Another factor in the aliens exiting the UFO is how after turn 20 the AI become aware of all your units still alive and decide to use those officers to charge at your soldiers instead of ambushing them, as previously stated.
Thank you Hobbes, I shall check that more closely, I think that 20 turns was in the original game to help keep the map from bogging down.
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EDIT
https://www.reddit.com/r/Xcom/comments/40t4op/am_i_the_only_one_who_hates_turn_timers/Talks about "turn timers,"
..."They don't want the players playing safe, sitting ...." "....turn after turn"
"in the original 1994 XCOM aliens acquired full vision of your troops after turn 20, which was therefore followed by the spam of their psy abilities. So, there was a pretty good incentive to finish up before turn 20,"
I gather for MUTONS that is a safe strategy since they do not have any psi warriors so after the 20th turn the player does not suffer any psi attacks from them.
I set all the aggression for MUTONs to 0 and after turn 20 they were indeed exiting the supply ship at a faster rate, followed by the navigator on turn 46.
As far as the SECTOIDS exiting their scouts, well since they do have psi and I have to study that further.
I thought about sealing up the outer doors of UFO's at least to easier compel a storming of the UFO since now the door was permanently open I would be more likely to venture inside.
How are other players doing the UFO's storming or awaiting the bum rush?
A discussion about that I just discovered
https://openxcom.org/forum/index.php/topic,1827.0/nowap.htmlQuixote==> I used to love storming UFOs but then I realized...
« on: January 24, 2014, 06:35:50 pm »...that aliens will always come out if you wait till turn 20.
That took away a lot of the enjoyment of the game from me, because it's hard to justify the risk of storming the UFO when you know you could just line up a firing squad outside and wait for the reaction fire training.
Maybe we could make it a toggle to choose if aliens will automatically know where the humans are after turn 20? In that case, there would always be a couple of aliens left in the UFO, and you would have to take the chance.
.....it's just difficult to convince myself to go into the UFO when I know I don't have to.
yes THIS, how to keep a few inside...
but obviously this has come up before but no clear answers
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edit 2
The inner UFO doors might be sealed as well as outer doors of the UFO in MCD, changing the doors to have wall attributes but they would have to be made weak, very weak for grenades or gunshots to blow them, especially inner doors. This I would not like to do since tilesets are shared by the Alien basemaps, though I have found the upper levels of those bases I have not been needing to clear since the aliens at some point always come to me before I get there.
An alternative to this would be to edit the ship maps and add some sort of fragile security screens to avoid touching the doors.
These security screens would prevent the aliens from moving around too far but would be easily destroyable in a firefight, maybe armor 10 so a rifle could destroy it.
Not a whole lot of work for vanilla maps but for mods like darkened UFO's, that is a lot of maps; plus those added by mods making altering the common tileset via mod more preferable.