Soon we're out of alloys to create more armor. Main assault team now has 4 power suits, 6 flying suits and 4 personal armor suits. The new team has 1 power, 3 flying and 6 personal armors, leaving 4 members without any if we fill the skyranger.
The flying suit has even better armor than the power suit, and can fly to boot, but with a flying suit, you spend a lot of extra TU to get down. So wondering about keeping a few power suit wearers in front of the skyranger, which can cheaply get of the ramp and down to the ground to spot around the plane. So maybe 4 in front in power suits, and the remaining 10 in flying suits. Don't think we're going to start producing our own alloys currently though, as we're a bit short on cash too after starting the 7th base, and building plasma cannons will cost $226.000 per unit.
26th of March and we invent Plasma Cannons. UFO construction and better crafts are a natural next step, but before going there, I think we'll research a medikit first. Would be nice to be able to save people getting fatal wounds in combat. Have already lost a handful of soldiers to fatal wounds, and as we now have much better armor, we'll potentially get more soldiers that end up hurt rather than dead.
Better crafts aren't all the critical anyhow, as long as it's preferable to attack UFOs on the ground (to get more loot). Now we also have good coverage and should be able to intercept most UFOs on the ground, at least if we're ok with night missions. We're not, but we'll deal with it. With flares it's not a disaster. Now that we have plasma beams, we can shoot down terror UFOs which will be the most critical ones to shoot down, to avoid a terror mission where we should try to save civilians. Interceptors don't have unlimited range though, so we should station some more around the globe.
We start building 2 cannons immediately, and they complete 13:00 hours. Stingrays/cannons could still be useful to not totally destroy very small and small scouts, but the chance of shooting down a very small UFO is so slim anyhow, and the scouts we're going to try and attack on the ground instead. Thus, we're going to free up general storage space by selling all conventional craft weapons. Storing missiles is taking up a lot of general storage space.
28th of March we finish researching the Medi-Kit. Anything else worth delaying better crafts for? For the engineering downtime it would be nice to be able to build laser cannons that private firms crave around here, but we're hoping to keep our engineers busy building crafts and armor and the like, so it's not a priority. A motion scanner could be useful, but I think we'll manage. The small launcher could be a very good addition when trying to get a sectoid leader though. But with several stunrods and mind probes to check remaining TUs of the leader, I think we should manage without that too. Lets go for UFO bits next. At least up to Firestorm.
Due to lack of funds, we're limited to building around 10 medikits for now.. No alien activity to capitalize on soon?
30th of March we finish researching UFO construction. New Fighter Craft next.. 05:00 we finish building 10 medikits, and we've got $6.764 left in bank. We transfer 5 medikits to Weinan, and goes back to manufacturing laser rifles for profits. At 16:00 they arrive in Weinan. 11 hours to ship goods from Italy to China.. Not bad.
At 18:30 hours we finally spot some alien activity.
Likely the last activity this month. Some more loot to sell sounds good. Not sure what will happen to funding, but not surprised if we end up getting bills that are higher than the funding, as we've enlisted quite a few more people that wants wages.
Night has just started in Africa, but the UFO is currently over Australia so may be some time before it lands still. It sounds likely that it'll land during nighttime though, so I guess testing out the new plasma cannons to shoot it down is the simplest way of getting a day mission.
These new plasma cannons make mincemeat of the UFO which don't have any chance of retaliating.