"Remove some starting equipment, especially combat armor."
No, thank you. Just because for balance reason? How silly is it
to move against very dangerous aliens without armour? Come on ...
noone would do that. If you want to balance the research project,
then find other ways.
I see your point. You could argue that there is no armor that could be useful against aliens. Or that normal kevlar is automaticly donned.
The reason why i want to remove it is to give the player an additional possibility to improve the soldiers without the need for an additional model for another type of armor. And if the firepower of the aliens is scaled down the same way (just reducing their damage or only giving them plasma pistols e.g.) the beginning would not change...
"Remove the alien armor from the beginning of the game"
Guess you suggest this only because alien armour will become
useful. (Or in general, all alien tech.)
A suggestion is to simply make researching alien stuff
harder/more expensive/more time consuming.
Not really the reason. Having the aliens START with armor, there is lesser development. Right now it only takes a few months (just ran one test game on hard and the aliens had medium and tachyon weapons armor in may...) for the aliens to be armed to their maximum. You have tons to research and your own development takes some "jumps"...from railgun to nanoarmor to tachyon guns e.g. you just pick always the best stuff...no need to research plasma tech...no need to research lasers and so on...
"Put some tech before the railgun. "
Agreed. Though, you didnt specify what exactly to put before.
cause i have no real good idea...i simply want to postpone the development of the railgun till midgame.
"Improve the laser (kind of replacement for the rail gun) and make it a little less powerful "
I think this is a bad suggestion. The way lies to make rail gun harder to get, rather
than making laser a replacement for the rail gun.
Ok, lets try it the other way round: make lasers really useful! Right now they are useless!
And i dont think the increasing the research costs of railguns is a good idea. I would expect all of my first researchable techs to be reasonably fast...and it might be a bad surprise if the first tech you start (railgun) takes months...an alternative might be, that there ist a kind of expected research time stated somewhere. This way you could have the choice to choose your research way with much more strategical conderations...
"Right now, if a UFO is detected, there is almost no chance to get it (had about 10 UFO sightings, lauched fighters and lost contact...boring)."
Depends on the bases and interceptors. If one has enough bases with several interceptors from different directions, it is
normally very easy to intercept an UFO.
On the hard levels though, I do indeed have cash problems
Ok, that would work...and if i built some more bases, cash would really become less abundant...a nice way to burn the 6 millions i acumulated...
What I think could happen would be that the alien tech gets a slight boost, the research cost is increased too,
and maybe the initial requirements for "decoding" alien tech could be made a bit harder as well.
This would simply slow down the players development, but the development of the aliens would still be finished after a few months... Right now you see a new alien, a new weapon, a new armor every second tactical mission an you go "Wow, what is that!" in the beginning...but after the first half year, there is no new challenge