I finally decided to balance the mod for the turn based mode because playing X-Com 3 without pause doesn't make much sense and the RT_WP mode offers way too much control. So, I have started a clean new topic.
Some examples of changes:
--Humans stats are more like these from UFO:EU, except for endurance which is higher to prevent them from getting tired so fast.
--Spitters, multiworms and alien eggs have much more powerful spittle which is more like the spittle of Celatids which makes Spitters stop being useless.
--Conventional weapons have damage based on these from UFO:EU. M4000 MG does 30 points of damage, Autocannon 44, etc.
--Sniper Rifle is now a Heavy Laser powered from clips instead of a heavy power source. It does 85 points of damage.
--Heavy Launchers do the same damage as old Blaster Launchers. Mini-Launchers do damage as Alien Grenades.
--I'm trying to replace the unused PSI Grenades with Marsec Grenades that would be old Alien Grenades. Generally Marsec explosives are now based on Elerium.
--Alien weapons are even more powerful.
--Weapon accuracy and AP costs are based on Laser Squad.
--Marsec Armour now has stats of the old Flying Armour. Additionally some parts have negative weight to simulate the strength increase thanks to the powered exoskeleton.
--Megapol Armour is now lighter and has stats of the old Personal Armour.
--Big laser and plasma cannons have the stats of laser and plasma cannon in UFO:EU.
--Autocannons have much higher rate of fire.
--Missiles are more damaging.
--Retribution and Justice missiles are now much faster and more manoeuvrable, so they can be used in actual combat.
--Air vehicles are much faster.
--Military vehicles are tougher as they are made with alien technology.
--Unshielded alien ships are more vulnerable to damage.
--Shields are more powerful.
--It is possible to buy Air transport for agent deployment.
--I decided to use prices based on real world proportions between various types of hardware wiht future $ being worth 10x more due to new manufacturing techniques drastically decreasing production costs.
--Manufacturing times are based on size of items as they are built by replicators. It's possible to manufacture high quantities of small items in a relatively short time.
--Interplanetary fighters now cost 3000000$ for Valkyrie and 7500000$ for Hawk Air Warrior.
--Hovercars cost 500000$.
--Engines for flyers cost 10000$-70000$.
--The organizations have different equipment sets now. Generally, most of non-military organizations don't have missile launchers as they do too much collateral damage.
--Cult of Sirius doesn't use missile launchers as they can't afford them. Their heaviest weapon is the sniper rifle which is rare anyway.
Updated examples of changes.
Edited by Sorrow, 26 April 2011 - 05:24 PM.