I've read about the problems with the UFO Hangars, specifically that the larger UFOs wouldn't fit in them on the tactical screen, and that they take up too much base space.
I was also reading the description text for the UFO Hangars, where they explain that disassembling UFOs in the field is not practical and they have to be moved inside first. But then I thought "well, why not?" It seems easy enough to rope off the area and keep the public out while the workers disassemble it, and it sounds a lot more practical than to move a huge (possibly crashed and broken) UFO to a hidden base before taking it apart. I think this might lead to a fun way to handle UFO recovery:
At the end of a successful mission, the UFO decision menu pops up. It has these options:
SELL - sell the UFO to an interested nation, just like now. This grants recovery rights to that nation.
DESTROY - get rid of the UFO and clean up the site
GUARD - arrange to have guards around the UFO and keep the public out. This will cost a certain number of credits per day and will make the UFO available for study by your scientists, and will keep the UFO around for later recovery. Cost should depend on the hostility of the nation it's in, and the distance to the nearest base.
DISASSEMBLE - only available if UFO type has been researched and if you have a free Disassembly Bay (see below) in your base - send a team of workers to take the UFO apart and bring chunks of it back to base for thorough disassembly. This costs a significant amount of credits and takes several days, but the UFO parts will be worth it.
Clicking 'DISASSEMBLE' will bring up a screen that is similar to the recovery email you get now. It lists the items that may be recovered. It also lets you choose which base's Disassembly Bay to use, and the distance will affect cost and time.
After choosing GUARD or DISASSEMBLE, the UFO mission site becomes a spot on the map that you can later select again. When you select a guarded UFO you can choose to sell it or destroy it, or to disassemble it if you meet the conditions. When you select a UFO that is being disassembled you can choose to destroy it to free up the disassembly bay. (Would it make sense to allow selling of partially disassembled UFOs?) Of course, destroying or selling the last UFO of a type you haven't researched yet would interrupt your scientists until you can get a new one.
UFO sites in "No Nation" areas should cost extra because they are hard to get to (like Antarctica)
The Disassembly Bay is a base installation that replaces the UFO hangars (and can probably borrow some graphics from them). It only needs to hold parts of UFOs so size is not a problem. It is staffed with up to 10 recovery experts, and having more of them makes the recovery missions go faster. (I was thinking of keeping these entirely separate from the 'Workers' that work in workshops, to avoid the complication of allocating workers between recovery tasks and the production queue. Just assume that the Workers aren't willing to leave the safety of the base, so you need to hire people that specialize in disassembly.) To simplify the interface, a Disassembly Bay can work on only one UFO at a time. Just "Guard" other UFOs until a bay is free again.
I think this approach will make UFOs more "real" -- they are there on the map, and you need to decide how to handle these big and awkward things. You can also decide which UFOs are worth spending money on to guard or disassemble, and which are best gotten rid of, and location on the map will affect this. It also means that you don't have to prepare or build anything special for your very first UFO -- just guard it until you've figured out what to do about it.
I'm assuming the guards are just goons from the local nation or from friendly nations, so you don't have to provide for them -- you just hire them implicitly by paying the daily "Guard" cost. They're there to keep the public out, not to fight aliens. If we make it so that UFOs can attack crash sites to interfere with recovery, then I guess it would just be another "Mission" that you can send a dropship to. It might be a bit weird that the aliens politely wait until your soldiers arrive, but they already do that for crash sites and terror missions anyway
(Alternately, UFOs could just bomb these sites and you have to fight them with SAMs or interceptors)
For costs, I'm thinking of something like ten thousand per day to guard a UFO, probably deducted in hourly increments. I'm not sure about the cost or time of disassembling one.
Ok, comments please