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Tactics / Re: Keeping the Nations Happy in 2.4
« on: May 01, 2012, 07:35:09 pm »Well thanks for your words homunculus, but I guess I have a good idea of what a base needs to function and your screen-shot tells me nothing.
In this campaign, I set up Base 1 (HQ - if you wish) somewhere in the mid-northern area of the Algerian desert and my second base in the Gulf areas (Saudi Arabia/UAE) - are you trying to tell me that these are too close to each other?
I built 3 labs in Base 1 to prepare for all the research that is required... 30 Scientists still make a slow job of their tasks-in-hand.. especially when, at this stage of the campaign, only 25 are available. Are you of the opinion that that is also bad practice?
Perhaps the Aliens are killing civilians elsewhere on the globe, but I am of the opinion that within THIS game, where those areas are out of radar-sight, eye-sight or whatever, it should not have an effect on the success or failure of Phalanx and the campaign, until at least a decent period for the establishment of Phalanx is achieved.
I don't think that your argument here is a valid one, especially when I am advised of activity in a country on the opposite side of the globe to where my first bases are and I have to despatch a drop-ship with crew on a very long trip in answer to the report.
No - I don't believe I play the game thinking that the nations are stupid (tbh - I never gave it a thought ) but I do understand that this is a game where the player can experience absorbing pleasure in the game's objectives and that a difficulty level should primarily be based around the ferocity of the attackers and mission difficulty - rather than based purely on how or where a base is situated and the progress of the build at any given moment on the calendar.
I am informed (as my save-game reveals) that I have failed and lost the game within something like 9 weeks into the campaign at this level. I have no trouble with my build strategy in Standard level and the Hard level I am seeing some success with atm - so all I am saying is that I believe that the controls for the Very Hard level should be revisited and looked at - and really, it shouldn't be a pre-cursor to invite tongue-in-cheek comments which may be seen to be pointing ridicule - if you have something constructive to add to the thread - then I would really welcome it.
Thank-you for the input anyway.
I think the point he is trying to make is that Very Hard means it's going to be very hard. You have to be proactive in getting more bases of coverage up rather than trying to build a lot of workshops and labs. It's like playing an RTS game vs a really good player and saying NO RUSH 15 MIN. Very hard isn't just going to let you build up like that until you get solid multi-base coverage. If you don't care for that, play on lower difficulties or modify the files yourself. Some people like the challenge of being on the razor's edge and being forced to expand as quickly as possible.