lot less additional maps, graphics and whatnot.

ShipIt:
Maybe I should have asked that before: What version are you playing?

If, by some chance, your idea is based on playing the stable 2.4, I think the request is reasonable.

However, the times needed for research and disassembling were adjusted in 2.5-dev. You don´t need those huge hordes of workers anymore, as it was back in 2.4. Same for scientists, where in addition research rate can easily be modded.

Navigation

[0] Message Index

[#] Next page

Go to full version