Prototypes Must Be Build For New Craft
Posted 16 January 2004 - 12:11 PM
This would prolong the creation of the Avenger for a couple months. It would force the player to use Interceptors for alonger period of time (if the variety of interceptors is implimented, this would help)
This would combine the efforts of the scientists and engineers.
Posted 16 January 2004 - 12:39 PM
the truth about scientology
Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
Posted 16 January 2004 - 10:14 PM
Posted 07 February 2004 - 03:03 PM
Posted 14 February 2004 - 09:24 PM
I am starting to like these forums
Posted 15 February 2004 - 01:16 AM
Posted 15 February 2004 - 08:23 AM
*Coming back? Avast! Facehugger, finish your assignments!*
Posted 15 February 2004 - 09:46 AM
Posted 15 February 2004 - 06:58 PM
One for interception duty
By the time I have an avenger, I'm following them around trying to get em to land rather than crash.
Posted 12 March 2004 - 06:25 AM
Posted 26 May 2004 - 06:54 AM
That would make the alien tech craft much harder to obtain, no?
Posted 26 May 2004 - 02:13 PM
It would be as if they learn by building the crafts, like getting better at each try, wich is closer to reality. But again, that's my opinion. -_-
"Buddhists believes in Nirvana, X-COM fans believes in Genesis."
Haunted by Ethereals in your dreams?
Think you're chased by a lobsterman?
You neighbor's favorite pet is a Brainsucker?
All that means you've been affected by the X-COM Syndrome.
Posted 21 July 2004 - 01:15 PM
Technically yes, and the research would be more realistic if it USED raw materials, like dissassembling a plasma weapon, (besides, building those should be a separate project than using them), or any authopsy for that matter...
Testing weapondry and craft prototypes is part of the research process
Those XCOM scientists obviously have never heard of the "Smoke Test"...
"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
Posted 21 May 2005 - 10:41 AM
Posted 24 August 2005 - 10:17 AM
Posted 17 January 2006 - 03:55 AM
If on the other hand smaller ships don't increase the amount of elerium reward as the game progresses, then they need to remain easy enough for interceptors, and the bases need to be large enough to hold hangers for both sets of craft.
As for building prototypes during research, if we're assuming that the lab draws on natural resources and builds components during development then we need larger labs to reflect this. For that matter, almost all the rooms should be bigger than they were in UFO.
Posted 23 January 2006 - 10:23 AM
would reflect the fact that yes the first is a proto-type hence the larger cash/item requirement for that items first build run.
after such time it could be considered to have be refined by both the tech and engineering boys to its perfected (current) level of building costs?
another question would have to be if there are modified smaller ufos later in the game (alien adaption to x-com tactics) would it not be fair to consider x-com upgrading their intercepters (say intercepter mk 2 with alien alloys, making them more durable) yet still only slightly stronger (still strong enough to take out the smaller ones/"advanced smalls"
just a thought (slightly brainless one)