Congrats on the new release
. I suppose it ain't compatible with 1.6 saves right?
This is something I have finally addressed in the (yet unreleased) 1.7. Namely I eliminated manufacturing for money, except from some limited materials. I don't know if it will be enough, we will see.
I actually haven't made any money out of manufacturing. You could get a net positive with UFO components but I was swimming in money by them. My main source was looting. I believe that this part gets very unbalanced once you reach 1999 and UFOs start flying around. Not only you do more missions, but the money you get from plasma weapons (that you aren't going to use in a while) and UFO stuff is quite significant. I believe I got 2M$ from selling 8 corpses+their weapons+ the components from a downed large scout. The second point of money is the council, that gives me much more than what I need to maintain the base.
As I said I believe 1999 is when the problems come as before that it was a real struggle to get everything I wanted. I would suggest the following changes:
- No score should be given for retrieving common components, and much lower score for corpses. My scores though 1999 have all been insane, getting over 10000 points in October which was mind breaking. You can clear a lot of missions with heavy casualties and still come up with very good scores. For example the underwater factory gives 2000 aqua plastics. That means that even if you lose all the squad except one, you are going to get an insane score anyways.It is already hard to lose a game, but I do think that there should be some tension regarding your performance.
- In relation to that, the council should give less money. As the intended objective is to get going by loot, I don't think it would be too bad if you get less money than what you need for maintenance. Maybe higher maintenance cost for advanced buildings (Imp Lab) could help.
- Less money from components and alien weapons. Considering that earth governments can't use plasma, maybe a lower selling cost would make sense. Overall the idea should be that you still make a profit, but less than what is currently in game.
The entire reason why I went with alenium was because HWPs were phasing out organics in late game.
...and honestly, you sold the shards? You're joking, right? It's almost like selling the Tiny Drill in Piratez.
I can't say I relate with this
And yeah I did a 4d chess move with the shards, as I wanted to boost my research as much as possible early game. Kinda of shows that early on there is a real tension in managing the resources you got.
Having said that, I agree that some sort of recruitment system would be better than a straight purchase, but when I was adding this, it was not possible yet (I think). Also, I honestly don't know how to do it - some ideas would be welcome.
Actually I do have two ideas. One would be relatively simple- add a building (a radio station) - that after build allows to recruit hybrid agents though the manufacturing screen. The requirements to build the station should be easier than the rat breeding grounds. Fluff wise, it could be justified as interfering with the Hybrid chip so that it can be recruited.
An alternative proposition would be to have a land survey system but for recruitment of mercenaries, being much more expensive than regular agents and having higher salaries, but with better initial stats. Hybrids could come it in this system, appearing once you unlock them. It could actually make for an interesting mechanism if properly balance, allowing for some unique troops for your squads. Ofc it would require much more work, so I see it more feasible for a submod
As for the general insanity issue, sorry but you haven't really proposed any improvement, or at least I don't understand what you want me to do. Can you specify maybe?
Sanity loss should be related to the mission type+the enemies you face. Attacking a cult HQ? Your troops get a little nervous. Attacking a cult HQ with inhuman enemies? More stressful. Facing different UFO types shouldn't be more taxing the bigger they get as you are mostly facing known enemies.However a terror mission should scare much more to clear than say a battleship.
Er... what craft? How is any craft related to global detection? Please elaborate.
The AWACS for example. I can't see a reason to lose a hangar space to get one of this if I can get passive detection outside my radar range
But why not? I honestly can't see how this doesn't make sense. It's not like Syyndicate people don't carry heavy weapons or use weird equipment (thought admittedly not often).
Thank God they didn't bring their mind guided missiles to my fights
. But on more serious note, is to make things more different. Of course the enemy count would need to be balanced as well, maybe two CEO,a Minotaur and a Robot as the tougher enemies. Also I proposed the map change because the current mission seems to favor camping from the spawn point too much, considering all the blind point you get at the lower level and the amount of enemies you face (the same can be say on the Black Lotus Hq)
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Both are possible, especially the walker. But should I make every robot in the game available as a HWP chassis? That's kinda excessive. (No really, this is a serious design problem.)
It was more a rule of cool suggestion than anything else. However I don't think there is a walker type HWP apart from the Sectopod, and that usually comes much later in game. (That is until they appear on your base uninvited x)
And people say that I am a sadist?!
Considering how much "fun" I had with those guys , I would say I haven't reach that level yet
. The suggestion mainly come about because they are melee enemies (so they could trigger a reaction shot ) and the spiders could use some buffs later game (once you reach shogg they are a pushover).
Ypou mean, some more uses?
Yes, sorry, more uses . I didn't notice they had a dependency. Still an early game use (I'm having a very silly idea of buildings throwable nets with then as a short range weapon) would be nice.
That's why I added special negative missions and events for when you're purposefully stalling cult termination. I think that's all that is needed.
Hmmm maybe they could reduce money apart from score? As I said before score isn't too much of a problem, and it gets compensated by clearing their missions .
And why is that?
Why would you dress as cavemen if you intend to take their cargo by force anyways. Wouldn't make more sense to just dress in civilians clothes instead?
Also two bugs in top of my head: you don't seem to get access to the BS ammunition for the HC at any point in the game, and the focused sonic shotgun clip is unlocked by focused sonic weapons, not the corresponding tech.