1
Feature Requests / Re: Game Mechanics and Improvements Discusion
« on: August 23, 2013, 11:01:34 pm »
Hi Xeryx and H-Hour,
I'll answer to a couple of the (minor) comments, leaving the major ones to the devs.
9 8 TUs for the snapshot, a sniper rifle requires 15. If you search on the forum you'll find long discussions on this topic.
A final comment on point (2). As I understood, one of the reasons behind having the cost of production the same as the price for buying is that the workshop should not be a mean to get significant amounts of money. But like this, if you have a lot of workers and anything to build you are just paying the salary for nothing. It may be reasonable, it all comes down to what the workers are doing during the campaign. Right now, my 40 workers are starting to produce laser weapons, and after that they'll probably start to produce advanced interceptors. But for a couple of weeks they just played poker in the workshop, since plasma weapons are for free, UFOs to dismantle are more scarce, and you can buy anything else on-line and get it delivered in a blink of an eye. I'm still in beginning-mid game, so I cannot judge on this, but I'll report for sure when (if) I finish the campaign.
Enjoy the game!
I'll answer to a couple of the (minor) comments, leaving the major ones to the devs.
Quote
I would also like to see the initial stats of the soldiers upped by 10-20 for all stats. These are trained soldiers, and even though it is new to them to fight aliens, tactics are fundamental, but evolve for different foes.Very recently there has been a change on the experience points and stats growth, see here http://ufoai.org/forum/index.php/topic,7845.0.html. Now the soldiers experience a rapid growth in the first missions, and my veterans are well past the 40-es in their key stats after 20 missions or so. A good side effect is that you can hire a soldier and "retrain" it to a different type of weapon, if you need it, and get reasonable statistics in just a few missions.
Quote
Since I am on the topic of TU's. Reaction fire should not cost 8 pts (I read somewhere) 4 would suffice and it could be built into the first shot??The TU's required for reaction fire are exactly those needed for shooting, nothing more. So a shotgun requires 8 TUs, an assault rifle requires
A final comment on point (2). As I understood, one of the reasons behind having the cost of production the same as the price for buying is that the workshop should not be a mean to get significant amounts of money. But like this, if you have a lot of workers and anything to build you are just paying the salary for nothing. It may be reasonable, it all comes down to what the workers are doing during the campaign. Right now, my 40 workers are starting to produce laser weapons, and after that they'll probably start to produce advanced interceptors. But for a couple of weeks they just played poker in the workshop, since plasma weapons are for free, UFOs to dismantle are more scarce, and you can buy anything else on-line and get it delivered in a blink of an eye. I'm still in beginning-mid game, so I cannot judge on this, but I'll report for sure when (if) I finish the campaign.
Enjoy the game!