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Coding / Re: UFO Hangar/Yard - alternate proposal
« on: October 07, 2008, 07:22:31 pm »
I like this idea for being more realistic than "make a pile of ufos right there"...
I don't know whether it would be good to make costs for guarding an ufo increase after some time - this way you have to decide whether it is useful to guard it (until you disassemble it later) or sell it...
A second thought: perhaps there should be a list of actual guarded ufos - in 3D geoscape you otherwise could forget an ufo position at the rear side of the world (don't know whether my gaming style is different to others, but I think I would concentrate my "work" to my first base, building other bases only as outposts. This way I won't look at the back of my planet if I have much work to do on the visible side).
New mission types (e.g. aliens willing to destroy their ufo to hinder us researching them) will make the game more diversified.
I don't know whether it would be good to make costs for guarding an ufo increase after some time - this way you have to decide whether it is useful to guard it (until you disassemble it later) or sell it...
A second thought: perhaps there should be a list of actual guarded ufos - in 3D geoscape you otherwise could forget an ufo position at the rear side of the world (don't know whether my gaming style is different to others, but I think I would concentrate my "work" to my first base, building other bases only as outposts. This way I won't look at the back of my planet if I have much work to do on the visible side).
New mission types (e.g. aliens willing to destroy their ufo to hinder us researching them) will make the game more diversified.