1) Yes. I never was a huge fan of timers over LW2's endless reinforcements. Still better than nothing imo.
2) Okay, but could you do something about the difficulty? Because no matter how hard the missions are, the early game is still unloseable. And I imagine a safehouse where you fight 20 enemies is not much more fun than fighting 10. If you don't want to make difficulty balance more complicated, can you just make all difficulties possible to lose early? Or if not to lose, to receive any sort of punishment that doesn't involve losing your agents? It's not a very healthy mechanic when the mission doesn't matter at all and you just play passively as possible to train your agents (by extension having rookie suicide screens for your vets). I suppose increasing the score penalty for retreating as in #3 would do that a bit.
5) Wow, nobody uses stims? They're amazing for sprinting and reviving k-o-ed agents, and absolutely crucial for melees. Only downside I can see is that they replace grenades, but if you're only using flashbangs, or you already have 3-6 grenades on the agent, what's the point? They also replace healing sprays, but those are very expensive and only stop the rare bleedout death fmpov. Flame gloves are a great 1x in your squad so long as you consider stims ammo, oneshots everything, highly accurate, arcs. Reload rate is slow and you can't carry enough stims to reload forever, range is bad. Wasn't advocating for a direct flame glove nerf, just it seems a little silly that psi weapons don't actually use your natural recovery but just rely on stims. Guess that's not really a fixable "problem" unless you have a "psi suit" with high stun recovery. that's probably the real solution here.
Long range weaponry seems better than pistols for a short amount of time but more importantly the long-range auto rifles tend to beat out the real long-range bolt/semi rifles by quite a bit, at least until auto-snipers and MGs. I've never really seen shotguns do great, I'd much rather use a shield+SMG for most close range, as I've taken entire bases with shield+SMG rookies. Maybe shotguns are more TU-reliant in terms of avoiding danger?
About the dodge, I just proposed it as a method of buffing player melee without enemy melee. Guess that's kinda the same as lowering enemy melee. I'm not sure if it's just because I don't reflex-train my soldiers much. I'm not sure I would prefer points in reflex over accuracy anyway though. Classic XCOM I guess.
6) The pages on the UFOpaedia which describe, for example, a Red Dawn Grunt, show stats involving their armor. This might be difficult, but it would be neat if they showed more useful stats, like Reflexes.
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