Working for businesses in real life that sell things; selling something before they've got their hands on the product is not that usual. In my current job, we often buy parts in for a sale - which means we get the sale first, then buy the part. It might sound odd, but it happens.
Well selling was maybe a bad idea. But it's really odd that you can start researching things you salvaged before they are at the base. If it's intended, why it doesn't work with transfers too?
Regarding the recovery. When you finish battlescape, do you return to Geoscape with the same clock time? Maybe the geo should return with (n*2)+30 minutes added (where n is the number of turns in the game). Or something like that. Though you'd probably need to be careful to update research, manufacturing, and any other craft flying on the globe.
Yes you do. There are few ways to handle this:
- the one this is handled now. Mission takes no time on geoscape. That's weird, but missions are very fast (assuming you do a large scout mission on approx. 6 turns) - it's about 3 minutes. And that can be probably ignored on geoscape.
- you could move the timeforward after mission (or better after each turn - then you could easily recognize saved games). But what about the rest of geoscape? If there are some aircrafts on move or in fight, if there is ufo heading towards your base... Would you move those corresponding to the time that pased, or would you just "stop" them in time? The former could be very dangerous for player, and the latter is illogical.
- a "proper" solution is maybe to keep the time before mission, but wait with the skyranger for about turns*30sec on ground with status "on mission". It could be maybe a little weird but because the player is no "entity" in-game (like general or something), you don't have to explain it in any way so it shouldn't look weird.
Well this was another long post, sorry. I'm happy with the way it's now too, but little tweaks are never bad