I thought of a few myself.
I'm on my second round of playing this game and would love a way to speed up research.
- purchasing "Research redemption tokens". Would be put to use for the Cost/spent hours in research time. Could make them fairly expensive too so it would not be abused. Example 1k per hour.
So it's something like outsourcing the research to some other lab? And then getting a random research from from a list? Am I getting it right?
Mechanically it would work, yes; but goes against the spirit of secrecy. However, it could be some mid-late game option for making peace with some Big Faction.
- Maybe even applying this same method towards score. Buying score points.
Also doable, but I can't see how it makes sense in-setting. Unless it's bribes to the Council... I wonder if anyone could afford that.
The major flaw I encountered was losing this game due to low score. The game is difficult enough without having to worry about this. But can't be totally excluded. That is why purchasing score points, research points and possibly even manufacturing points (to speed up manufacturing) might be worth exploring.
The point of the game is to rack up points... Buying them with money just eliminates one facet of the main model, since it introduces money as the lowest common denominator. Sure, money making is hard in XCF, but still - if changes are necessary, I'd rather fix the source of the problem.
Would it be cool with you if I start a thread theory-crafting new mission ideas? I think exploring various gimmicky ideas would be an interesting and potentially fruitful discussion, but I don't want to clog up this thread or come off as a backseat dev.
Sure I'd be cool with it! No need to ask
But you know, if it's beyond the current engine, then it's mostly just for fun.
Trying to make a game (or mod) that pleases everyone frequently leads to pleasing no-one.
True! Which is why a good modder makes a mod to please themselves above everyone else.
Then it will be liked by at least
some people...
I don't really know why 'lessAliensDuringBaseDefense' got disabled - the changelog says "Shooting at UFOs no longer decreases their crews (for lore reasons)" yet I don't recall any discussion about those - but you can also re-enable that. Then the aliens get to the 'as the last few hide' phase a lot quicker.
It got cut because it was stupid.
How would this work? You vaporise half of the UFO, but the rest still safely lands and deploys the troops?
Edit: Come to think of it, maybe Solarius could also take a clue from Reaver and play around with UFO base detection radii and the mind shield formula?
Id did some of it... But I'm focusing on mission scripts and such.
Edit2: Now manufacturing, that indeed has some pretty weird costs sometimes. But that isn't really solved by adding extra sources of manufacturing points.
Actually manufacturing costs are the most meticulously calculated part of the mod by far. I don't think any of them should be "weird".
Please, limit the number of manors that can spawn. Two or three per faction would be enough.
It will be limited in the upcoming version. You can get it now from GitHub, if you don't want to wait.
Do not place a limit on the manors. I enjoy my experience farms for solo/dual agents.
No worries, I just decreased the chances and growth speed, no hard limits.
In the original, the enforcer will give odds to anyone in terms of mobility and endurance. Try to find such a running-jumping indefatigable creature. So it's not canon...
This is the nth iteration of "making the Enforcer not completely eliminate the need of human agents".
...wait, does this mean you actually played Enforcer?
I actually did for a bit, and it wasn't so bad
Something else: I find it curious that there are no commendations for using medical items. And commendations for psi-stuff seem almost entirely absent from OXC(E) itself, barring the totalSlaveKills one.
With the Bravery training, they're already borderline too good.
Edit: Another thing, about the "Winners Don't Use Drugs" event. Testing prominent MMA fighters for performance-enhancing drugs and hitting them with arrests, fines, bans and whatnot was really not a thing in the 1990s. It was and to an entirely too large extent still is a joke how little MMA organisers care about doping.
MMA fighters? In the 90's?
That was called kickboxing... Or Thai boxing.