But yes, to me it doesn't make game-world sense for lasers to require Elerium, or even to have clips. Laser is an existing earth technology, and only requires power.
And where do you think this energy comes from?
The only problem with hand-held lasers is energy requirement. The only thing
X-Com offers in this regard is Elerium, and that's exactly what was used.
A idea. Put lasers clips but depending of materials. More power. For ex basic clip. Only money less damage. 2 clip with alien alloy. Medium damage or 3 clip with elerium. High damage.
That could work, I'm not saying no. But those money-only clips would have to be really crappy to remain believable.
May be change the clips for materials only and have 3 tipes of wepons withouths clips. Similar than vainilla laser. Only change the colour. Red normal. Blue alloy. And green elerium
Alloy is not an energy source, which is the only issue. But we could have two tiers at least. The downside would be, the equipment lists are already quite long...
Started a playthrough in Poland, missed the first day's interception (Australia is far!), succeeded the second but no elerium. Now it's 31st January and I get a night terror mission in Australia, with only the starting weapons
It's a pity that there's so little choice in early game... 1 topic at the very beginning (motion scanner), 2 trees after the first crash recovery(alien bio & alloys).
Yeah, the choice isn't very big at the very beginning. Maybe it'll change at some point, if something comes up... But I personally don't think it's a big problem.
And your first terror will be with starting weapons almost always anyway.
And lasers/gauss are designed to be competitive against each other. I'd gladly make their prerequisites slightly different, but frankly I don't really know how to do it elegantly.
I think this is a great effort that is being made to get together all the mods but I'd also like to toss in something for your guys to reflect upon:
"The Danger of More
'Perfection is not achieved when there is nothing left to add, but when there is nothing left to take away.' -- Antoine de St. Exupery
Every new object has a cost, not just in what it takes to create, test and manage, but the player has to keep track of it as well. In general we should only add items because they offer a significant improvement to some aspect of the game, and not just to have more units, more resources, etc.
It sounds good to be able to offer a long list of new objects. That was much of the appeal of the very popular Civ3 Double your Pleasure (DyP) mod. But the success of DyP wasn’t because of all the new objects, but because each one had a distinct functional purpose. Adding buildings is easy, making them truly worthwhile is the hard part.
Is it needed? Would it be missed if it was taken out? Is it functionaly unique? If the answer to these is no, it should be considered for removal."
I very much agree with this point. And I believe I stuck with it throughout the process of creation, for better or worse. I also think that Human Ktulu feels similarly.
Yes, there are many new objects in this mod. However, there could easily be four times as much if we included everything we could find that looked fine. So I think I can say that I at least tried hard streamlining everything and giving every weapon etc. a unique purpose.
For example: in the last update, I finally included some Earth weapons like AK-47 or Uzi. However, these weapons are only used by alien supporters on Earth; you can sell them if you get them, you can even use them if you really want to, but you can't buy them, since it wouldn't make sense for X-Com to buy weapons that are 50 years outdated and with generally worse stats (they only use the best, most modern example of everything).
Having said that, it should be emphasised that FMP is not just about new equipment, but also new alien races, new terrain etc. Yet it's the equipment that remains in the spotlight - probably unsurprisingly, since it influences the tactics more than anything else.
Now, I would like to outline what comes next - partially to motivate myself, but of course for feedback too:
- New armours. The concepts were made months ago, but making new sprites is scary to me (by now I have only done the hybrids from scratch, and it wasn't completely from scratch) and it'll take time. Most of them will follow the "less armour than a standard suit from similar tech level, but with a stat bonus instead" pattern. Their objective is to 1) give the player more power over troop specialization (if they want something like this - not everyone does, but you can always stick to vanilla armours) and 2) to make alien autopsies give something useful as a nice bonus. And there will be one armour significantly tougher than Flying Suit (especially in the lower regions), but really unwieldy.
- Weapons rebalance. I want to add range dropoff stuff to make weapons more different from one another. I've already done it with shotguns - now they're more deadly than before in close quarters, but their accuracy drops really fast.
- More alien hybrid stuff. This is a bit of a pet project of mine, and the FMP is a nice environment to cultivate it, as long as you guys don't find it bothersome (just say so if you do). More stuff is required before I release it as a separate mod.
- Changing the Alloy Skyranger to a better model. Still haven't decided which one, honestly this is a bit of a headache, but I feel most people don't like the current one much and I'm not crazy about it either.
- Fixing bugs, naturally. In the next version I'll fix the Stormlance bug (making it non-buyable) and a bug with the hybrids being way too well-armoured for what they're wearing.