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The X-Com Files / Re: "Obsolete" missions
« on: March 10, 2025, 08:13:06 pm »
Just an idea, explained for the example of cult apprehensions.
Currently, cult apprehensions are disabled as soon as the "<cult> network" tech is researched. Instead, the "<cult> network" tech could be the prerequisite for a new tech "transfer <cult> apprehensions to council salvagers" which disables that mission. I guess it would make sense to give some incentive for researching that tech. Some bonus money might work well. Money is super scarce in the early game and something like 100.000$ (effectively multiplied by 4 since there are 4 cults) could make a huge difference. Lore-wise, the player gets the money as a reward for having condemned those cult apprehensions to a level where the council can deal with them on its own.
In this way, the player decides on his own when he wants those increasingly trivial missions to stop.
Also, it defuses the trap for the unspoiled player that the reseach "progress" of the "<cult> network" tech is in a certain sense also a step backwards (no super easy training of noobs any more).
As a variant, there could be only a single "transfer cult apprehensions to council salvagers" tech, which disables those missions for all cults simultaneously. In this way, it won't be possible to rake in the reward for 3 cults while keeping a single cult alive in case easy training is needed.
Another thought: That "transfer ..." tech could be the prerequisite for Promotion II, forcing the player to disable the missions at a certain point.
Currently, cult apprehensions are disabled as soon as the "<cult> network" tech is researched. Instead, the "<cult> network" tech could be the prerequisite for a new tech "transfer <cult> apprehensions to council salvagers" which disables that mission. I guess it would make sense to give some incentive for researching that tech. Some bonus money might work well. Money is super scarce in the early game and something like 100.000$ (effectively multiplied by 4 since there are 4 cults) could make a huge difference. Lore-wise, the player gets the money as a reward for having condemned those cult apprehensions to a level where the council can deal with them on its own.
In this way, the player decides on his own when he wants those increasingly trivial missions to stop.
Also, it defuses the trap for the unspoiled player that the reseach "progress" of the "<cult> network" tech is in a certain sense also a step backwards (no super easy training of noobs any more).
As a variant, there could be only a single "transfer cult apprehensions to council salvagers" tech, which disables those missions for all cults simultaneously. In this way, it won't be possible to rake in the reward for 3 cults while keeping a single cult alive in case easy training is needed.
Another thought: That "transfer ..." tech could be the prerequisite for Promotion II, forcing the player to disable the missions at a certain point.