Technical support > Feature Requests
Some small tweaks
Rodmar:
7. The workshop used to be a big income gathering business Producing an item already on the market actually cost you the workers' engineers' salary, as production cost and market price are the same. Or producing this item saves the loss of the salary for nothing. It depends on whether there's something else to produce. Better firing engineers than letting them idle too long a time.
The two revenue sources in this game are:
* Winning missions: the largest the crew, and the less robotic aliens, the better. When all your bases are equipped, any extra alien items may be automatically sold on the market.
* Dismantling UFOs: you only have to know under which health status this is not worth anymore. I let the players do the math, knowing that the required man-hour is the same whatever the health status. Let's assume that above 50%-70%, it's worth the engineers' salary, as compared as to selling the UFO.
As with the original XCOM, the second (and third) month may be difficult because of base expansion (higher costs) and no intensive enough dismantling activity (few income).
3.1 No workshop in the starting base
It's not as if the Base Commander could afford 100 kc and a 12-days delay before starting tier-2 body armor, dismantling first scout or fighter and producing first laser weapons, as soon as corresponding pre-required researches are completed.
Also the first build workshop (in main base) would delay the next base creation by the same number of days. Who can afford to postpone the first or second base expansion by half a month? This sure would lower your monthly income even more.
1.1 No more selling equipped gear
I believe I can explain, as I'd wish the same.
Currently in the Trading interface, if I'm not wrong, if you sell too much items, you actually take the gear from your equipped soldiers. Although it's okay that any item in the base is counted as regard to the storage space, it's rather confusing and not handy that the Trading interface displays all the items in your base (and assigned transports).
For example, if the interface says "8 body armors", this doesn't mean that you have 8 armors to sell or to transfer, only that you have 8 armors in your base and most probably already worn by your soldiers.
Likewise, the new player doesn't understand why having 24 smoke grenades in the base inventory doesn't allow his freshly returned team to auto-refill its soldiers' inventories. Then, he learns that he should rather have 40 grenades...
Interesting enough, craft equipment doesn't follow this rule, and the Trading interface correctly displays the non mounted/installed craft equipment only.
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