We´re writing the year 2000. Somewhere mid.
Xcom has like 150 mio in the banks and a serious tech problem.
Research tree is at 24%, but there´s so much aliens and tech to research the meager 50 scientists can't keep up with it at all.
Current state is cyber armor, still miniguns and there´s some laser tech.
2 cults are done for. Various cave missions have been ignored, since they cost dozens of tries and still pay a heavy toll on experienced soldiers.
1 alien base and 1 embassy stand, nowhere near being raidable.
daily several ufos spawn, but wtf to do with them? raven sure won't shoot down that many.
there has been a groundhog day with 40h til alien retailation on 2nd base and about 20 tries how to survive it. no chance, its some tentacly psi monsters (apparently weak to lasers), they just psi control about 7 soldiers each turn.
about every ufo type has been recovered, alien prison (2) are full, and research can't keep up.
been ignoring all missions for a month since its just grind anymore, wanted to make up for it next month.
failed to find enough landed UFOs, lost with -2000 in 2nd month...
(about 3rd try by now, restarted 2 times because i kept getting nowhere)
so for many many weeks play time not to go to waste, some lessons learned for next try:
-get a base just for manufacturing
-get a base just for training soldiers (like 8 gyms or so) so i can loose more and keep up with it
-maybe secondary research base
-hope 20mio income covers most of that
-miniguns rock everything, except psi tentacle aliens and sectiod reaction shots
-cave missions still no idea (except the syndicate ones, they are easy)
some feedback on gameplay:
-large storage facility could use a buff in capacity
-gym definately could use a large buff in capacity
-a little more streamlined story advance. its really cool that there´s no actual order of stuff to do, but with the mass of content and no apparent priority its easy to loose a year or 2 without actually going anywhere...
-some proper way to defend soldiers in cave missions. killing stuff is easy. something coming around a corner and killing 4 people is too... (god i hate cave missions... D: though i do like that they exist. just like to have a way not to loose 80%+ crew each time)
-research tree adaption in terms of usage/manufacturing. having plasma weapons in store for a year. understandably without reseach i can't produce ammo or so. but by that time someone should have been able to figure out how to pull the trigger on one of those...
-armor/HP/resistance of stuff on autopsies instead of live ones. makes sense you could get from a dead body how to damage it, without needing a live one
-is it possible to color stuff different in sell screen that is/not already researched?
-maybe less UFOs at that game stage. every day 3-10 is seriously overkill...
but in the end, still an awesome game
the only thing dreading me is having to start all over and it´ll take so many weeks just to get there again... so time consuming... D: