UFO:Alien Invasion
General => Discussion => Topic started by: keybounce on May 21, 2008, 08:20:24 am
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Old XCom had a nice base summary screen that would give you at a glance info on your base, including how many people could be housed there, how many engineers/scientists were busy, etc.
I can't find anything like that.
What I did find is that my starting base has 10 engineers, 10 scientists, and 8 soldiers, with only one living quarters that is documented as supporting only 20 people.
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We do have a base summary view, but I think it might be disabled in 2.2.1 because it's buggy. I'm not sure here.
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20 people per Living Quarters, which is dismal compared to x-com's 40 per LQ
Perhaps it could be increased to 25 maybe?
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20 people per Living Quarters, which is dismal compared to x-com's 40 per LQ
Perhaps it could be increased to 25 maybe?
I guess you can't just see this problem being not connected to other parameters. You have to balance the capacity of your quarters with the amount of people fighting in your missions, scientists working on project... In x-com u had 14 or 16 slots in your Skyranger. Your labs were big enough for 50 scientists and so on.
But I have to admit, that I miss the increased amount of soldiers fighting your ground missions. You didn't have to be THAT attentive to your soldiers.
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8 is OK with me, since the maps (at least early ones) tend to be smaller than those in X-COM. I am somewhat concerned for the eventual implementation for HWP-s, however - even if we only trade soldier for 1 shooting robot, it will likely be a loss of versitility. If we have to trade 2 to 1 or 4 to 1 like in X-COM - they better be some kick arse terminator types.
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I guess you can't just see this problem being not connected to other parameters. You have to balance the capacity of your quarters with the amount of people fighting in your missions, scientists working on project... In x-com u had 14 or 16 slots in your Skyranger. Your labs were big enough for 50 scientists and so on.
But I have to admit, that I miss the increased amount of soldiers fighting your ground missions. You didn't have to be THAT attentive to your soldiers.
yeah well i need 14 to 16 guys if i want less than 50% casualties in the higher difficulty levels..
I do not like that the transport vehicles only allow you 8 soldiers.. id vote that be changed myself... i love sending teams of dozen or more (wo)men into ufo bases..
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Darkpriest - you know, you are probably right. If I had to take an X-COM-sized base with 8 soldiers, it would be damn tough. My "doctrine" calls for 4 guys just to enter the command center. With lots of others watching their backs and the approaches on account of blaster launcher fire.
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yeah well i need 14 to 16 guys if i want less than 50% casualties in the higher difficulty levels..
I do not like that the transport vehicles only allow you 8 soldiers.. id vote that be changed myself... i love sending teams of dozen or more (wo)men into ufo bases..
In XCOM3, I usually sent 16 agents once I had the resources, but then again, special forces units tend to operate in small groups. I imagine changing the max number of agents is too much to ask at this point, and I'm really getting into the 8-man squad idea.
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It is all about balance (maps, weapons, objectives) and so far - it is AWESOME!
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Old XCom had a nice base summary screen that would give you at a glance info on your base, including how many people could be housed there, how many engineers/scientists were busy, etc.
I can't find anything like that.
What I did find is that my starting base has 10 engineers, 10 scientists, and 8 soldiers, with only one living quarters that is documented as supporting only 20 people.
this summary function is in the 2.3 dev version, donno if it will make svn cos I ain't a dev just a lonely banjo playing soul watching the history channel.
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What do you mean, "make svn"? The dev version is a svn snapshot.