I guess you're right. we should also consider that it would make sense for the player to decide which items are taken into the skyranger directly instead of salvaged by other means. this should be restricted to small (aka equippable) and researched items, obviously.
once you have researched plasma weapons, for example, your soldiers will definitely take the alien's clips (and perhaps weapons) before leaving, lest they have another close encounter on the way home and lack the firepower to deal with it.
so yeah, not trivial at all, but worth it, I'd say
How about simply putting all the stuff in transfer mode to your base, like the transfer after a purchase? It would be neater if you could decide which base the stuff gets transported to but then you would need an extra menu screen for that.
Thematically it absolutely makes sense that xcom employs some mop up personell that cares for this kind of stuff.
Well, this two things match, we could bring up a menu (like the transfer one) once debriefing ends, selecting target base for transfer and the items transferred.
Same applies to what you would like to put in the skyranger, thou.
But I think it's a bit overkill and detrimental from a gameplay perspective....too much paperwork after mission.
also:
once you have researched plasma weapons, for example, your soldiers will definitely take the alien's clips (and perhaps weapons) before leaving, lest they have another close encounter on the way home and lack the firepower to deal with it.
This implies that the Skyranger is not forced to go back to base with the low fuel trick to make sense(/use)....haven't yet looked in the code but this HAS to be somewhere else and, besides the clips are ALREDY counted and packed after mission so that you can recover bullets based on the actual number of bullets fired and then available in ALL the clips on the battlescape and ship's floor.
All in all, I'd be in favor of only touching the code to have the items not directly added to the base but transferred, this would be the sanest way to go IMHO., and could be kept vanilla simply havinf a transfer time of ZERO:
- Less tinkering with the codebase
- Simple modification in gameplay with no "hassle".
Strictly speaking, it's not trivial but it's far from impossible and MAYBE even close to 'manageable' adding a screen after debriefing and stuff...but I for one would NOT like to have it...it also clashes a bit with 'enforce storage limits', even if in part woulld be playing along ("hey I'm out of storage space...lemme CHOOSE what to plunder from that pesky Small scout recovery!").
So....dunno, maybe I should try forking the codebase and tinker there....but this gotta be really beyond my skills.
ALL of the other thigs being suggested are surely interesting but border EXTREMELY close to feature creepin' in.
Aggressive UFOs for instance are interesting, but they make for a COMPLETELY new game, which could be XCOM but NOT
this openxcom....or even reinforcements during an ufo assalut/recovery.....intersting but mostly a chore in the current battlescape mechanics.
Also, say goodbye to your avengers against a battleship if we decide that UFO may pursue your crafts....