UFO:Alien Invasion

General => Discussion => Topic started by: H-Hour on October 30, 2012, 11:50:36 pm

Title: Help us out: how many scientists do you have?
Post by: H-Hour on October 30, 2012, 11:50:36 pm
I'd very much appreciate it if those who are playing 2.5-dev would take the time to answer the following question.

What difficulty are you playing at?
What is the current date in-game?
How many scientists do you have?

Please, only those playing 2.5-dev. I'm trying to adjust research times to fit our new campaign schedule.
Title: Re: Help us out: how many scientists do you have?
Post by: Anarch Cassius on October 31, 2012, 12:36:33 am
Standard.

August 16th, 2084.

30 40* employed, with 44 potential candidates availible.

*Typo, sorry.
Title: Re: Help us out: how many scientists do you have?
Post by: Histidine on November 01, 2012, 05:07:03 am
Loading up an old save:

Standard
5 Feb 2085
80 scientists spread over three bases. Many of them will be laid off in a month or two when I run out of things to research, though this was with an older version of the game (pre-Hybrid Rocket, even).

(note that I've had that many scientists since at least 1 Oct 2084 where my previous save is, likely earlier)
Title: Re: Help us out: how many scientists do you have?
Post by: Nokim on November 01, 2012, 12:29:13 pm
Hard
50 on main base and 20 hired for non-priority projects on other base in mid-game additionally
2085 May 28 (alien base wiped out, carrier shoot down, xvi not researched yet)
Title: Re: Help us out: how many scientists do you have?
Post by: H-Hour on November 01, 2012, 01:20:21 pm
Thanks for the responses. If anyone else wants to add more, please do. 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?
Title: Re: Help us out: how many scientists do you have?
Post by: Histidine on November 01, 2012, 04:31:21 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?
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.
Title: Re: Help us out: how many scientists do you have?
Post by: Anarch Cassius on November 01, 2012, 11:12:31 pm
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.
Title: Re: Help us out: how many scientists do you have?
Post by: jcjordan on November 01, 2012, 11:40:15 pm
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?
Title: Re: Help us out: how many scientists do you have?
Post by: Telok on November 02, 2012, 01:20:37 am
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.
Title: Re: Help us out: how many scientists do you have?
Post by: H-Hour on November 02, 2012, 01:27:11 am
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.
Title: Re: Help us out: how many scientists do you have?
Post by: Triaxx2 on November 02, 2012, 02:07:25 am
Please tell me you've managed to fix the X-Com goofiness where I'd always end up researching the more advanced fighter and then wonder why the 'later' fighter was worse? I don't recall playing a single X-Com game where that didn't happen.
Title: Re: Help us out: how many scientists do you have?
Post by: H-Hour on November 02, 2012, 11:56:21 am
Each new interceptor is better than the last. But I still haven't fixed the alien materials/antimatter issue yet, so the later interceptors can be difficult to keep in the air. It will be improved before 2.5 is out the door.
Title: Re: Help us out: how many scientists do you have?
Post by: Triaxx2 on November 02, 2012, 07:55:57 pm
I mean I'd accidentally end up with the best one and then end up researching the older ones.

Okay, so I'm at April 5, just started with 10 scientists. Very easy campaign. Research speed seems fine. I got through lasers without much issue. Of course all I got was laser base defense and Aerial Laser. Should I have researched something else? At the moment it seems lasers are pointless. There's not much reason not to jump straight to Plasma Pistols. I've already got enough to outfit the entire squad already. (Presuming I can manage to survive that long...)
Title: Re: Help us out: how many scientists do you have?
Post by: Thurak on November 02, 2012, 09:22:14 pm
on hardest difficulty I certainly have problems to get and maintain my scientists. The last game I had 70 tops but after two or three ingame months that number was reduced by 20 to make room for a work station and ten engineers when the most important ufo-building techs were researched. Not the most efficient way moneywise to scrap two labs, but on the other hand, more bases, including personal to protect them, just to disassemble UFOs were too expensive.
Title: Re: Help us out: how many scientists do you have?
Post by: Nokim on November 03, 2012, 06:53:24 am
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?
Problem is money and space to build labs not paying scientists. And of course there is problem with available scientists in beginning.
Title: Re: Help us out: how many scientists do you have?
Post by: jcjordan on November 05, 2012, 12:00:00 am
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.

Ok thanks I've got one in the queue but haven't got around to researching it yet as I was focusing on weapons/armor as I'm getting killed by the advanced alien weapons now coming on line. Is that change effective in my early Oct version (dated the 4th IIRC) or is that on a more current version?
Title: Re: Help us out: how many scientists do you have?
Post by: Triaxx2 on November 05, 2012, 01:36:43 am
Okay, I'm now to June with 50 scientists and the longest thing to research was the Dragon.
Title: Re: Help us out: how many scientists do you have?
Post by: Lynol on November 06, 2012, 10:25:07 am
Dev 2.5 ersion, hard campaign, June, 10 scientists, 1 lab. Didn't actually research anything beside some autopsies. Still use starting weapons because I like them, but begin to wonder how far I can go since I need to empty a SMG magazine at point blank range to kill a Taman in armor. Has been super fun so far.

Just began working on Plasma weapons. Second lab is just about to finish, plenty of scientists to recruit. Way more than I need. Some with workers, but I guess I don't have anything to produce yet...

I used my starting money and fundings to build extra bases for radar coverage and interceptor pads + a small garrison. Kept the nations super happy and the money rolling, but my research is way behind what other players probably have at this point. But that's just my approach, I like it a lot.
Title: Re: Help us out: how many scientists do you have?
Post by: Sarin on November 06, 2012, 11:04:09 am
Standard difficulty:

November 2084, 40 scientists, I made a rush for that amount. It seems ideal to keep up with new items to research, I occasionally have nothing to research before getting something new that opens new possibilities.

Money...well. I have problems keeping Asian Republic and Revolutionary countries happy as my main base in in Asia Minor, so they're outta coverage. I just built a base in Texas, adv. radar and interceptors are up and running, working on defenses and dropship capability. Funding isn't enough to afford everything right away even with selling useless alien items. Affording second workshop base, another interceptor/dropship base and offbase radars with SAMs to protect them seem to be distant future, if I'll ever be able to break even with that.
Title: Re: Help us out: how many scientists do you have?
Post by: Triaxx2 on November 07, 2012, 01:36:22 am
@Lynol: Sniper Rifles work for a long time. Two to three shots will still flatten even an Armored Taman. I haven't run into a Sniper Rifle replacement yet though.
Title: Re: Help us out: how many scientists do you have?
Post by: Sarin on November 07, 2012, 02:38:52 am
@Lynol: Sniper Rifles work for a long time. Two to three shots will still flatten even an Armored Taman. I haven't run into a Sniper Rifle replacement yet though.

Even one is enough if you are willing to wait a few turns till he dies from bleeding.
Title: Re: Help us out: how many scientists do you have?
Post by: Anarch Cassius on November 09, 2012, 10:48:31 am
November now and I'm up to 60 Scientists. Was going to hire more but at the moment the list of Research projects is small and my Interceptor fleet is in need of replenishment.
Title: Re: Help us out: how many scientists do you have?
Post by: Telok on November 09, 2012, 02:36:09 pm
Standard difficulty: July with 40 scientists. The first time I haven't maxed out my scientists.

Is it me or are the projects whizzing by? I think my 40 brains went through the astrogation, detection, and propulsion all in a single week.
Title: Re: Help us out: how many scientists do you have?
Post by: Sarin on November 09, 2012, 03:57:28 pm
40 scientists seem ideal for standard. There's only few dull spots with no research, and it's about maximum you can stuff into main base without compromising on anything if you move all your production into secondary base.