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The X-Com Files / Re: Xcom Files: Why so many UFOs?
« on: August 10, 2022, 09:21:47 pm »So I think the data supports you in that the manors spawn too fast and too tough. Despite the manors supposedly only being punishment towards the end of 1998, if you haven't killed off the cults by August 1998, you're in for some hurt.Spoiler"Manor mechanics":
The teleporting reinforcements are a pain. If they got delayed to severals turns in like the farmer MiBs, maybe. I could go with that speed of reinforcement for the HQs, but since you have to play ball with manors a lot, that's a bit over the top, too.
All in all, manors are kinda like the Ninjas of cult mission progression.
Yeah, I don't know how realistic it is to eliminate all of the cults by August. It is not impossible but I tend to hesitate attacking Lotus forward bases and Dagon HQ for example, unless I am sure I have an ace team with 16 good agents, and thus wait for better tech etc. My understanding was I had to terminate the cults before the invasion date, so this kind of punishment should occur around Dec 98 in my logic. Or perhaps I am not that good of a player, and I am actually expected to destroy all of the cults by the summer. But doing so would just kill many of my great agents and leave me with more sucky dudes against the coming aliens.
I agree that toning down reinforcements would make them more managable, or perhaps they can spawn with 0 time units. I think best option would be manors getting destroyed when you terminate the cults, but maybe that can't be coded or something I have no idea. That way they would still be a pain in the ass and urge you to destroy the cults asap, and it would also make more sense lore wise imo. I already exposed Red Dawn, what are they doing around Russia and why are they not locked up?
I can't imagine their maximum developed state.