Alien Materials size/weight should be standardized.
For example, Raptor requires 1,400, while various encased ammo require 5. Alienmaterials size 1. Ratio of 1,400:5, or 280 ammo equivalent to build a whole Raptor dropship. That's completely inconsistent in my opinion. Don't know if materials should have weight, but let's use weight as basis for consistency. I propose:
- 1,000 alienmaterials per 1 kg (so 1g per 1 alienmaterial)
This means alien ships would provide tons more materials, but then building ships (and other items that require materials) would also require tons more materials in consistent proportions. For example, let's say a Stilleto weighs around 20t, so materials equivalent 20,000,000 (doesn't require alienmaterials but that's our starting point for weight). Let's say dropships weigh about 2x and up, so 40t and more according to passenger capacity and whatnot. Based on alien craft descriptions, that gives us craft weight, therefore alienmaterials provided from disassembly. Aliens are likely much more efficient in their designs and constructions, so alien ships would provide less materials than humans would use to build their own. For example, if Stilleto is equivalent size as alien fighter, and if Stilleto required alienmaterials to build, even a brand new alien fighter couldn't provide enough materials to build a new Stilleto, maybe something like 50-80% only, or 10,000,000-16,000,000 alienmaterials.
Ammo and other things that require alienmaterials would require proportional quantities based on that standard weight/qty ratio I proposed. Some leeway for design decisions, such as is the whole cartridge made of it, or just the bullet, or even just part of the bullet? So for example, if 1 round of standard assault rifle ammo (just the bullet, not the whole cartridge) weighs around 4g, this gives us a ratio of ship:bullet 5,000,000:1 (individual bullets, 4g per bullet), 167,000:1 (30 round mag, 120g per mag), 50,000:1 (100 round mag for the hmg, 400g per mag), and so forth. Obviously, we could make thousands of rounds of ammo, but then ships would require a proportional amount of materials to build too, so it would still be a choice between making ships and making ammo/weapons/items, and of course alien ships would provide less than sufficient materials to begin with. To maintain consistency, total required alienmaterials should be less than total weight of the item produced. Production time could be adjusted to account for transformation complexity of alienmaterials from one form to another, such as from a sheet that comes from alien ships, to a complex shape that make up a rifle, and so forth. If we build a ship from sheet that comes from a ship, then there's much less transformation involved, production time should reflect that too. In other words, it takes proportionately more time to make different shapes, and proportionately less time to make similar shapes. But then we're making a ship, it takes a whole lot of time compared to making just a few mags of ammo. And it takes tons more materials to make a ship, so that's still a difficult decision for the player.
I realize this would probably require a significant overhaul of the existing qty system, but I believe it would significantly improve gameplay. There isn't any coding involved, I think it's just *.ufo modding, so I guess I could do it myself. I'll see if I can get off my lazy bum. I have to ask if there's arbitrary qty limits on game items, or is it just the 32 bit limit? I don't want to start just to find out I can't actually set alienmaterials qty to millions. Just a quick calc, if it's just 32bit limit, it's possible to disassemble about 100 alien ships before going over, and that would take a long time already, even if we make nothing out of the materials and we just keep piling it up.