Bases? MiB Outposts are already included in the 10%, what other sources are there? The Wiki says the only other source is on the Moon, and that's when you've already gotten one Commander. I haven't really combed the files, but I don't recall other sources ATM.
You're probably right. Well, I guess I'll bump the odds for bases from 3% per month to... hmm, maybe 8%? Or keep it at 3% but duplicate the script? Decisions, decisions.
Well, what do the others get in return for inferior stats? Some night vision and a modicum of armour? Doesn't seem to be worth even +20 TU, at least not for most agents, and many other types are even more behind.
*shrug* All classes have advantages. I think this assessment is not fair, or at least poorly articulated. But I understand that it's a late game things, so it's not easy to study in depth.
I mean, I haven't played in a while, so I don't have any strong opinions (yet), but at a glance Spartans do seem to obsolete anyone who's not a specialised scout or a psion.
I wouldn't dismiss being able to resurrect an agent either, for example.
I personally think stats, while important, are a bit overestimated, at least at high levels.
Well, personally I would like the pressure, and you can avoid the pressure by shooting down the UFO.
But I'm a savescummer, have generally strange tastes and I've seen a lot of people voicing their hatred of constant timed missions in various tactical games.
Yeah, screw them.
I mean, there are some in the XCF, but having all UFOs work like this would be rather painful.
Based on my limited experience what affects this most is how soon you get Cult Forward Base mission after interrogating the leader captured at an outpost. (And at what point you go for the outposts.) As I have already mentioned earlier in this thread, in my current SH game it took over about 15 months(!!) to get Exalt and Dagon forward base mission. I got both of them only in January 1999 and I was already starting to wonder if the mission scripts were broken in some way. By that time, those cults had managed to spawn quite a few manors even though I killed them off almost on a monthly basis - the total count is 10 at the moment.
This sounds like everything is okay, no? Efficient playing is rewarded, while doing poorly is inconvenient (but not catastrophic).
If the RNG does not grant you the possibility to terminate the cult, it's quite likely it keeps spawning manors for much longer than and the probabilities mount up.
The RNG impacts many things, but dealing with cults, eh- not really. Or at least it's pretty unlikely.
I know I've mentioned this before but what's your opinion on the alien terrorist attacks, specifically the 4 laser turrets ?? Those things have like deadly accuracy from 100 tiles (on beginner).
My opinion is that this is the way to make these missions appropriately significant. Before they were rather underwhelming, compared to other missions.
But also, aliens doing terror missions gradually makes less and less sense within the context of XCF development (I can't see what the aliens could gain by doing them). I'll probably remove them, or rehash them into something else.