Also, I disagree in any case: In my latest playthrough I stumbled upon an UFO at Month 1, and I somehow recovered it! Granted, the Sectoids killed one of my agents and fatally wounded the other, but I have one free Sectoid corpse to research, as well as a few alien weapons that will rust away until the game no longer pretends they don't exist.
I always get 2-3 UFOs in the 1st month
But to start investigating alien weapons you need information from a live alien engineer, and what you get is random, thus you need several engineers. Interrogation requires a containment facility, which is impossible to finish in January 1997. I think it's possible to capture a landed UFO later in 1997-98, but I never managed to do that — the detection probability is too low and without interceptors they all leave too quickly.
For now, only the enemy. A more general unit spawning system is a much further goal. (And the one about reinforcements is still mostly wishful thinking, but I have faith.)
The rest of the wishlist has been implemented already
Truth be told, I need to investigate... I just don't know, I've changed it several times and the recovery code also changed.
I think, the captured STR_STUNNED_HUMAN_FARMER_CORPSE ("Stunned Human Farmer") after the mission should be turned into STR_STUNNED_HUMAN_FARMER ("Bewildered Farmer"), but killing STR_STUNNED_HUMAN_FARMER ("Bewildered Farmer") should yield STR_HUMAN_FARMER_CORPSE ("Human Farmer Corpse").
These missions are more like extra challenges anyway. They must be a little weird.
How about tying the difficulty of those missions to other arcs? If the player haven't unlocked any cult bases, weapon dealers are the weakest. If bases are unlocked, the dealers get better weapons. If a cult has been defeated, its strongest ex-members may work as hired guns for the dealers
The point is to imitate the still you start with from Piratez, which pretty much enables crafting and selling alcohol and little else, but adapted for X-Files. What do you think?
Yeah, this is exactly what I need to rethink. XD
What is the goal? Getting a source of income, or getting a way to manufacture stuff early on?
How about manufacturing without a workshop building? Certain not-too-secret works may be performed offsite. Or maybe it's something like "some assembly required" — doing everything locally is cheaper and faster, but if you place several orders in different civilian workshops and then a single engineer assembles everything together, the secrecy won't suffer. I can't figure the exact mechanics yet.
At first I thought of manufacturing tasks that require 0 space, 0 engineers and fixed time per unit, but I doubt the engine can work like that. If the HQ has manufacturing space of 1 and each manufacturing task has a counterpart that costs more, but requires no extra space, what would we get?