I don't think this is so logical ?
The information about on UFO should be the result of : information gathered in flight after detection + information gathered in the air combat + information gathered when the UFO is disassembled and transform on "in kit form", no ?
The reports coming from alien pilots would be just a technical implementation of the concept. It does not represent the pilot actually carrying the information. It was a way to put something on the craft to be recovered, but not in too large numbers (like if one would put it on soldiers).
Detection and interception can't produce items or research, as far as I know. So using the UFO recovery to get the item would represent the final incident report obtained after all is done. Afterall, you need to detect a UFO and likely intercept it, before you can recover it. Detection and/or interception without recovery can be considered as not contributing enough data since you couldn't get your hands on the actual UFO.
@Arpia: The UFO navigation idea is good! I like using that as the "number of UFOs to encounter" threshold instead of partial reports planted on pilots. Especially as you get a lot more of them than you need any ways. It's also nice to only add one item to the manufacture list.
I don't want to use "get one free", though. I am trying to make the system give you the stats of the UFOs that you have encountered. It is mostly to help with accessing the data from the new mods.
Some crafts have a very distinct impact on the game, especially if you are nerfing early crafts to make interception more challenging. One example is the Alien Armoury Expanded's fighter. The first time this thing showed up, I read "small UFO", sent one interceptor and promptly lost it. Then many interceptors and got them all mangled just to crash it. Being able to obtain data and better plan for the next one would be nice (and add a component of learning about your enemy to the game)
@Dioxine: Of course! Thanks for pointing that out to me. For some reason I overlooked that almost all missions we have start with stuff on the floor. Of the transport, all in a pile, or everywhere in the base.. That would make it easier than modifying loadouts for sure!
So.. the new mod would look like:
UFO X Report:
- buyValue of 0: you can't buy it.
- Make the item require some research that doesn't exist: You can't equip it/bring it in the transport
- sellValue..? 5000? It's a tiny income but allows you to get rid of excess items which will show up in the list any ways. Plus, that can be XCom selling the data to governments who want to better prepare themselves, or to some rich dude with an interest in UFOs.
- space: 0
Manufacture:
UFO Navigation Analysis: Takes.. 5(?) UFO Navigation and makes one Analysis. Pretty quick, requires UFO Navigation. (But.. research doesn't destroy items.. so you would be able to research all UFOs with only one analysis -> Mod "requires" the "spend research item" option)
Research:
Requires 1 UFO Navigation Analysis + 1 UFO X report -> Quick research -> Stats for UFO X.
How does that sound?